AI was used to generate art assets.
- Creator
- Lilly Games
- Reviews
- -
- Added
- Aug 13, 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.
AI was used to generate art assets.
CRETA: Taskbar Fishing uses generative AI tools to assist with the creation of some visual and audio assets used in the game. AI was used as a supporting tool during development, while the game's design, gameplay systems, programming, and overall creative direction were created by the developer.
This game was developed with AI assistance for localization, in-game text (tutorial, lore, item descriptions, UI), monster/enemy artwork, and store page artwork (including the game's capsule image). All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI during gameplay.
Generative AI was used to assist in creating some visual assets for the game's store page and promotional materials. All gameplay mechanics, programming, level design, story, and final game implementation were created by the developer.
Helping build and manage narratives
AI generation used for trial names that are shown at the start of trials and for player/NPC avatars.
Some aspects of code, art, and sound effects were generated with the use of LLMs.
Mithril uses generative AI in much of its art and audio. This includes 3D models, textures and materials throughout the game — cave and terrain surfaces, environment art and interface textures — 2D item and UI icons, store page and marketing images, music and sound effects. All of it was edited and finalised by hand against the game's art direction. No AI-generated voice is used, and no generative AI runs while you play — the game generates nothing at runtime. Not AI-generated: world generation (hand-written procedural algorithms, not AI), model animations, game code, and level and systems design.
Generative AI tools were used during the development process to assist with code optimization, text proofreading, and language localization (translation). All final in-game content and translations were manually reviewed and curated by the developer. No AI-generated content is generated live during gameplay.
Some sound effects and decorative artwork in this game were created using generative AI tools. The game's design, mechanics, level structure, and written content were created by the developer. AI-generated content is limited to supporting assets only.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Evoruption uses generative AI to create its 2D artwork. All artwork is selected, refined, and integrated into the game by the developer.
As independent developers, we used some AI-generated art assets to complete the game content. Thank you for your understanding and support!
The game uses an AI system developed in-house, allowing Nori to understand and respond to what you say in real time, while remembering the conversations you’ve shared. Generative AI is used exclusively for Nori’s dialogue, voice, and interactive responses. All artwork, models, music, and narrative text in the game are created by human artists and writers. The game contains no AI-generated artwork.
AI was used to generate music and in-game social media graphics.
Some sfx or musics; Some Skins
Some 2D vector artwork and portions of game text/localization were created with the assistance of generative AI (Claude); all AI-generated content was reviewed by the developer
Used in Character Concept Art
Nothing in-game is AI made but some of the promotional art for the game has AI elements or are AI enhanced.
AI is used for the localization of in-game content, the Steam Store, marketing materials, and more.
AI was used in some developer workflows for programming and for translation to all languages other than English.
Portions of this game's 2D artwork — character and enemy sprites, item and orb illustrations, backgrounds, UI decoration, and HUD icons — were created with the assistance of image-generation AI (GPT-image-2), working from the developer's own compositions, reference art, and prompts. Every AI-assisted image was individually selected, post-processed, and reviewed by the developer, and is tracked in an internal asset ledger. Store capsule artwork was produced the same way. Store screenshots are unedited captures of actual gameplay. Visual effects are generated procedurally by the developer's own code without AI. The game contains no AI-generated audio or music. Some in-game text was drafted with AI assistance and edited by the developer.
We view artificial intelligence solely as a supportive tool. Generative AI was used only as a supportive tool for certain visual designs and language translation. Artificial intelligence helped with grammar corrections in in-game text; these corrections were then carefully reviewed and edited manually.
Generative AI was used during the development and publishing process.
AI is used only for translation and sound effects.
The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style. Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions.
During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol.
Some visual assets used in the game were edited with the assistance of AI-based tools and subsequently refined and integrated into the project by the developer.
Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer.
AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :)
Used for coding
Some in-game art - including relic icons, character/enemy art, and background imagery - was created with the assistance of generative AI tools during development. Some written content, such as boss dialogue and relic/item flavor text, was drafted with the assistance of generative AI and then reviewed and edited by the development team before being included in the game.
Generative AI tools were used during development to assist in creating and refining certain pre-generated visual, audio, localization, and promotional materials. All AI-assisted content was reviewed, edited, and curated by the development team before being included in the game or its marketing materials. The game does not generate AI content in real time during gameplay.
Cover art, store page imagery and music were created with AI generation tools. All game design, writing and gameplay systems were created by the developer.
Pre-generated generative AI was used to assist in creating some 2D illustrations and promotional assets included in the game and on its Steam store page. All AI-assisted outputs were reviewed, selected, and edited by the developer before use. No generative AI content is created during gameplay, the game does not connect to external AI services, and players cannot use AI to generate content.
AI was utilized to generate some references and provide consultations during the code development process. Additionally, AI assisted in translating and correcting grammatical errors, as English is not my native language. I wanted to lie and say I didn’t use ai at all, but my conscience wouldn't let me.
We use AI to assist with localization and to create some of the comics used for in-game tutorials.
Pre-generated generative AI was used during development to assist with visual artwork, music, sound effects, spoken audio, narrative and dialogue, and portions of the game code. The developer directed, reviewed, selected, edited, arranged, tested, and integrated the final content. No generative AI content is created while the game is running.
Deepclaim was made by a solo developer working with an AI coding assistant (Anthropic's Claude). The AI assisted in writing the game's code, which draws all of the game's visuals procedurally at runtime (the game ships with no image files) and synthesizes all of its audio procedurally (no audio files). AI assistance was also used for some in-game text, the Steam store page description, and the store/marketing capsule images. All AI-assisted output was directed, reviewed, and edited by the developer.
Generative AI was used to create initial concept art, background environment artwork, and promotional marketing materials for the Steam Store page. All generated assets were subsequently refined, edited, and formatted by the developer before final implementation into the project
The use of AI in the game is temporary: logo, cover art, icons, music... Everything is being developed with professionals without the use of AI.
Some assets are AI generated Used AI to troubleshoot code and to translate.
Some visual art assets and music used in this game were created with the assistance of generative AI tools. These materials are used as part of the game's visual presentation and soundtrack. No content is generated by AI during gameplay.
Some models and textures in the game are AI generated to save resources as a solo developer.
Some visual assets in the game (character portraits, photographs and website imagery) were created with the assistance of AI image generation tools, then curated and edited by the developer. Portions of the game's code were written with AI coding assistance. All narrative, game design, voice acting and story content were created by humans. The game does not generate any content at runtime using AI.
Se ha usado IA para la creación de la música de fondo durante el juego, la imagen de la tienda en Steam y para la corrección de errores bajo supervisión personal.
Generative AI was used to assist in creating some promotional artwork and localization text. All AI-assisted content was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI is used in the development of this game for asset creation (including store visuals) and localization (language translation).
This game have some generated AI code.
Some of the 2D artwork in this game — the enemy kaiju, the player mech, the title logo, and the result screen background — was created using generative AI image tools, then selected, edited, and integrated by the developers. Music and sound effects are not AI-generated; they are human-composed tracks and recorded sounds. All AI-generated content is pre-rendered and shipped as fixed assets. The game does not generate any content with AI at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Skysunder In-game content art | AI was used to generate art assets. | Lilly Games | - | Aug 13, 2026 | |
CRETA: Taskbar Fishing In-game content artaudio | CRETA: Taskbar Fishing uses generative AI tools to assist with the creation of some visual and audio assets used in the game. AI was used as a supporting tool during development, while the game's design, gameplay systems, programming, and overall creative direction were created by the developer. | PrensCin | - | Aug 13, 2026 | |
Guild of the Tower In-game content arttext | This game was developed with AI assistance for localization, in-game text (tutorial, lore, item descriptions, UI), monster/enemy artwork, and store page artwork (including the game's capsule image). All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI during gameplay. | One Wish Studio | - | Aug 13, 2026 | |
INvent In-game content art | Generative AI was used to assist in creating some visual assets for the game's store page and promotional materials. All gameplay mechanics, programming, level design, story, and final game implementation were created by the developer. | Xuanyu Lu | - | Aug 13, 2026 | |
ISKRA Unclear text | Helping build and manage narratives | Sons of Welder | - | Aug 13, 2026 | |
Super Frog Ninja In-game content textart | AI generation used for trial names that are shown at the start of trials and for player/NPC avatars. | David Harrington | - | Aug 13, 2026 | |
Spike Force In-game content artaudiocode | Some aspects of code, art, and sound effects were generated with the use of LLMs. | Deep Six Game Studios | - | Aug 13, 2026 | |
Mithril In-game content artaudio | Mithril uses generative AI in much of its art and audio. This includes 3D models, textures and materials throughout the game — cave and terrain surfaces, environment art and interface textures — 2D item and UI icons, store page and marketing images, music and sound effects. All of it was edited and finalised by hand against the game's art direction.
No AI-generated voice is used, and no generative AI runs while you play — the game generates nothing at runtime.
Not AI-generated: world generation (hand-written procedural algorithms, not AI), model animations, game code, and level and systems design. | Agentic Games | - | Aug 13, 2026 | |
Sanitecty In-game content codetext | Generative AI tools were used during the development process to assist with code optimization, text proofreading, and language localization (translation). All final in-game content and translations were manually reviewed and curated by the developer. No AI-generated content is generated live during gameplay. | Magonol-a | - | Aug 13, 2026 | |
One Of You In-game content artaudio | Some sound effects and decorative artwork in this game were created using generative AI tools. The game's design, mechanics, level structure, and written content were created by the developer. AI-generated content is limited to supporting assets only. | NarkiArchitect | - | Aug 13, 2026 | |
Neon Cadence In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 13, 2026 | |
Evoruption In-game content art | Evoruption uses generative AI to create its 2D artwork. All artwork is selected, refined, and integrated into the game by the developer. | Arctic Moose Games | - | Aug 13, 2026 | |
BreathBound In-game content art | As independent developers, we used some AI-generated art assets to complete the game content. Thank you for your understanding and support! | SanShineStudios | - | Aug 13, 2026 | |
I_NORI Live AI text | The game uses an AI system developed in-house, allowing Nori to understand and respond to what you say in real time, while remembering the conversations you’ve shared. Generative AI is used exclusively for Nori’s dialogue, voice, and interactive responses.
All artwork, models, music, and narrative text in the game are created by human artists and writers. The game contains no AI-generated artwork. | Nori Labs | - | Aug 13, 2026 | |
학교의 왕 In-game content audioart | AI was used to generate music and in-game social media graphics. | Curlking Game Studio | - | Aug 13, 2026 | |
Cowboy!Duel! Unclear audio | Some sfx or musics;
Some Skins | ZeyranIndividual | - | Aug 13, 2026 | |
BioSphere: Genesis In-game content arttext | Some 2D vector artwork and portions of game text/localization were created with the assistance of generative AI (Claude); all AI-generated content was reviewed by the developer | Nord Avocado | - | Aug 13, 2026 | |
Don't Fart! Store/marketing art | Used in Character Concept Art | deong-eoli | - | Aug 13, 2026 | |
Mox Modular In-game content art | Nothing in-game is AI made but some of the promotional art for the game has AI elements or are AI enhanced. | Raadios | - | Aug 12, 2026 | |
좀비 피스메이커 In-game content textart | AI is used for the localization of in-game content, the Steam Store, marketing materials, and more. | ComeOnStudio | - | Aug 12, 2026 | |
AfterImage In-game content codetext | AI was used in some developer workflows for programming and for translation to all languages other than English. | Wolf Studios | - | Aug 11, 2026 | |
Packfall Chain Arena In-game content arttext | Portions of this game's 2D artwork — character and enemy sprites, item and orb illustrations, backgrounds, UI decoration, and HUD icons — were created with the assistance of image-generation AI (GPT-image-2), working from the developer's own compositions, reference art, and prompts. Every AI-assisted image was individually selected, post-processed, and reviewed by the developer, and is tracked in an internal asset ledger. Store capsule artwork was produced the same way. Store screenshots are unedited captures of actual gameplay. Visual effects are generated procedurally by the developer's own code without AI. The game contains no AI-generated audio or music. Some in-game text was drafted with AI assistance and edited by the developer. | 往復びんた | - | Aug 11, 2026 | |
Elf Shift In-game content arttext | We view artificial intelligence solely as a supportive tool. Generative AI was used only as a supportive tool for certain visual designs and language translation.
Artificial intelligence helped with grammar corrections in in-game text; these corrections were then carefully reviewed and edited manually. | Kiki Games | - | Aug 11, 2026 | |
The Day I Became a Werewolf Dev only | Generative AI was used during the development and publishing process. | Studio Nox | - | Aug 11, 2026 | |
Junk Ark In-game content textaudio | AI is used only for translation and sound effects. | Burning Bone | - | Aug 11, 2026 | |
摩登迷城 In-game content artcode | The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions. | BION | - | Aug 11, 2026 | |
Frontier Protocol Dev only code | During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol. | William Radcliffe | - | Aug 11, 2026 | |
Where I am Not In-game content art | Some visual assets used in the game were edited with the assistance of AI-based tools and subsequently refined and integrated into the project by the developer. | ZioCane | - | Aug 11, 2026 | |
Beatlash: Survival In-game content art | Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer. | Hawks and Owls | - | Aug 11, 2026 | |
Click to Obsolete In-game content artaudio | AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :) | Shaked Yarkony | - | Aug 11, 2026 | |
raythm Dev only code | Used for coding | れん | - | Aug 11, 2026 | |
Witch Go In-game content arttext | Some in-game art - including relic icons, character/enemy art, and background imagery - was created with the assistance of generative AI tools during development. Some written content, such as boss dialogue and relic/item flavor text, was drafted with the assistance of generative AI and then reviewed and edited by the development team before being included in the game. | 2 Turn Game Dev | - | Aug 11, 2026 | |
Delete: E.A.D Core In-game content artaudiotext | Generative AI tools were used during development to assist in creating and refining certain pre-generated visual, audio, localization, and promotional materials. All AI-assisted content was reviewed, edited, and curated by the development team before being included in the game or its marketing materials. The game does not generate AI content in real time during gameplay. | ShaperonWorks | - | Aug 11, 2026 | |
FRANKED! In-game content artaudio | Cover art, store page imagery and music were created with AI generation tools. All game design, writing and gameplay systems were created by the developer. | Endpaper | - | Aug 11, 2026 | |
Feedmaster In-game content art | Pre-generated generative AI was used to assist in creating some 2D illustrations and promotional assets included in the game and on its Steam store page. All AI-assisted outputs were reviewed, selected, and edited by the developer before use. No generative AI content is created during gameplay, the game does not connect to external AI services, and players cannot use AI to generate content. | Brimmer Studio | - | Aug 11, 2026 | |
Godheart Dev only codetext | AI was utilized to generate some references and provide consultations during the code development process. Additionally, AI assisted in translating and correcting grammatical errors, as English is not my native language.
I wanted to lie and say I didn’t use ai at all, but my conscience wouldn't let me. | Dagmar Games | - | Aug 11, 2026 | |
守护我的大火箭 In-game content textart | We use AI to assist with localization and to create some of the comics used for in-game tutorials. | Gugu Studio | 137 | Aug 11, 2026 | |
FRUITCODE: Choose Me, Love Me! In-game content artaudiotextcode | Pre-generated generative AI was used during development to assist with visual artwork, music, sound effects, spoken audio, narrative and dialogue, and portions of the game code. The developer directed, reviewed, selected, edited, arranged, tested, and integrated the final content. No generative AI content is created while the game is running. | FRUITCODE Studios | - | Aug 10, 2026 | |
Deepclaim Live AI artaudiotext | Deepclaim was made by a solo developer working with an AI coding assistant (Anthropic's Claude). The AI assisted in writing the game's code, which draws all of the game's visuals procedurally at runtime (the game ships with no image files) and synthesizes all of its audio procedurally (no audio files). AI assistance was also used for some in-game text, the Steam store page description, and the store/marketing capsule images. All AI-assisted output was directed, reviewed, and edited by the developer. | chasethelightgames | - | Aug 10, 2026 | |
A Dragon's Tale Store/marketing art | Generative AI was used to create initial concept art, background environment artwork, and promotional marketing materials for the Steam Store page. All generated assets were subsequently refined, edited, and formatted by the developer before final implementation into the project | Colas Games | - | Aug 8, 2026 | |
Across Crime In-game content artaudio | The use of AI in the game is temporary: logo, cover art, icons, music... Everything is being developed with professionals without the use of AI. | Vanesa Gomez | - | Aug 8, 2026 | |
Idle Castellan In-game content artcodetext | Some assets are AI generated
Used AI to troubleshoot code and to translate. | mN GamiN | - | Aug 8, 2026 | |
Card duel : Black rite In-game content artaudio | Some visual art assets and music used in this game were created with the assistance of generative AI tools. These materials are used as part of the game's visual presentation and soundtrack. No content is generated by AI during gameplay. | Uya | - | Aug 8, 2026 | |
Seemed Logical In-game content art | Some models and textures in the game are AI generated to save resources as a solo developer. | Budget Milk Entertainment | - | Aug 8, 2026 | |
Digital Hunger In-game content artcode | Some visual assets in the game (character portraits, photographs and website imagery) were created with the assistance of AI image generation tools, then curated and edited by the developer. Portions of the game's code were written with AI coding assistance. All narrative, game design, voice acting and story content were created by humans. The game does not generate any content at runtime using AI. | BlackBeard Gaming | - | Aug 8, 2026 | |
The Endless Sky In-game content audioart | Se ha usado IA para la creación de la música de fondo durante el juego, la imagen de la tienda en Steam y para la corrección de errores bajo supervisión personal. | SundayGames | - | Aug 8, 2026 | |
YOU ARE NEWTON In-game content arttext | Generative AI was used to assist in creating some promotional artwork and localization text. All AI-assisted content was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | YOU ARE NEWTON | - | Aug 8, 2026 | |
Kihaven In-game content arttext | Generative AI is used in the development of this game for asset creation (including store visuals) and localization (language translation). | Kiradise | - | Aug 8, 2026 | |
idle Collection Dev only code | This game have some generated AI code. | vacp | - | Aug 8, 2026 | |
PACIFIC RHYTHM In-game content art | Some of the 2D artwork in this game — the enemy kaiju, the player mech, the title logo, and the result screen background — was created using generative AI image tools, then selected, edited, and integrated by the developers. Music and sound effects are not AI-generated; they are human-composed tracks and recorded sounds. All AI-generated content is pre-rendered and shipped as fixed assets. The game does not generate any content with AI at runtime. | ZUTTOMO | - | Aug 8, 2026 |