Some visual and marketing materials for this game were created with the assistance of AI tools. All AI-generated content was reviewed, edited, and integrated by the developer.
- Creator
- FSpixGames
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,394 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.
Some visual and marketing materials for this game were created with the assistance of AI tools. All AI-generated content was reviewed, edited, and integrated by the developer.
This game uses generative AI tools during development to assist with the creation of certain visual assets and concept art. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure consistency with the game’s artistic style and design. No generative AI is used in gameplay systems or player interactions.
As a solo developer, I utilized generative AI tools during the development process in the following ways - Visual Assets: AI was used to assist in the creation and enhancement of certain background images and textures. All final assets were manually reviewed and integrated to ensure quality and consistency. - Text & Localization: I used AI for proofreading, refining the phrasing of in-game text, and assisting with translations into multiple languages to ensure a polished experience for players worldwide. - Voice Generation: AI was used to generate certain voice lines in the game. All audio content was reviewed, selected, and integrated manually to ensure it fits the intended tone and quality. All AI-assisted content was pre-generated and manually verified by me to ensure quality and compliance. The game does not feature any real-time AI generation during gameplay.
Developing Aevalore solo meant tackling a massive project on my own. To manage the 500+ sprite sheets required, I used generative AI for the artwork (most hand polished for finish) and 90% of the music. Some of the music was made by a friend and me. This allowed me to pour all my energy into coding the 81-ability system, 12+ unique characters and crafting the world. These tools didn't replace my vision; they made it possible for a solo dev to build it.
AI-generated art objects
Use AI to generate item icon.
Some assets on the store page are optimized using AI.
Used AI for promo materials (text stile)
We used AI to help create the images for our game's Steam page.
Some store visuals and in-game product visuals were created with artificial intelligence.
Some assets on the store page were created with the assistance of AI.
"This game utilizes generative AI to create temporary placeholders for art assets, which will be replaced by final, custom artwork as development progresses.
Currently, we only use AI tools to help with some beautification of our promotional materials.
Description of AI usage in development: We utilized AI tools to enhance development efficiency and creative output: Claude: Heavily used for complex 3D procedural mesh modeling and core game logic scripting to optimize the procedural world-building. ChatGPT & Gemini: Assisted in creating specific game assets and technical documentation. Adobe Firefly: Used to generate high-quality visual elements and creative assets specifically for the game’s promotional trailers. All AI-assisted outputs were refined, integrated, and finalized by the developer to ensure technical stability and creative originality.
Some pixel art assets were created with the assistance of AI image generation tools and refined by hand.
This game uses AI-generated content: Pre-generated AI use: - Marketing visuals (Steam capsules, banners, page background) were generated with AI image models, then manually edited and composited. - Some in-game art assets (item icons, enemy portraits, environment elements) were AI-generated and edited/integrated by hand. - All AI-generated content was reviewed, edited, and curated by the developer before shipping. Not AI-generated: - Game design, mechanics, balance, progression systems, lore, world-building. - UI/UX layouts and interaction flows. No live/runtime AI: the game does not run AI models during play. Nothing you do in-game contacts an LLM or image generator.
Code organization, Canva title screen.
Auction House features artwork developed with generative AI.
The visual assets of this game are generated by AI.
Some of the character portraits, background images, and item images in this game were generated using niji・journey and Canva AI, and were later refined and edited by an artist.
Generative AI was used to assist with some promotional visuals, such as logo and store page imagery. Tide Fall also includes commercially licensed marketplace assets. All gameplay systems and game development are created and implemented by me
Some visual, audio, and text elements were created using generative AI tools and were later edited and refined by the developer.
Our crafting system depends on AI to generate new game data when you combine a combination of items not yet seen before, so you never run out of weapons to discover and experiment with. We also generate text and sprites for any new items created. Assets for the game also use image generation: the title screen and other UI elements use generated textures and graphics. These images have been touched up by a human and reused on our Steam page also.
This game makes extensive use of generative artificial intelligence tools during development from concepting, writing support, assets prototyping, animation and sound design. All AI-assisted content is curated, modified, refined, and integrated by the developer to ensure artistic cohesion, gameplay integrity, and thematic consistency. The final gameplay experience is not dynamically generated by AI at runtime. The game does not use generative AI to create player-specific content during live play, and no player data is used to train AI systems. Generative AI tools were used as creative and production accelerators within a human-directed development process.
AI was used in editing code. In the game play there is not auto generated AI content.
This game was developed by a solo developer with the assistance of generative AI tools during production. AI tools such as ChatGPT were used as a development aid for Unreal Engine guidance, technical explanations, spell-checking, and drafting some in-game text and UI messaging. ChatGPT was also used to generate some placeholder images and audio assets during early development. Some 3D models and textures were created using AI-assisted tools such as Tripo3D.ai. These assets may be refined, replaced, or improved over time as the project evolves and budget allows. All gameplay systems, mechanics, design decisions, Blueprint scripting, and overall game implementation were created and assembled by the developer. No AI system autonomously generated gameplay code or core systems. Additional assets were purchased through the Unreal Engine Fab Marketplace where noted. AI tools were used strictly as production assistants to support solo development.
AI-generated art objects
The achievements and images shown on the store page were generated or modified using AI
Generative AI art is used as placeholder content until the game is further developed.
Dust & Diamonds is a 100% solo project. The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days. I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that. How does the game use AI? Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system. Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity. What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted. I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support.
AI-Assisted Localization
The robot is very very early draft to be replaced by our busy lead artist
I used AI assistance to create some of the promotional materials used outside the game.
AI generation tools were used in the creation of certain in-game assets including meshes and UI imagery. Promotional and marketing materials, including Steam capsule images and library assets, were also created using AI image generation tools. All gameplay systems and code were developed without the use of AI generation tools.
The store page capsule images were created with generative AI.
The in-game graphics and sound are generated by AI and then modified and adjusted by creators before being used. In World End Dystopia, AI technology is used as a supplementary tool in certain parts of the production process. AI supports tasks such as prototyping, comparison, and organization, while the worldbuilding, narrative, game design, and all final expressions and decisions are created entirely by human hands. Just as the AI “EDEN” depicted in the game exists to support human choice, AI in the real-world development process is likewise limited to an assistive role—supporting human understanding and judgment rather than replacing creativity or decision-making.
It is used for localization.
AI has been used to help develop the game's cover art.
This game employs generative AI to support the generation of narrative content.
I am a single developer. AI is used to speed up some processes, some marketing and concept materials are made with AI as a base to improve on and deliver better game. There are optional AI soundtracks in the game.
Some visual assets, promotional images, and loading screen artwork were created or assisted using AI-generated tools
Achievement images and animation roullette images are generated with AI.
Artificial intelligence was used to help create the game's main art and logo.
Some of the in-game icons and some of the store page's marketing material have been created using generative AI.
AI was used in this game for css and uxml elements, repetitive code tasks, internal tooling and general code debugging
All image resources (excluding UI) in this game are generated using AI.
The game's codebase was developed with the support of generative AI tools
This game uses generative AI for its multi-language localization to provide immediate support for French, German, Spanish, Portuguese, Russian, Japanese and Korean. While we strive for accuracy, some linguistic nuances may vary.
In order to better reflect the identity of our game and obtain easier outputs, we use artificial intelligence to produce content such as capsule images, small logos, and simple text found on our game's store page.
Some graphic elements use AI-generated images.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pizza Business Store/marketing art | Some visual and marketing materials for this game were created with the assistance of AI tools. All AI-generated content was reviewed, edited, and integrated by the developer. | FSpixGames | - | May 23, 2026 | |
Potions Practicum In-game content art | This game uses generative AI tools during development to assist with the creation of certain visual assets and concept art. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure consistency with the game’s artistic style and design.
No generative AI is used in gameplay systems or player interactions. | Megan Eder | - | May 23, 2026 | |
The Refuge In-game content arttextaudio | As a solo developer, I utilized generative AI tools during the development process in the following ways
- Visual Assets: AI was used to assist in the creation and enhancement of certain background images and textures. All final assets were manually reviewed and integrated to ensure quality and consistency.
- Text & Localization: I used AI for proofreading, refining the phrasing of in-game text, and assisting with translations into multiple languages to ensure a polished experience for players worldwide.
- Voice Generation: AI was used to generate certain voice lines in the game. All audio content was reviewed, selected, and integrated manually to ensure it fits the intended tone and quality.
All AI-assisted content was pre-generated and manually verified by me to ensure quality and compliance. The game does not feature any real-time AI generation during gameplay. | TheLittleGames | - | May 23, 2026 | |
Aevalore In-game content artaudio | Developing Aevalore solo meant tackling a massive project on my own. To manage the 500+ sprite sheets required, I used generative AI for the artwork (most hand polished for finish) and 90% of the music. Some of the music was made by a friend and me. This allowed me to pour all my energy into coding the 81-ability system, 12+ unique characters and crafting the world. These tools didn't replace my vision; they made it possible for a solo dev to build it. | Aevalore | 16 | May 23, 2026 | |
Titanic Survival Simulator In-game content art | AI-generated art objects | SOFTWARE TECHNOLOGIES | - | May 23, 2026 | |
Mana Reactor In-game content art | Use AI to generate item icon. | Heavenly Demon | - | May 23, 2026 | |
暗黑战神 Store/marketing | Some assets on the store page are optimized using AI. | 暗黑战神 | 90 | May 23, 2026 | |
ColorIt! Store/marketing text | Used AI for promo materials (text stile) | PolyMorph | - | May 23, 2026 | |
Master Alchemist Simulator Store/marketing art | We used AI to help create the images for our game's Steam page. | Bohem Games | - | May 23, 2026 | |
Farm to Restaurant Simulator In-game content art | Some store visuals and in-game product visuals were created with artificial intelligence. | Harvion Studio | - | May 23, 2026 | |
王者争雄 Store/marketing art | Some assets on the store page were created with the assistance of AI. | 王者争雄 | 63 | May 23, 2026 | |
Seedfall Dev only art | "This game utilizes generative AI to create temporary placeholders for art assets, which will be replaced by final, custom artwork as development progresses. | Magic Coffee Games | - | May 23, 2026 | |
超凡功夫之王传奇 In-game content art | Currently, we only use AI tools to help with some beautification of our promotional materials. | 功夫之王 | 84 | May 23, 2026 | |
Lenos Store/marketing artcode | Description of AI usage in development:
We utilized AI tools to enhance development efficiency and creative output:
Claude: Heavily used for complex 3D procedural mesh modeling and core game logic scripting to optimize the procedural world-building.
ChatGPT & Gemini: Assisted in creating specific game assets and technical documentation.
Adobe Firefly: Used to generate high-quality visual elements and creative assets specifically for the game’s promotional trailers.
All AI-assisted outputs were refined, integrated, and finalized by the developer to ensure technical stability and creative originality. | jewelint | - | May 23, 2026 | |
RuneClick In-game content art | Some pixel art assets were created with the assistance of AI image generation tools and refined by hand. | Vosk Games | - | May 23, 2026 | |
PSYCHOBYL In-game content art | This game uses AI-generated content:
Pre-generated AI use:
- Marketing visuals (Steam capsules, banners, page background) were generated with AI image models, then manually edited and composited.
- Some in-game art assets (item icons, enemy portraits, environment elements) were AI-generated and edited/integrated by hand.
- All AI-generated content was reviewed, edited, and curated by the developer before shipping.
Not AI-generated:
- Game design, mechanics, balance, progression systems, lore, world-building.
- UI/UX layouts and interaction flows.
No live/runtime AI: the game does not run AI models during play. Nothing you do in-game contacts an LLM or image generator. | Boris & Baisha | - | May 23, 2026 | |
Mythic Manager Dev only | Code organization, Canva title screen. | Oracle Algorithms | - | May 23, 2026 | |
Auction House In-game content art | Auction House features artwork developed with generative AI. | Recoil Mojo | - | May 23, 2026 | |
16 Personalities Simulator In-game content art | The visual assets of this game are generated by AI. | DreamStep | 53 | May 23, 2026 | |
ゼロからはじめるむらづくり In-game content art | Some of the character portraits, background images, and item images in this game were generated using niji・journey and Canva AI, and were later refined and edited by an artist. | Shukichi Studio | - | May 23, 2026 | |
Tide Fall In-game content art | Generative AI was used to assist with some promotional visuals, such as logo and store page imagery. Tide Fall also includes commercially licensed marketplace assets. All gameplay systems and game development are created and implemented by me | Lone Badger Studio | - | May 23, 2026 | |
Crown & Spores In-game content artaudiotext | Some visual, audio, and text elements were created using generative AI tools and were later edited and refined by the developer. | SpruceWood Games | - | May 23, 2026 | |
Alchemy Survivors Live AI arttext | Our crafting system depends on AI to generate new game data when you combine a combination of items not yet seen before, so you never run out of weapons to discover and experiment with. We also generate text and sprites for any new items created.
Assets for the game also use image generation: the title screen and other UI elements use generated textures and graphics. These images have been touched up by a human and reused on our Steam page also. | Andrew Brown | 19 | May 23, 2026 | |
Nocturnal Terror In-game content artaudiotext | This game makes extensive use of generative artificial intelligence tools during development from concepting, writing support, assets prototyping, animation and sound design. All AI-assisted content is curated, modified, refined, and integrated by the developer to ensure artistic cohesion, gameplay integrity, and thematic consistency.
The final gameplay experience is not dynamically generated by AI at runtime. The game does not use generative AI to create player-specific content during live play, and no player data is used to train AI systems.
Generative AI tools were used as creative and production accelerators within a human-directed development process. | Whaabek | - | May 23, 2026 | |
Board Forge Dev only code | AI was used in editing code. In the game play there is not auto generated AI content. | Egg Splat Studio | - | May 23, 2026 | |
Basement Server Simulator In-game content textartaudio | This game was developed by a solo developer with the assistance of generative AI tools during production.
AI tools such as ChatGPT were used as a development aid for Unreal Engine guidance, technical explanations, spell-checking, and drafting some in-game text and UI messaging. ChatGPT was also used to generate some placeholder images and audio assets during early development.
Some 3D models and textures were created using AI-assisted tools such as Tripo3D.ai. These assets may be refined, replaced, or improved over time as the project evolves and budget allows.
All gameplay systems, mechanics, design decisions, Blueprint scripting, and overall game implementation were created and assembled by the developer. No AI system autonomously generated gameplay code or core systems.
Additional assets were purchased through the Unreal Engine Fab Marketplace where noted.
AI tools were used strictly as production assistants to support solo development. | StiGMaT Games | - | May 23, 2026 | |
Mom Life Simulator In-game content art | AI-generated art objects | RioverseGames | - | May 23, 2026 | |
Vanishing In The Island Halphéra Store/marketing art | The achievements and images shown on the store page were generated or modified using AI | Soghoxal | - | May 23, 2026 | |
Cheffed In-game content art | Generative AI art is used as placeholder content until the game is further developed. | Phalistafer | - | May 23, 2026 | |
Dust & Diamonds In-game content artaudiotext | Dust & Diamonds is a 100% solo project.
The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days.
I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that.
How does the game use AI?
Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system.
Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity.
What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted.
I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support. | SAD Games Studio | - | May 23, 2026 | |
Direland In-game content text | AI-Assisted Localization | KAIJIUUUUU | - | May 23, 2026 | |
miMIR Dev only art | The robot is very very early draft to be replaced by our busy lead artist | Grojibz | - | May 23, 2026 | |
Shadowbane: Resurgence Store/marketing art | I used AI assistance to create some of the promotional materials used outside the game. | Sichuan Sawanyi Technology Co., Ltd. | 150 | May 23, 2026 | |
Survivance In-game content art | AI generation tools were used in the creation of certain in-game assets including meshes and UI imagery. Promotional and marketing materials, including Steam capsule images and library assets, were also created using AI image generation tools. All gameplay systems and code were developed without the use of AI generation tools. | Endless Worlds Studio | - | May 23, 2026 | |
Artifex Legends Store/marketing art | The store page capsule images were created with generative AI. | Exhibyte | - | May 23, 2026 | |
World End Dystopia In-game content artaudio | The in-game graphics and sound are generated by AI and then modified and adjusted by creators before being used.
In World End Dystopia, AI technology is used as a supplementary tool in certain parts of the production process. AI supports tasks such as prototyping, comparison, and organization, while the worldbuilding, narrative, game design, and all final expressions and decisions are created entirely by human hands.
Just as the AI “EDEN” depicted in the game exists to support human choice, AI in the real-world development process is likewise limited to an assistive role—supporting human understanding and judgment rather than replacing creativity or decision-making. | GRAVITY GAME ARISE Co., Ltd. | - | May 23, 2026 | |
ZomeStead In-game content text | It is used for localization. | Nanakusa/Pixel | - | May 23, 2026 | |
Phantom Town Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
台灣特有種:丸心大發 In-game content text | This game employs generative AI to support the generation of narrative content. | Fun2 Studio CO., LTD. | - | May 23, 2026 | |
Road of a Survivor In-game content audioarttext | I am a single developer. AI is used to speed up some processes, some marketing and concept materials are made with AI as a base to improve on and deliver better game.
There are optional AI soundtracks in the game. | Konithir | - | May 23, 2026 | |
Infinite Space: Mining Store/marketing art | Some visual assets, promotional images, and loading screen artwork were created or assisted using AI-generated tools | Taner Saydam | - | May 23, 2026 | |
Backrooms: Lost Signal In-game content art | Achievement images and animation roullette images are generated with AI. | NoSignal Games | - | May 23, 2026 | |
Kingdom Craft Store/marketing art | Artificial intelligence was used to help create the game's main art and logo. | PimpGameStudio | - | May 23, 2026 | |
Gardenhood In-game content art | Some of the in-game icons and some of the store page's marketing material have been created using generative AI. | Frojo | - | May 23, 2026 | |
Brewgether Dev only code | AI was used in this game for css and uxml elements, repetitive code tasks, internal tooling and general code debugging | Coop Factory | - | May 23, 2026 | |
Runren Simulator In-game content art | All image resources (excluding UI) in this game are generated using AI. | K.K. | 59 | May 23, 2026 | |
Monster Hub Dev only code | The game's codebase was developed with the support of generative AI tools | desm1t | - | May 23, 2026 | |
Phantom Tower In-game content text | This game uses generative AI for its multi-language localization to provide immediate support for French, German, Spanish, Portuguese, Russian, Japanese and Korean. While we strive for accuracy, some linguistic nuances may vary. | Horien Studio | - | May 23, 2026 | |
Awakening of Darkness: Build, Survive and Defend Store/marketing arttext | In order to better reflect the identity of our game and obtain easier outputs, we use artificial intelligence to produce content such as capsule images, small logos, and simple text found on our game's store page. | Orivion Games | - | May 23, 2026 | |
Black Smith : The Gambler In-game content art | Some graphic elements use AI-generated images. | Hestia Studio | - | May 23, 2026 |