Generative AI was used to assist in creating textures, sound effects, concept art, music, translation and code during development.
- Creator
- BoolMoko
- Reviews
- -
- Added
- Sep 28, 2026
Public Steam disclosure research 25,394 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used to assist in creating textures, sound effects, concept art, music, translation and code during development.
Generative AI was used to create the 2D artwork and sprites used inside the game , as well as the promotional capsule images on the store page. Additionally, AI tools were used to assist with programming and code generation during development.
AI elements were used for the text. No AI-generated content is created during gameplay.
AI tools assisted historical card wording, interface and rules text, Japanese translations, and original procedural game and marketing artwork. Cards include source references. No generative AI runs during gameplay.
AI tools helped write the store page text and translate the game's text into other languages. The game's artwork and gameplay are not AI-generated, and nothing is generated by AI while you play.
All the artwork in the Steam store was generated using AI.
Generative AI was used during development to create visual assets, including illustrations and backgrounds, produce background music, and translate in-game text. Images created using generative AI are also used on the Steam store page and in promotional materials. No content is generated using AI during gameplay.
Solis Chronicles uses generative AI for pre-rendered content. Character art, backgrounds, event illustrations, video sequences, the title artwork, and the logo were created with generative AI tools (Flux, Nano Banana, Seedream, PixVerse, WAN) under human art direction, with reference-locked character designs. The music was generated locally with ACE-Step under human direction. The story, characters, and game design are human-authored. Dialogue was written with substantial AI assistance and edited by the developer. No AI content is generated during gameplay; everything is pre-rendered and human-reviewed.
AI assisted in the design of some game artwork
Generative AI was used during development to assist in the creation of some 3D models and visual assets. These assets are used alongside content created manually by the developer.
1.Some scenes 2.promotional renderings。
Generative AI tools were used during the development of Clean Your Garden for part of the 2D art (bug illustrations, backgrounds, weapon and achievement icons, and store art), to assist with writing code, and to assist with translating the game's text into English. All of it was reviewed, edited and integrated by hand. The game does not generate any content with AI while you play: no model runs at runtime. --- Durante el desarrollo de Clean Your Garden se han usado herramientas de IA generativa para parte del arte 2D (ilustraciones de bichos, fondos, iconos de armas y de logros, e imágenes de la ficha), para asistir en la escritura del código, y para asistir en la traducción de los textos al inglés. Todo ese material ha sido revisado, editado e integrado a mano. El juego no genera contenido con IA durante la partida: no hay ningún modelo ejecutándose en tiempo real.
Generative AI was used during development to create or assist with some in-game artwork, promotional images, written content, and localization. The game does not use generative AI to generate content during gameplay.
Generative AI tools were used during development to help create portions of the artwork and promotional imagery, prerecorded voice-over, and some game text and localization. These materials are prepared in advance. The game does not generate AI content during gameplay or connect to external generative AI services.
Generative AI is used only for translations in this game.
Generative AI was used as an assistive development tool for programming, debugging and technical problem solving. Some developer created 2D concepts may also be refined using generative AI. Final creative direction, editing, implementation, game design and level design are handled by the developer.
AI Voice over
浣熊的設計與建模過程中有使用AI生成輔助,加快製作速度與溝通效率,後續調整了許多使其適配我們的遊戲本身。
This game makes extensive use of generative AI during development to assist with visual, music, and written content, including background artwork, visual assets, game music, and discussion, revision, and polishing of the script. Generated content is reviewed, selected, edited, and integrated by the developer before being used in the game. The script, character settings, and overall creative direction are led by the developer and developed through an iterative collaboration with generative AI.
Most of the game's visual art and sound was pre-generated with AI tools and then selected, edited and placed by the developer: the dungeon panoramas, room props, floors, town and building plates, character portraits, walk and combat sprite sheets, monster, boss and villager sprites, item, skill and stack icons, combat and reward effects, and the store page art were generated with the FLUX.1 image model through fal.ai and animated with AutoSprite; the sound effects, ambience beds, voice barks and music were generated with ElevenLabs. Every generated file, the tool that made it and the prompt that asked for it are recorded in the game's files (assets/README.md and assets/PROMPTS.md). All game text, design, rules and code are written by people. Nothing is generated while you play: the game contains no live AI generation and calls no AI service at runtime.
Generative AI was used as a development tool while making this game, for code assistance only. All dialogue and in-game text was written by hand. No AI-generated images, audio or text are included, and no content is generated by AI while the game is running.
Some 2D artwork used in this game (such as character and environment illustrations) was created or assisted with generative AI tools, then selected and edited by the developer for the final game. Gameplay systems, puzzles, and interactive logic were designed and implemented by the developer. The game does not use generative AI to create content in real time during play.
Some audio assets and marketing materials were produced with generative AI tools. All gameplay, code and design are hand-authored.
This game includes assets created with generative AI during development (official music, song artwork, and drum animations). Nothing is generated while you play, and the game does not connect to an AI service at runtime. Players cannot send prompts to any AI.
CHESS: ARCADE uses generative AI for its 2D artwork and for its music. The illustrated assets — move callouts, effect overlays, chess piece sets, UI plates, the title graphic and the game icon — were generated with GPT Image 2 from prompts we wrote and iterated on ourselves. Every generated image then goes through our own import pipeline (trim, alpha normalisation, correction onto the game's fixed palette, downscale), is reviewed in the running game by hand, and is reworked or discarded when it misses. All of it ships as fixed image files inside the build. The soundtrack was composed with generative AI: the melodies, harmony and arrangements were written with AI assistance, then reviewed, edited and mixed by hand. The game ships no audio files and uses no AI audio model — the score exists as note data that the game's own synthesiser renders procedurally at first launch. Twelve of the tracks are arrangements of public-domain classical themes; the rest are original. Nothing is generated while you play, and the game never connects to an AI service. The opponent is a classical alpha-beta chess engine with a hand-written evaluation and opening book, and the puzzles come from the public Lichess puzzle database, verified against that engine. No player input, game data or personal data is ever sent to an AI model.
Some promotional images on the store page were generated with AI and are used only to represent the game’s overall mood and visual direction. They may not fully reflect the final in-game content. The game’s visuals, gameplay, and assets are still in development and may change before release.
No art or audio in DEAD TIME is AI-generated: the music and sound effects are CC0 files from Freesound and Kenney, the characters and animations come from Adobe Mixamo, and every set, prop and the logo itself are drawn procedurally by the game's own code. Generative AI was used as a writing assistant for text: the host's lines, the rules manual, the interface strings, their translation into the game's 12 languages, and this store description. Nothing is generated while you play, and the game never connects to an AI service.
Generative AI helped create/edit art assets and assisted with writing code. All game development and art direction choices were made by a human.
AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
The game to contain art assets generated by artificial intelligence
Generative AI was used to create sounds and materials in this game.
All art, audio, and writing are human-made. AI-assisted tools were used during programming (I've been programming since 2008, I know what I'm doing).
Generative AI tools were used during development to help write portions of the game's code and create some UI elements and store promotional materials. These materials were created before release. The game does not generate content with AI during gameplay.
Some visual, audio and written content was created with the help of AI tools and then reworked and finalized by the developer. Nothing is generated while you play.
Generative AI was used to create art assets and assist with localization text. These assets and translations are prepared during development.
AI was used in developing game mechanics, primarily coding. Human reviewed code.
Some of MoonDoku's art and audio was made with generative AI tools while I built the game: the animated world backdrops, the MoonDoku FM music, a few sound effects, parts of the store and icon art, and a handful of smaller in-game images. I directed, edited, and composited all of it by hand. Everything else is made without generative AI. The puzzles come from my own deterministic generator, the cat is a commissioned 3D model I animated in Blender, and the game design & layout are directly from my brain. Nothing is generated while you play, and the game never talks to an AI service.
This game used generative AI for the game logo
Some art assets in this game are AI-generated and have been truthfully disclosed in the Content Survey.
Some background and minor graphics are done with AI. All translations are done with AI.
AI tools were used in the development of this project
- Localization (translation) of in-game text from the original Japanese into [English, Chinese, etc.]The original Japanese text was written by the developer without AI. All AI-generated translations were reviewed and adjusted by the developer before being included in the game. If you find any translation issues, please let us know via the Steam discussions.
Code was written using help of AI tools, all artwork is human made.
As with most VTT systems, users are welcome to import assets made anywhere. Phroller makes it easier than ever. You can just drag the image or model files into the VTT directly from your browser or file system! I want to encourage supporting real artists where we can though. As such I do my best to collaborate with real creatives on the vast Phroller libraries. Each one of the assets in the library has a field showing the artist behind it. If you like their work, please consider checking them out. Many of them are open for commissions as well! However, I cannot guarantee that assets or part of those assets were created with no AI use at all. A large amount of the assets are made before 2022 though, so we should be safe there. While I do my best to make Phroller as user friendly as possible, it does still require a ton of instructions and manuals. Frontier models are used to keep some of the text up to date across rapid early access development. Sorry if it sounds robotic!
Some of the art assets and music in this game are generated by AI.
The game used AI generated assets. Including Artwork and Audio.
Generative AI tools were used during development to help create artwork, audio, writing, and programming. The game does not generate AI content during gameplay and does not connect to an external AI service while you play.
Some store artwork for this game was created using generative AI tools.
Some visual assets were created using generative AI during development.
AI tools are used to assist in development, including code, writing, art, and sound effects
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Doodle Steel In-game content artaudiocodetext | Generative AI was used to assist in creating textures, sound effects, concept art, music, translation and code during development. | BoolMoko | - | Sep 28, 2026 | |
Timber Knight In-game content artcode | Generative AI was used to create the 2D artwork and sprites used inside the game , as well as the promotional capsule images on the store page. Additionally, AI tools were used to assist with programming and code generation during development. | Twist_Knight ! | - | Sep 28, 2026 | |
Scribble Tanks Dev only text | AI elements were used for the text. No AI-generated content is created during gameplay. | Alexander Komissarov | - | Sep 28, 2026 | |
Dates at the Table In-game content textart | AI tools assisted historical card wording, interface and rules text, Japanese translations, and original procedural game and marketing artwork. Cards include source references. No generative AI runs during gameplay. | Luka Yeaman | - | Sep 28, 2026 | |
SLICE SURPRISE Store/marketing text | AI tools helped write the store page text and translate the game's text into other languages. The game's artwork and gameplay are not AI-generated, and nothing is generated by AI while you play. | Teerawat Samansook | - | Sep 28, 2026 | |
Bathyscaphe Store/marketing art | All the artwork in the Steam store was generated using AI. | WaterGamers | - | Sep 28, 2026 | |
Relic Recoil In-game content artaudiotext | Generative AI was used during development to create visual assets, including illustrations and backgrounds, produce background music, and translate in-game text. Images created using generative AI are also used on the Steam store page and in promotional materials. No content is generated using AI during gameplay. | ATonanWing | - | Sep 28, 2026 | |
Solis Chronicles In-game content artaudiotext | Solis Chronicles uses generative AI for pre-rendered content. Character art, backgrounds, event illustrations, video sequences, the title artwork, and the logo were created with generative AI tools (Flux, Nano Banana, Seedream, PixVerse, WAN) under human art direction, with reference-locked character designs. The music was generated locally with ACE-Step under human direction. The story, characters, and game design are human-authored. Dialogue was written with substantial AI assistance and edited by the developer. No AI content is generated during gameplay; everything is pre-rendered and human-reviewed. | FrostByte Project | - | Sep 28, 2026 | |
Everything Must Go! In-game content art | AI assisted in the design of some game artwork | WU QIUDONG | - | Sep 28, 2026 | |
Cast Away In-game content art | Generative AI was used during development to assist in the creation of some 3D models and visual assets. These assets are used alongside content created manually by the developer. | Nightspire Games | - | Sep 28, 2026 | |
Endless Valkyrie Unclear | 1.Some scenes
2.promotional renderings。 | Runeborn Studio | - | Sep 28, 2026 | |
Clean Your Garden In-game content arttextcode | Generative AI tools were used during the development of Clean Your Garden
for part of the 2D art (bug illustrations, backgrounds, weapon and
achievement icons, and store art), to assist with writing code, and to
assist with translating the game's text into English. All of it was
reviewed, edited and integrated by hand.
The game does not generate any content with AI while you play: no model
runs at runtime.
---
Durante el desarrollo de Clean Your Garden se han usado herramientas de IA
generativa para parte del arte 2D (ilustraciones de bichos, fondos, iconos
de armas y de logros, e imágenes de la ficha), para asistir en la escritura
del código, y para asistir en la traducción de los textos al inglés. Todo
ese material ha sido revisado, editado e integrado a mano.
El juego no genera contenido con IA durante la partida: no hay ningún
modelo ejecutándose en tiempo real. | Jorge Torre Pérez | - | Sep 28, 2026 | |
Karmic Wonders In-game content arttext | Generative AI was used during development to create or assist with some in-game artwork, promotional images, written content, and localization. The game does not use generative AI to generate content during gameplay. | WU QIU DONG | - | Sep 28, 2026 | |
Quiz Bang! In-game content artaudiotext | Generative AI tools were used during development to help create portions of the artwork and promotional imagery, prerecorded voice-over, and some game text and localization. These materials are prepared in advance. The game does not generate AI content during gameplay or connect to external generative AI services. | Joyolt Studio | - | Sep 28, 2026 | |
Just Pancake Simulator In-game content text | Generative AI is used only for translations in this game. | ovov games | - | Sep 28, 2026 | |
Tidyspell In-game content codeart | Generative AI was used as an assistive development tool for programming, debugging and technical problem solving. Some developer created 2D concepts may also be refined using generative AI. Final creative direction, editing, implementation, game design and level design are handled by the developer. | Turshu Games | - | Sep 28, 2026 | |
Love&Knights Solitaire In-game content audio | AI Voice over | DigiMight | - | Sep 28, 2026 | |
惡搞浣熊 In-game content art | 浣熊的設計與建模過程中有使用AI生成輔助,加快製作速度與溝通效率,後續調整了許多使其適配我們的遊戲本身。 | 惡搞浣熊 | - | Sep 28, 2026 | |
Seri & Yuka with my heart In-game content artaudiotext | This game makes extensive use of generative AI during development to assist with visual, music, and written content, including background artwork, visual assets, game music, and discussion, revision, and polishing of the script.
Generated content is reviewed, selected, edited, and integrated by the developer before being used in the game.
The script, character settings, and overall creative direction are led by the developer and developed through an iterative collaboration with generative AI. | Fire & Works company | - | Sep 28, 2026 | |
May the Best Craft Win In-game content artaudio | Most of the game's visual art and sound was pre-generated with AI tools and then selected, edited and placed by the developer: the dungeon panoramas, room props, floors, town and building plates, character portraits, walk and combat sprite sheets, monster, boss and villager sprites, item, skill and stack icons, combat and reward effects, and the store page art were generated with the FLUX.1 image model through fal.ai and animated with AutoSprite; the sound effects, ambience beds, voice barks and music were generated with ElevenLabs. Every generated file, the tool that made it and the prompt that asked for it are recorded in the game's files (assets/README.md and assets/PROMPTS.md). All game text, design, rules and code are written by people. Nothing is generated while you play: the game contains no live AI generation and calls no AI service at runtime. | SCVI Media | - | Sep 28, 2026 | |
Keystone Quarry Dev only code | Generative AI was used as a development tool while making this game, for code assistance only. All dialogue and in-game text was written by hand.
No AI-generated images, audio or text are included, and no content is generated by AI while the game is running. | Impulsar Games | - | Sep 28, 2026 | |
数学谜题 In-game content art | Some 2D artwork used in this game (such as character and environment illustrations) was created or assisted with generative AI tools, then selected and edited by the developer for the final game. Gameplay systems, puzzles, and interactive logic were designed and implemented by the developer. The game does not use generative AI to create content in real time during play. | wzy | - | Sep 28, 2026 | |
Ground Ops: Turnaround In-game content audio | Some audio assets and marketing materials were produced with generative AI tools. All gameplay, code and design are hand-authored. | Ailora Limited | - | Sep 28, 2026 | |
Music Maniaz In-game content artaudio | This game includes assets created with generative AI during development (official music, song artwork, and drum animations). Nothing is generated while you play, and the game does not connect to an AI service at runtime. Players cannot send prompts to any AI. | Maniaz | - | Sep 28, 2026 | |
Chess:Arcade In-game content artaudio | CHESS: ARCADE uses generative AI for its 2D artwork and for its music.
The illustrated assets — move callouts, effect overlays, chess piece sets, UI plates, the title graphic and the game icon — were generated with GPT Image 2 from prompts we wrote and iterated on ourselves. Every generated image then goes through our own import pipeline (trim, alpha normalisation, correction onto the game's fixed palette, downscale), is reviewed in the running game by hand, and is reworked or discarded when it misses. All of it ships as fixed image files inside the build.
The soundtrack was composed with generative AI: the melodies, harmony and arrangements were written with AI assistance, then reviewed, edited and mixed by hand. The game ships no audio files and uses no AI audio model — the score exists as note data that the game's own synthesiser renders procedurally at first launch. Twelve of the tracks are arrangements of public-domain classical themes; the rest are original.
Nothing is generated while you play, and the game never connects to an AI service. The opponent is a classical alpha-beta chess engine with a hand-written evaluation and opening book, and the puzzles come from the public Lichess puzzle database, verified against that engine. No player input, game data or personal data is ever sent to an AI model. | Knurzel | - | Sep 28, 2026 | |
Too Many Cats in the Plant Shop! Store/marketing art | Some promotional images on the store page were generated with AI and are used only to represent the game’s overall mood and visual direction. They may not fully reflect the final in-game content. The game’s visuals, gameplay, and assets are still in development and may change before release. | Aliu | - | Sep 28, 2026 | |
DEAD TIME In-game content text | No art or audio in DEAD TIME is AI-generated: the music and sound effects are CC0 files from Freesound and Kenney, the characters and animations come from Adobe Mixamo, and every set, prop and the logo itself are drawn procedurally by the game's own code.
Generative AI was used as a writing assistant for text: the host's lines, the rules manual, the interface strings, their translation into the game's 12 languages, and this store description. Nothing is generated while you play, and the game never connects to an AI service. | Sheep Arcade | - | Sep 28, 2026 | |
STARZ.PEG In-game content artcode | Generative AI helped create/edit art assets and assisted with writing code. All game development and art direction choices were made by a human. | Loop Logic | - | Sep 28, 2026 | |
Chair Chase In-game content audio | AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game. | Babs Games | - | Sep 28, 2026 | |
Slope Rivals In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | Sep 28, 2026 | |
MECCHA LIAR In-game content audioart | Generative AI was used to create sounds and materials in this game. | HEXIT | - | Sep 28, 2026 | |
Spaceport Architect Dev only code | All art, audio, and writing are human-made. AI-assisted tools were used during programming (I've been programming since 2008, I know what I'm doing). | Djentsoft | - | Sep 28, 2026 | |
Hide & Swipe Store/marketing codeart | Generative AI tools were used during development to help write portions of the game's code and create some UI elements and store promotional materials. These materials were created before release. The game does not generate content with AI during gameplay. | AWeekGame | - | Sep 28, 2026 | |
Don't Let Him Cook In-game content artaudiotext | Some visual, audio and written content was created with the help of AI tools and then reworked and finalized by the developer. Nothing is generated while you play. | @games | - | Sep 28, 2026 | |
开缸大吉 In-game content arttext | Generative AI was used to create art assets and assist with localization text. These assets and translations are prepared during development. | Wuhan Wind Tunnel Network Technology Co., Ltd. | - | Sep 28, 2026 | |
Not Musical Chairs Dev only code | AI was used in developing game mechanics, primarily coding. Human reviewed code. | CCG | - | Sep 28, 2026 | |
MoonDoku In-game content artaudio | Some of MoonDoku's art and audio was made with generative AI tools while I built the game: the animated world backdrops, the MoonDoku FM music, a few sound effects, parts of the store and icon art, and a handful of smaller in-game images. I directed, edited, and composited all of it by hand.
Everything else is made without generative AI. The puzzles come from my own deterministic generator, the cat is a commissioned 3D model I animated in Blender, and the game design & layout are directly from my brain.
Nothing is generated while you play, and the game never talks to an AI service. | Altamont Interactive | - | Sep 28, 2026 | |
Blocks vs. Monsters Store/marketing art | This game used generative AI for the game logo | Overflow Interactive | - | Sep 28, 2026 | |
中国式青训 In-game content art | Some art assets in this game are AI-generated and have been truthfully disclosed in the Content Survey. | JZHL | - | Sep 28, 2026 | |
Adventures of Mack In-game content arttext | Some background and minor graphics are done with AI. All translations are done with AI. | Armand Tyberiusz Molinski | - | Sep 28, 2026 | |
tiny desktop pals Unclear | AI tools were used in the development of this project | Penyo | 15 | Sep 28, 2026 | |
AQUA FALL In-game content text | - Localization (translation) of in-game text from the original Japanese into [English, Chinese, etc.]The original Japanese text was written by the developer without AI. All AI-generated translations were reviewed and adjusted by the developer before being included in the game. If you find any translation issues, please let us know via the Steam discussions. | tatsumaki games | - | Sep 28, 2026 | |
Whale Hunter Dev only code | Code was written using help of AI tools, all artwork is human made. | Tegridy Made Games | - | Sep 28, 2026 | |
Phroller Dev only text | As with most VTT systems, users are welcome to import assets made anywhere. Phroller makes it easier than ever. You can just drag the image or model files into the VTT directly from your browser or file system!
I want to encourage supporting real artists where we can though. As such I do my best to collaborate with real creatives on the vast Phroller libraries. Each one of the assets in the library has a field showing the artist behind it. If you like their work, please consider checking them out. Many of them are open for commissions as well! However, I cannot guarantee that assets or part of those assets were created with no AI use at all. A large amount of the assets are made before 2022 though, so we should be safe there.
While I do my best to make Phroller as user friendly as possible, it does still require a ton of instructions and manuals. Frontier models are used to keep some of the text up to date across rapid early access development. Sorry if it sounds robotic! | Phroller.com | - | Sep 28, 2026 | |
Sign It In-game content artaudio | Some of the art assets and music in this game are generated by AI. | G-Yao | - | Sep 28, 2026 | |
Forge In Hand In-game content artaudio | The game used AI generated assets. Including Artwork and Audio. | Steve_BBQ | - | Sep 28, 2026 | |
Ant Clicker In-game content artaudiotextcode | Generative AI tools were used during development to help create artwork, audio, writing, and programming. The game does not generate AI content during gameplay and does not connect to an external AI service while you play. | Bryan Wrinkle | - | Sep 28, 2026 | |
星光农场 Store/marketing art | Some store artwork for this game was created using generative AI tools. | 新星像素/Nova Pixel | - | Sep 28, 2026 | |
DishDash Dev only art | Some visual assets were created using generative AI during development. | Quantum Box | - | Sep 28, 2026 | |
The Guy Downstairs In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Downstairs Games | - | Sep 27, 2026 |