AI processing used for some props and characters
- Creator
- 西云游戏
- Reviews
- -
- Added
- Aug 23, 2026
Public Steam disclosure research 25,383 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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AI processing used for some props and characters
Some in-game artwork, including assets shown in screenshots and store capsules, was created by modifying AI-generated imagery. All AI-assisted content was created and reviewed in advance, and no generative AI runs during gameplay.
This game uses AI generation tools in the creation of some graphical assets, background music, and code.
Generative AI was used near the end of the development process to make the colored fur on the wolves seen in the cinematic video and also used side by side with the developer to create a simple but clean UI (user interface).
Some visual assets, music, sound effects, and text used in this game and its Steam store page were created or assisted by generative AI. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure it meets the artistic vision and quality standards of the game.
Some assets have been generated using AI
We Use AI to code the game and for Language localization.
Generative AI has been used to create some elements of the user interface, sprites, and art.
The game's core visual presentation is built around human-created playable character sprite sheets and map artwork, while the level layouts and game design are created by the developer. Generative AI was used for selected pre-generated audio, localization, and supporting visual content such as the logo and key art. No generative AI content is generated during gameplay.
This game was developed through collaboration between the developer and AI tools across most content (art, writing, design); in-game translations were generated by AI.
The game to contain art assets generated by artificial intelligence
All character sprites, enemy/boss artwork, backgrounds, effect images, UI icons and illustrations in this game were pre-generated using OpenAI's ChatGPT image generation, then curated and edited by the developer (background keying, trimming, animation assembly). All background music tracks were pre-generated using Google's Gemini music generation and curated by the developer. Sound effects are procedurally synthesized by the game's own code. Store page artwork (capsules, logo) was also pre-generated using ChatGPT. The game does not generate any AI content at runtime (no live-generated content).
AI was used to produce placeholder UI components & sprites (e.g. icons, npc sprite, spell sprites).
This game contains pre-generated content created with the assistance of generative AI, including selected visual assets, music, sound effects, and written content. All AI-assisted content is reviewed and curated by the developer before release. The game does not use generative AI to create content live while players are playing.
Generative AI was used to make audio
Pixel art assets, in-game text translation to other languages were produced with AI assistance during development and edited by the developer. No content is generated at runtime.
Some of Powdertron's development and marketing materials were produced with AI assistance. The store page text was drafted with an AI writing tool and edited by hand, and the capsule images and trailer were rendered by procedural code written with AI assistance, using the game's own artwork and captured gameplay footage. The game itself contains no generative AI. Nothing is generated at runtime, no AI service is contacted while you play, and all in-game content — the materials, reaction rules, simulations and interface — is authored and deterministic.
Some store page text, including the game description, was drafted with the assistance of generative AI and reviewed/edited by the developer before publication. The game does not generate AI content during gameplay.
Generative AI was used as an assistant throughout development, and the developer reviewed and approved everything before it shipped. It helped draft part of the in-game text, some of the marketing copy, and the scripts that generate the artwork and the audio. No image or audio file came out of a generative model: every sprite, glyph, sound effect and music track is drawn or synthesised by deterministic code, and the same script always produces the same pixels and the same samples. The game does not generate any content with AI while you play.
Some art assets were initially created with the assistance of generative AI tools, then manually edited and finalized by the developer. AI tools were also used to assist with multilingual localization.
Generative AI is used for coding, graphics, text and localization.
AI was used as an assistant for programming.
Pre-generated content: Some promotional and store-page visual assets, including logo variations, were created or enhanced with generative AI during development. No generative AI is used at runtime. The game does not generate AI content for players.
As a solo developer, I used generative AI tools during the development process to assist with creating game assets (such as character artwork and item graphics), composing background music, and generating or refining code snippets. All AI-assisted content was pre-generated prior to release and manually curated. No AI content is generated live during gameplay.
Generative AI is used to create the base designs and rough concepts for monsters and visual assets in the game.
Generative AI was used to assist in creating some visual assets, dialogue, and localization for the game. AI-generated visual assets were manually pixel-edited, recolored, and refined by the developer to match the game's art style. AI-assisted dialogue and localization were reviewed and edited by the developer before being included in the game. No generative AI content is created dynamically during gameplay.
About 10% of this game’s art assets were created with AI-assisted design, including some combat scenes and talent icons. All AI-generated content was reviewed, adjusted, and polished by artists. The remaining art assets were hand-crafted.
イラスト素材の作成、コーディングの補助に使用。
Generative AI tools assisted with some pre-generated player-facing text, localization, visual designs, and store and marketing content. All resulting material was reviewed and edited before inclusion. Random Mix does not use generative AI at runtime or connect to an AI service. Its music is generated locally through conventional procedural algorithms based on music-theory rules; no machine-learning model is involved.
We use generative AI tools to assist in creating visual artwork. All content was reviewed and edited by the developer.
YOU IN? uses pre-generated instrumental music created with Suno for its title, stage, and boss tracks. Generative AI is also used to create promotional artwork for the Steam store page, including capsule artwork, and to assist with portions of the store-page and marketing text. All AI-assisted material is directed, selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
Chat: replies in the in-game messenger MoChat are generated by a small language model running locally on your PC — characters follow hand-written, all-ages personas and safety rules, and in local mode no chat data ever leaves your machine. Some assets began as AI-generated drafts (3D base models, some icons)
The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations. The programming code of the game is generated using AI.
This game uses generative AI to create part of its visual content. Specifically, AI tools were used as part of the graphics workflow to generate concept and source material for sprites and artwork, which were then manually reworked, adjusted, and integrated into the final game using Affinity Designer.
No AI was used to create the artwork, animation, or sound effects. All of it is made by human hands. The game's English text is almost completely written by my hand. The other supported languages are partially AI-translated from my English source. Native-speaker review is ongoing, and corrected translations ship in updates. The soundtrack is original music that I've written over the last 30 years. I used AI to produce the final compositions.
A small portion of art assets were created with AI assistance. All AI-generated outputs were manually reviewed, modified, and refined before use.
AI tools were used during the development of this game, primarily to assist with coding and programming.
We use AI to create frames that resemble feature phones. You can choose to show or hide the frames using the options.
Hi! I’m a solo indie developer working on this game during my free time outside of daily life. To bring this project to life with limited time and resources, I used AI tools to assist parts of the development process, such as brainstorming, early prototypes, draft writing, and iteration support. However, the core game design, gameplay systems, story structure, balancing, and final implementation were all personally planned, edited, and integrated by me. AI is a tool that helps me turn ideas into something playable—it does not replace the creative decisions behind this game. I know people may have different opinions about AI, so I want to be transparent about it. Thank you for playing and supporting my work. I hope you enjoy exploring this broken, virus-corrupted world.
Generative AI tools were used during development to assist with pre-generated content. No generative AI content is created during gameplay, and the game does not connect to external AI services.
Assisting with code creation and review Creating background images
Some sound effects and some BGM were generated with AI.
Generative AI tools were used during development to assist in creating selected pre-generated 2D visual assets, promotional artwork, and localized text. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game or its store materials. Altaria Online does not use generative AI to create content during gameplay, and no player input is sent to external AI services.
The game does not generate AI content during play. Generative AI tools assisted development and contributed to some pre-generated content used in the game or its marketing. All shipped content was selected, edited, reviewed, and integrated by the development team, and the final product reflects our own creative direction.
Development of this game uses AI coding agents. Some procedural shader code shipping in the game was written by coding agents following human-made designs. All designs, music, and art styles are created by humans. All in-game text is written or edited by a human before release; no generated text ships unreviewed. No AI content is generated at runtime.
Some music and portions of localized text were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and integrated by the developer before being included in the final game. No AI-generated content is created during gameplay.
Generative AI tools were used during development to assist with the creation of some game artwork, audio, localization text, and other game content. All AI-assisted outputs were reviewed and, where necessary, edited by the developer before being included in the game. The game does not generate AI content during gameplay.
The game's code, in-game text (Korean and English), localization, and store page text were created with the assistance of AI tools (Anthropic Claude), under human direction and review. Pixel artwork and audio are produced by procedural generation scripts that were also written with AI assistance. No content is generated by AI at runtime.
Background Art — AI generation tools were used for some of the background images. Not all backgrounds were created with AI; hand-made backgrounds are also used. AI-assisted images were further processed to match the game's pixel art style. Music — The music in this game was created using AI generation tools.
In the game, AI was used to create: character art, music, and some sounds
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Tiny Archer In-game content art | AI processing used for some props and characters | 西云游戏 | - | Aug 23, 2026 | |
Corgi Corgi Cor! In-game content art | Some in-game artwork, including assets shown in screenshots and store capsules, was created by modifying AI-generated imagery. All AI-assisted content was created and reviewed in advance, and no generative AI runs during gameplay. | Crazish Games | - | Aug 23, 2026 | |
Incremental Pachinko Heaven In-game content artaudiocode | This game uses AI generation tools in the creation of some graphical assets, background music, and code. | Meitei Tachikawa | - | Aug 23, 2026 | |
Poggers 2 In-game content art | Generative AI was used near the end of the development process to make the colored fur on the wolves seen in the cinematic video and also used side by side with the developer to create a simple but clean UI (user interface). | ZaxtorGameS | - | Aug 23, 2026 | |
にゃんこサバイバー In-game content artaudiotext | Some visual assets, music, sound effects, and text used in this game and its Steam store page were created or assisted by generative AI. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure it meets the artistic vision and quality standards of the game. | Nyanko Studio | - | Aug 23, 2026 | |
Chaos Chess Unclear | Some assets have been generated using AI | Dark Keep Studios | - | Aug 23, 2026 | |
PooDaddy In-game content textcode | We Use AI to code the game and for Language localization. | neeknog | - | Aug 23, 2026 | |
SUPERCHESS In-game content art | Generative AI has been used to create some elements of the user interface, sprites, and art. | Peach Forge Ltd | - | Aug 23, 2026 | |
AMEN: MAYHEM In-game content artaudiotext | The game's core visual presentation is built around human-created playable character sprite sheets and map artwork, while the level layouts and game design are created by the developer. Generative AI was used for selected pre-generated audio, localization, and supporting visual content such as the logo and key art. No generative AI content is generated during gameplay. | Nutty Brain Games | - | Aug 23, 2026 | |
PhDing in the UK In-game content arttext | This game was developed through collaboration between the developer and AI tools across most content (art, writing, design); in-game translations were generated by AI. | Mouse Mouse | - | Aug 22, 2026 | |
Pigeon Valera In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | Aug 22, 2026 | |
Siegecrawler In-game content artaudio | All character sprites, enemy/boss artwork, backgrounds, effect images, UI icons and illustrations in this game were pre-generated using OpenAI's ChatGPT image generation, then curated and edited by the developer (background keying, trimming, animation assembly). All background music tracks were pre-generated using Google's Gemini music generation and curated by the developer. Sound effects are procedurally synthesized by the game's own code. Store page artwork (capsules, logo) was also pre-generated using ChatGPT. The game does not generate any AI content at runtime (no live-generated content). | SMB | - | Aug 22, 2026 | |
Pierce Through Heavens In-game content art | AI was used to produce placeholder UI components & sprites (e.g. icons, npc sprite, spell sprites). | Purple Yang Studio | - | Aug 22, 2026 | |
Super Piotr Deluxe In-game content artaudiotext | This game contains pre-generated content created with the assistance of generative AI, including selected visual assets, music, sound effects, and written content. All AI-assisted content is reviewed and curated by the developer before release. The game does not use generative AI to create content live while players are playing. | JuyuLabs | - | Aug 22, 2026 | |
Arcanum Idle In-game content audio | Generative AI was used to make audio | Lanier Labs LLC | - | Aug 22, 2026 | |
RUG THEM ALL! In-game content arttext | Pixel art assets, in-game text translation to other languages were produced with AI assistance during development and edited by the developer. No content is generated at runtime. | Kairon Games | - | Aug 22, 2026 | |
Powdertron Store/marketing textart | Some of Powdertron's development and marketing materials were produced with AI assistance. The store page text was drafted with an AI writing tool and edited by hand, and the capsule images and trailer were rendered by procedural code written with AI assistance, using the game's own artwork and captured gameplay footage.
The game itself contains no generative AI. Nothing is generated at runtime, no AI service is contacted while you play, and all in-game content — the materials, reaction rules, simulations and interface — is authored and deterministic. | SalE | - | Aug 22, 2026 | |
Tofush Store/marketing text | Some store page text, including the game description, was drafted with the assistance of generative AI and reviewed/edited by the developer before publication. The game does not generate AI content during gameplay. | StudiousDeer | - | Aug 22, 2026 | |
Pray Your God! In-game content textartaudio | Generative AI was used as an assistant throughout development, and the developer reviewed and approved everything before it shipped.
It helped draft part of the in-game text, some of the marketing copy, and the scripts that generate the artwork and the audio.
No image or audio file came out of a generative model: every sprite, glyph, sound effect and music track is drawn or synthesised by deterministic code, and the same script always produces the same pixels and the same samples.
The game does not generate any content with AI while you play. | Creedr Studios | - | Aug 22, 2026 | |
Will This Do? In-game content arttext | Some art assets were initially created with the assistance of generative AI tools, then manually edited and finalized by the developer. AI tools were also used to assist with multilingual localization. | tititto | - | Aug 22, 2026 | |
SPACE JK Unclear arttext | Generative AI is used for coding, graphics, text and localization. | FaSPel | - | Aug 22, 2026 | |
Carve The Cave Together Dev only code | AI was used as an assistant for programming. | Gooder Games | - | Aug 22, 2026 | |
Dwellune: A Cozy Focus Room Store/marketing art | Pre-generated content: Some promotional and store-page visual assets, including logo variations, were created or enhanced with generative AI during development. No generative AI is used at runtime. The game does not generate AI content for players. | IvanLau | - | Aug 22, 2026 | |
BotForge In-game content artaudiocode | As a solo developer, I used generative AI tools during the development process to assist with creating game assets (such as character artwork and item graphics), composing background music, and generating or refining code snippets. All AI-assisted content was pre-generated prior to release and manually curated. No AI content is generated live during gameplay. | Gabriel Crod | - | Aug 22, 2026 | |
BONEYARD BOUNCE! In-game content art | Generative AI is used to create the base designs and rough concepts for monsters and visual assets in the game. | Studio JKMR | - | Aug 22, 2026 | |
Item TD In-game content arttext | Generative AI was used to assist in creating some visual assets, dialogue, and localization for the game. AI-generated visual assets were manually pixel-edited, recolored, and refined by the developer to match the game's art style. AI-assisted dialogue and localization were reviewed and edited by the developer before being included in the game. No generative AI content is created dynamically during gameplay. | 悠系鼠醬 | - | Aug 22, 2026 | |
Megachest In-game content art | About 10% of this game’s art assets were created with AI-assisted design, including some combat scenes and talent icons. All AI-generated content was reviewed, adjusted, and polished by artists. The remaining art assets were hand-crafted. | muffler | - | Aug 22, 2026 | |
Clicker Inc.~世代交代で目指す巨大企業~ In-game content artcode | イラスト素材の作成、コーディングの補助に使用。 | sasamigamedev | - | Aug 22, 2026 | |
Random Mix In-game content textart | Generative AI tools assisted with some pre-generated player-facing text, localization, visual designs, and store and marketing content. All resulting material was reviewed and edited before inclusion. Random Mix does not use generative AI at runtime or connect to an AI service. Its music is generated locally through conventional procedural algorithms based on music-theory rules; no machine-learning model is involved. | InternalErrorX | - | Aug 22, 2026 | |
Desk Top Racer In-game content art | We use generative AI tools to assist in creating visual artwork. All content was reviewed and edited by the developer. | BRHP | - | Aug 22, 2026 | |
YOU IN? In-game content audioarttext | YOU IN? uses pre-generated instrumental music created with Suno for its title, stage, and boss tracks. Generative AI is also used to create promotional artwork for the Steam store page, including capsule artwork, and to assist with portions of the store-page and marketing text. All AI-assisted material is directed, selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services. | We Are Cute | - | Aug 22, 2026 | |
Idle Pixel Maids Live AI textart | Chat: replies in the in-game messenger MoChat are generated by a small language model running locally on your PC — characters follow hand-written, all-ages personas and safety rules, and in local mode no chat data ever leaves your machine. Some assets began as AI-generated drafts (3D base models, some icons) | WhyDuck Studio | - | Aug 22, 2026 | |
裁员审核中 In-game content artcode | The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations.
The programming code of the game is generated using AI. | Sheng Danjie | - | Aug 22, 2026 | |
S.A.C.K. - Survive and Choose Knowledge In-game content art | This game uses generative AI to create part of its visual content. Specifically, AI tools were used as part of the graphics workflow to generate concept and source material for sprites and artwork, which were then manually reworked, adjusted, and integrated into the final game using Affinity Designer. | Christian Schilling | - | Aug 22, 2026 | |
8bit Salvage In-game content audiotext | No AI was used to create the artwork, animation, or sound effects. All of it is made by human hands.
The game's English text is almost completely written by my hand. The other supported languages are partially AI-translated from my English source. Native-speaker review is ongoing, and corrected translations ship in updates.
The soundtrack is original music that I've written over the last 30 years. I used AI to produce the final compositions. | Fertile Soil Productions | - | Aug 22, 2026 | |
On The Hook In-game content art | A small portion of art assets were created with AI assistance.
All AI-generated outputs were manually reviewed, modified, and refined before use. | TrueEnding | - | Aug 22, 2026 | |
Cointopia Dev only code | AI tools were used during the development of this game, primarily to assist with coding and programming. | NOYEA | - | Aug 22, 2026 | |
Bravest!2 In-game content art | We use AI to create frames that resemble feature phones. You can choose to show or hide the frames using the options. | nazenaninadesico | - | Aug 22, 2026 | |
Glitch Hunter: L-Virus Outbreak In-game content text | Hi! I’m a solo indie developer working on this game during my free time outside of daily life.
To bring this project to life with limited time and resources, I used AI tools to assist parts of the development process, such as brainstorming, early prototypes, draft writing, and iteration support.
However, the core game design, gameplay systems, story structure, balancing, and final implementation were all personally planned, edited, and integrated by me.
AI is a tool that helps me turn ideas into something playable—it does not replace the creative decisions behind this game.
I know people may have different opinions about AI, so I want to be transparent about it.
Thank you for playing and supporting my work.
I hope you enjoy exploring this broken, virus-corrupted world. | Benebridge | - | Aug 22, 2026 | |
Gryphon Rider In-game content arttextaudio | Generative AI tools were used during development to assist with pre-generated content. No generative AI content is created during gameplay, and the game does not connect to external AI services. | Gryphonspire Games | - | Aug 22, 2026 | |
PRIDEBLOOD -Born of Claws- In-game content artcode | Assisting with code creation and review
Creating background images | Studio JKMR | - | Aug 22, 2026 | |
눈사람 뿌수기 In-game content audio | Some sound effects and some BGM were generated with AI. | ESE Studio | - | Aug 22, 2026 | |
Altaria Online In-game content arttext | Generative AI tools were used during development to assist in creating selected pre-generated 2D visual assets, promotional artwork, and localized text. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game or its store materials. Altaria Online does not use generative AI to create content during gameplay, and no player input is sent to external AI services. | Altaria Studio | - | Aug 22, 2026 | |
Skyscraper Security: Zombie Rain In-game content art | The game does not generate AI content during play.
Generative AI tools assisted development and contributed to some pre-generated content used in the game or its marketing. All shipped content was selected, edited, reviewed, and integrated by the development team, and the final product reflects our own creative direction. | Havanna Directive | - | Aug 22, 2026 | |
Substrate: Emergence In-game content code | Development of this game uses AI coding agents. Some procedural shader code shipping in the game was written by coding agents following human-made designs. All designs, music, and art styles are created by humans. All in-game text is written or edited by a human before release; no generated text ships unreviewed. No AI content is generated at runtime. | Petri Dish Games LLC | - | Aug 22, 2026 | |
Fragments of Ember In-game content audiotext | Some music and portions of localized text were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and integrated by the developer before being included in the final game. No AI-generated content is created during gameplay. | Rodrigo Santos | - | Aug 20, 2026 | |
Deep Core Protocol In-game content artaudiotext | Generative AI tools were used during development to assist with the creation of some game artwork, audio, localization text, and other game content. All AI-assisted outputs were reviewed and, where necessary, edited by the developer before being included in the game. The game does not generate AI content during gameplay. | Shinum | - | Aug 20, 2026 | |
SOGUL: Den of the Deep In-game content arttextcode | The game's code, in-game text (Korean and English), localization, and store page text were created with the assistance of AI tools (Anthropic Claude), under human direction and review. Pixel artwork and audio are produced by procedural generation scripts that were also written with AI assistance. No content is generated by AI at runtime. | SoThanks Games | - | Aug 20, 2026 | |
히루가오(ひるがお) In-game content artaudio | Background Art — AI generation tools were used for some of the background images. Not all backgrounds were created with AI; hand-made backgrounds are also used. AI-assisted images were further processed to match the game's pixel art style.
Music — The music in this game was created using AI generation tools. | TEAM RESERVOIR DOGAMES | - | Aug 20, 2026 | |
Kitty Needs A Home! In-game content artaudio | In the game, AI was used to create: character art, music, and some sounds | VIBELUTELY GAMES | - | Aug 20, 2026 |