AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists.
- Creator
- MegaKil Studios
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,995 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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AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists.
Some portions of a few 2D graphics were based off AI Generation before modifying.
Used partially in coding and generating sounds
Some visual assets were created using generative AI and reviewed by the developer.
Some audio elements in this game are created with the assistance of generative AI. These tools are used as part of the creative process, and all content is curated and integrated by the developer.
Some minor sprites were AI-generated by the developer and then manually edited.
Some assets in this game, including music and sound effects, were created with the assistance of generative AI tools. All AI-generated content was reviewed and curated by the developer before inclusion in the game.
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.
Currently only AI generated item is the Store graphics. It is, however, intended in the future for the game itself to contain AI generated graphics as well.
Generative AI was used solely to create promotional artwork and store banners.
All images in the game, as well as on the store page, were generated using AI.
Artificial intelligence was used to assist with code debugging, translating in-game text into multiple languages, and refining the store page descriptions."
Generative AI is used in limited areas of TRIMSON. Character voice lines are created using Deep Voice Pro, a Unity Asset Store asset. Selected in-game icons are based on original artwork created by the developer's daughter, with AI tools used only for editing and refinement. The cover artwork was originally created by the developer, with AI tools used only for editing and refinement. TRIMSON also uses licensed music assets from Cplomedia purchased through the Unity Asset Store. Some of these licensed music assets contain AI-generated content. No other content in TRIMSON uses generative AI.
Some visual assets in this game, such as the capsule art, were generated with the assistance of AI tools and then edited and refined by the developer. No gameplay, mechanics, or code were generated by AI.
AI was used for pre-production portrait references, which were then entirely redrawn by hand. No raw AI-generated content is used in the final game.
Some content in this game was created with the assistance of generative AI tools, including: game artwork (ChatGPT/DALL-E), background music (Suno AI), and some text content (Claude AI). All AI-generated content has been reviewed and adjusted by the developer.
Many graphic resources were created using AI.
As a solo developer I chose to use AI generation for my UI elements and Main menu artwork.
While we utilize AI to accelerate early-stage concepting and iteration. Every final asset has been manually refined and polished to ensure the highest level of creative integrity and our personal touch.
Some music and sound effects were generated using AI tools, then manually edited and refined by the developer
Most in-game visual assets were generated using AI tools, while all implementation, including placement and animation, was handled by the developers. The user interface was created using non-AI assets and implemented by the development team.
We are an indie team of two programmers. We are currently using AI-generated art so we can start testing the game right away. Thank you for your understanding.
Code, images, and text content are generated with AI assistance.
Some additional support in development, there is no dynamic generated code
Some textures and 3D models in this game were created using AI-assisted procedural rendering during development. The game does not generate any content with AI at runtime.
Generative AI was used during development to assist with initial pixel art drafts and multilingual translation drafts.
This game is created by a solo developer. Generative AI tools were utilized to enhance the music, sound effects, and localization for a better atmosphere and overall experience. All AI-assisted content has been personally reviewed and finalized by the developer. All visual assets and the narrative are entirely handcrafted.
This game uses generative AI as its core gameplay mechanic. AI players are powered by large language models (including Claude, GPT, Gemini, Grok, and others) that generate all in-game dialogue, accusations, defenses, and strategic decisions in real time during gameplay. Each AI player reasons, debates, and votes autonomously. Some store page artwork was also generated using AI image generation tools.
I'm Alex, a solo developer. Most of Sphere TD is handmade by me: towers, mods, UI, maps, game design, and core gameplay art. A small amount of AI assisted creation is used for flavor: optional map background images (off by default), and music tracks that combine indie production with AI assisted composition. I also have a no AI assets switch in Settings to toggle off generated content if you prefer.
In short: 8 years of manual development then accelerated with AI, used in following areas: - Sprites and other images: no - Music and Sounds: yes - Game engine and mechanics: A little at the end of development, I used AI for minor features and tidious configuration of some mechanics in XML input files for my engine. - Puzzle maps: no - Dungeon maps: no - Preview survival openworld maps: Worldgen parameters is moslty generated
The developer has used Generative AI slop to create this game, and now, so can you!
AI was used to create an image
This game was built extensively with generative AI. AI tools were used to assist with code development, pixel art generation, music composition, sound effect creation, voice acting, dialogue writing, story design, and game design.
※テーマソング、背景画像にAIを使用しています。
Some visual assets were created with the assistance of AI image generation tools during development.
Part of the promotional content uses generative ai.
Mix a Meow uses AI generation tools to create some assets, including character illustrations, icons, music, and sound effects. All character concepts and design directions were crafted by the developer; AI was used as a tool to bring them to life. No content is generated by AI during gameplay — all AI-assisted assets were reviewed and finalized by the developer before release.
This game utilizes generative AI tools to assist in the creation of select 2D artwork, specifically some UI icons, league background themes, and store page promotional materials. Other in-game assets, such as enemy art and player icon and GUI, were acquired through licensed asset stores.
**About the Use of AI** This game was largely developed by a single developer with limited resources. To move faster and support certain parts of the creative process, I occasionally used AI tools during development. AI was mainly used to help generate early drafts of visuals, initial text ideas, and to assist throughout the production process. However, everything you see in the game has been manually refined, reworked, and shaped to fit the overall vision of the game. My goal was not to use AI as a shortcut, but as a supportive tool to help bring ideas to life more efficiently. This allowed me to focus more on the atmosphere, gameplay, and overall experience I wanted to create. The final result — its world, mechanics, and feeling — reflects my own vision.
Some visual assets in this game, including backgrounds and certain enemy designs, were created using AI-assisted tools and then edited, modified, and integrated into the game by the developer.
Artificial intelligence was used in the production of the game to modulate voices and generate songs.
The game's soundtrack was composed with the assistance of AI tools.
Generative AI has been used during the development of this game in the following ways: AI tools were used to assist in writing part of the game's source code and to help create or refine some 2D graphic assets, such as logos and UI elements.
We use generative AI for coding and translation.
all the pictures are generated by artificial intelligence.
All images in the game and on the Steam page were generated by AI.
The Steam store page banners and promotional materials were created with the help of generative AI tools. The in-game assets were either manually created or edited afterward, while certain marketing visuals (such as headers, capsules, and banners) contain AI-generated elements.
All assets (including music and sound) and most of the logic has been generated with the help of A.I.
Generative AI was used to assist in the development and optimization of the game's source code.
Generative AI (SoundID VoiceAI) was used to process recorded voice-acting performances for character dialogue and undead vocals. AI tools were also used in the creation of environmental textures and ambient sound layers."
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Darkest Path Dev only art | AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists. | MegaKil Studios | - | May 23, 2026 | |
The Kings Game: Through the Veil In-game content art | Some portions of a few 2D graphics were based off AI Generation before modifying. | Sonar Games | - | May 23, 2026 | |
Blipzz In-game content codeaudio | Used partially in coding and generating sounds | Edwin Lee | - | May 23, 2026 | |
Jumppass In-game content art | Some visual assets were created using generative AI and reviewed by the developer. | doabb | - | May 23, 2026 | |
Patternima In-game content audio | Some audio elements in this game are created with the assistance of generative AI.
These tools are used as part of the creative process, and all content is curated and integrated by the developer. | mixel | - | May 23, 2026 | |
Toxic Corp In-game content art | Some minor sprites were AI-generated by the developer and then manually edited. | Yes Men Studios LLC | - | May 23, 2026 | |
FindHuman In-game content audio | Some assets in this game, including music and sound effects, were created with the assistance of generative AI tools. All AI-generated content was reviewed and curated by the developer before inclusion in the game. | euddonsangja | - | 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 | |
Match Deck: Football In-game content art | Currently only AI generated item is the Store graphics.
It is, however, intended in the future for the game itself to contain AI generated graphics as well. | One Joyful Day | - | May 23, 2026 | |
NIGHTMARE OF THE FOREST Store/marketing art | Generative AI was used solely to create promotional artwork and store banners. | Mafia Entertainment Studios | - | May 23, 2026 | |
RED PROTOCOL In-game content art | All images in the game, as well as on the store page, were generated using AI. | RedYellowGreenGames | - | May 23, 2026 | |
IT HEARS YOU In-game content codetext | Artificial intelligence was used to assist with code debugging, translating in-game text into multiple languages, and refining the store page descriptions." | Lurking Shadow Studios | - | May 23, 2026 | |
Trimson In-game content audioart | Generative AI is used in limited areas of TRIMSON. Character voice lines are created using Deep Voice Pro, a Unity Asset Store asset. Selected in-game icons are based on original artwork created by the developer's daughter, with AI tools used only for editing and refinement. The cover artwork was originally created by the developer, with AI tools used only for editing and refinement.
TRIMSON also uses licensed music assets from Cplomedia purchased through the Unity Asset Store. Some of these licensed music assets contain AI-generated content.
No other content in TRIMSON uses generative AI. | William Orr | - | May 23, 2026 | |
BUTTON Store/marketing art | Some visual assets in this game, such as the capsule art, were generated with the assistance of AI tools and then edited and refined by the developer. No gameplay, mechanics, or code were generated by AI. | YOUng Games | - | May 23, 2026 | |
Dendrophobia Dev only art | AI was used for pre-production portrait references, which were then entirely redrawn by hand. No raw AI-generated content is used in the final game. | Meowrizon Studio | - | May 23, 2026 | |
Castle of Lies: Fate's Roll 謊言之堡:命運骰局 In-game content artaudiotext | Some content in this game was created with the assistance
of generative AI tools, including: game artwork (ChatGPT/DALL-E),
background music (Suno AI), and some text content (Claude AI).
All AI-generated content has been reviewed and adjusted by the developer. | Liang Yu Chen | - | May 23, 2026 | |
Jeo-seung Bus : Underworld Bus In-game content art | Many graphic resources were created using AI. | Hoon Arcade | - | May 23, 2026 | |
Seed Defender In-game content art | As a solo developer I chose to use AI generation for my UI elements and Main menu artwork. | Bushwookie | - | May 23, 2026 | |
Lostbound Dev only | While we utilize AI to accelerate early-stage concepting and iteration. Every final asset has been manually refined and polished to ensure the highest level of creative integrity and our personal touch. | Tenkarider | - | May 23, 2026 | |
ASCII Survivors In-game content audio | Some music and sound effects were generated using AI tools, then manually edited and refined by the developer | IndigoVortex | - | May 23, 2026 | |
PROJECT: OJISAN In-game content art | Most in-game visual assets were generated using AI tools, while all implementation, including placement and animation, was handled by the developers.
The user interface was created using non-AI assets and implemented by the development team. | MUC GAMES | - | May 23, 2026 | |
Cast & Conquer In-game content art | We are an indie team of two programmers. We are currently using AI-generated art so we can start testing the game right away. Thank you for your understanding. | AnnexAlea | - | May 23, 2026 | |
䁛𩲏模拟器——你身边的鬼故事合集 In-game content codearttext | Code, images, and text content are generated with AI assistance. | 整个好活 | - | May 23, 2026 | |
Rally TS Dev only code | Some additional support in development, there is no dynamic generated code | 1337Interactive | - | May 23, 2026 | |
Dice Tavern: Farkle Roguelike In-game content art | Some textures and 3D models in this game were created using AI-assisted procedural rendering during development. The game does not generate any content with AI at runtime. | Cavi Studio | - | 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 | |
Mayor Quake In-game content audiotext | This game is created by a solo developer. Generative AI tools were utilized to enhance the music, sound effects, and localization for a better atmosphere and overall experience. All AI-assisted content has been personally reviewed and finalized by the developer. All visual assets and the narrative are entirely handcrafted. | sKed Games | - | May 23, 2026 | |
Mentiss: Werewolf - Human vs AI Live AI text | This game uses generative AI as its core gameplay mechanic. AI players are powered by large language models (including Claude, GPT, Gemini, Grok, and others) that generate all in-game dialogue, accusations, defenses, and strategic decisions in real time during gameplay. Each AI player reasons, debates, and votes autonomously. Some store page artwork was also generated using AI image generation tools. | jmentiss | - | May 23, 2026 | |
Sphere TD In-game content artaudio | I'm Alex, a solo developer. Most of Sphere TD is handmade by me: towers, mods, UI, maps, game design, and core gameplay art.
A small amount of AI assisted creation is used for flavor: optional map background images (off by default), and music tracks that combine indie production with AI assisted composition.
I also have a no AI assets switch in Settings to toggle off generated content if you prefer. | Standard Issue Games | - | May 23, 2026 | |
Dwarf the Dungeonist In-game content audiocode | In short: 8 years of manual development then accelerated with AI, used in following areas:
- Sprites and other images: no
- Music and Sounds: yes
- Game engine and mechanics: A little at the end of development, I used AI for minor features and tidious configuration of some mechanics in XML input files for my engine.
- Puzzle maps: no
- Dungeon maps: no
- Preview survival openworld maps: Worldgen parameters is moslty generated | Robert Kortowski | - | May 23, 2026 | |
AI Slop Simulator Unclear | The developer has used Generative AI slop to create this game, and now, so can you! | Starfield Games LLC | - | May 23, 2026 | |
Hyper-Drive Unclear art | AI was used to create an image | Beowolf Games | - | May 23, 2026 | |
Warlords of the Dying Age In-game content artaudiotextcode | This game was built extensively with generative AI. AI tools were used to assist with code development, pixel art generation, music composition, sound effect creation, voice acting, dialogue writing, story design, and game design. | Kronarc Engine Collective | - | May 23, 2026 | |
もじみち Store/marketing audioart | ※テーマソング、背景画像にAIを使用しています。 | namimon | - | May 23, 2026 | |
Emberlorn Dev only art | Some visual assets were created with the assistance of AI image generation tools during development. | Hudson Borges | - | May 23, 2026 | |
Ultimate super boy 超级至尊男孩 Store/marketing art | Part of the promotional content uses generative ai. | WaterGames | - | May 23, 2026 | |
쓰까냥 (Mix a Meow) In-game content artaudio | Mix a Meow uses AI generation tools to create some assets, including character illustrations, icons, music, and sound effects. All character concepts and design directions were crafted by the developer; AI was used as a tool to bring them to life. No content is generated by AI during gameplay — all AI-assisted assets were reviewed and finalized by the developer before release. | BLANK ANSWER | - | May 23, 2026 | |
Jackpot Colosseum In-game content art | This game utilizes generative AI tools to assist in the creation of select 2D artwork, specifically some UI icons, league background themes, and store page promotional materials. Other in-game assets, such as enemy art and player icon and GUI, were acquired through licensed asset stores. | Wumbo Games | - | May 23, 2026 | |
Shop of Deals In-game content arttext | **About the Use of AI**
This game was largely developed by a single developer with limited resources. To move faster and support certain parts of the creative process, I occasionally used AI tools during development.
AI was mainly used to help generate early drafts of visuals, initial text ideas, and to assist throughout the production process. However, everything you see in the game has been manually refined, reworked, and shaped to fit the overall vision of the game.
My goal was not to use AI as a shortcut, but as a supportive tool to help bring ideas to life more efficiently. This allowed me to focus more on the atmosphere, gameplay, and overall experience I wanted to create.
The final result — its world, mechanics, and feeling — reflects my own vision. | Kenthrix Studios | - | May 23, 2026 | |
Jump King Clicker In-game content art | Some visual assets in this game, including backgrounds and certain enemy designs, were created using AI-assisted tools and then edited, modified, and integrated into the game by the developer. | Antique Box Studio | - | May 23, 2026 | |
Cheap Car Repair: Welcome to Nowhere In-game content audio | Artificial intelligence was used in the production of the game to modulate voices and generate songs. | Little Dog Games | 522 | May 23, 2026 | |
On The Ramp In-game content audio | The game's soundtrack was composed with the assistance of AI tools. | FromGamers4Gamers | - | May 23, 2026 | |
Subsuelo In-game content artcode | Generative AI has been used during the development of this game in the following ways: AI tools were used to assist in writing part of the game's source code and to help create or refine some 2D graphic assets, such as logos and UI elements. | SirthGames | - | May 23, 2026 | |
AGI Developer: Click Is All You Need Dev only codetext | We use generative AI for coding and translation. | Ota Mato | - | May 23, 2026 | |
Visual novel: Dashing 90s Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | 12 | May 23, 2026 | |
Tiny Wizard Tavern Store/marketing art | All images in the game and on the Steam page were generated by AI. | SmogGames | - | May 23, 2026 | |
Floppy-Ear Chaos In-game content art | The Steam store page banners and promotional materials were created with the help of generative AI tools. The in-game assets were either manually created or edited afterward, while certain marketing visuals (such as headers, capsules, and banners) contain AI-generated elements. | SCRAPIEDEE S.R.L. | 46 | May 23, 2026 | |
Gridlock In-game content artaudiotextcode | All assets (including music and sound) and most of the logic has been generated with the help of A.I. | Aeterna | - | May 23, 2026 | |
Behold! My Beef Knife Dev only code | Generative AI was used to assist in the development and optimization of the game's source code. | Dog in the Shell | - | May 23, 2026 | |
All Hallows In-game content audioart | Generative AI (SoundID VoiceAI) was used to process recorded voice-acting performances for character dialogue and undead vocals. AI tools were also used in the creation of environmental textures and ambient sound layers." | Aardvark Anteater Acoustics | - | May 23, 2026 |