some Artwork was generated and modified with AI tools, some of the 3D Models where designed with help of AI Models. Music was generated with AI Music Tools.
- Creator
- Hofmann Andreas
- Reviews
- -
- Added
- Jun 30, 2026
Public Steam disclosure research 25,376 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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some Artwork was generated and modified with AI tools, some of the 3D Models where designed with help of AI Models. Music was generated with AI Music Tools.
How is generative AI used in this game? We utilized generative AI tools during the development of Threadstorm to assist with specific elements of the game's creation: Art Assets: Some 2D sprites and visual elements within the game were created or refined using AI image generation tools. All generated assets were subsequently reviewed, edited, and curated by our team to ensure they fit the game's visual style. Code Assistance: We utilized AI coding assistants (specifically GitHub Copilot) to help draft, optimize, and troubleshoot scripts for the Godot Engine, which helped streamline our development workflow. All AI-assisted content has been thoroughly tested and integrated by the development team to ensure it aligns with our creative vision and quality standards.
This game uses pre-generated AI-assisted content. Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets. All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay.
Generative AI was used to create some of the capsule and promotional artwork displayed on the game's Steam store page. All such artwork was reviewed and selected by the developer. No AI-generated content is created during gameplay.
Artificial intelligence is not used during gameplay. It is used only for pre-rendered textures.
During the development process of this game, generative AI (LLM) tools were utilized as a coding assistant in the coding and software architecture phases.
Generative AI was used only as a development aid during production. All content included in the final game was reviewed and approved by the developer. The released game does not generate content using AI.
AI was used to create some graphical elements and voice audio.
This game uses gen-AI images for menus and marketing images/videos...
AI-Generated BGM
Sydwater is solo developed, AI was used to help with the workflow of the game and was used to generate SOME: Artworks, Voice Lines, 3d Models. Gemini Google Assistant was also used as a Coding Assistant with SOME code.
Some content is powered by AI
Generative AI was used to assist in writing and editing some of Subsønic's text, including portions of this store page and its marketing copy. The game's visual art is procedurally generated through code (algorithmic, not generative AI), and its music and sound are licensed or procedurally synthesized.
This game uses pre-generated generative artificial intelligence tools for the creation of its storefront capsule art and promotional marketing assets.
Game design, code, mechanics, gameplay systems, sprites, and writing are entirely human-made. All AI-generated assets were reviewed, edited, composed, and integrated manually by the developer. No AI content is generated at runtime — every asset is pre-authored and curated. Generative AI was used in the creation of: Marketing and store page artwork (capsules, banners, hero, logo) In-game background art, sprites directions Music tracks
Some promotional artwork and the cinematic portions of our store trailer were created with the help of AI image and video generation tools. All crosshair overlays are rendered programmatically.
- Assets - Background
We use generative AI in a limited capacity for certain visual and written content. Generative AI may be used for: - Marketing materials, including promotional artwork, trailer graphics, and store page content. - Loading screen images and decorative in-game poster artwork. - Assistance with some written text, such as tutorials and informational content. Generative AI is not used for: - Live content generation during gameplay. - Gameplay screenshots shown on the Steam store page. - Maps, level geometry, character models, weapons, gameplay assets, game mechanics, or networking systems. - Player-generated content.
Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner throughout development.
For some textures — house windows, a backdrop with the city. For localization.
This product utilizes AI to assist in programming and art creation, thereby improving the speed of game development and enhancing its artistic appeal.
Using AI to generate webp animations for displaying functionality
This game use generative AI to setup theming, characters and monsters sprites and sounds to speed-up and fill the gap I don't capable of. After generated they're well test and tune to ensure player can have fun with it.
localization for simplified chinese, brasilian portuguese and spanish
AI-generated images from the Steam store (3D version of the game's 2D creatures)
AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release.
Death Before Decaf uses generative AI tools to assist with visual asset production. This includes character and enemy sprites, environment art, and marketing capsule images, all created using a fine-tuned model trained on reference materials owned by Overdose Interactive (Scenario.gg with a custom DBD LoRA, plus Replicate/Flux for select assets). All AI-generated outputs are reviewed, edited, and approved by a human art director before being shipped in the game. The game itself does not generate any AI content at runtime: all assets are pre-rendered and bundled with the build. The game does not connect to any external AI services during gameplay.
Yes — this game uses generative AI tools to assist in the creation of certain pre-rendered content. This includes some voice acting and limited written text. All AI-generated content is reviewed, edited, and integrated by the developer. No AI-generated content is created dynamically during gameplay.
This game uses generative AI in the following areas: - Some in-game background images - Some sound effects - Translation for some languages All AI-generated content was reviewed and edited by the developer.
We use AI tools only for the proper translations
The pic and music is generated by ai
Some Assets were created with AI.
Generative AI technology was utilized during the development of this game (specifically for combat music and English localization). Special thanks to Suno for generating the game's combat music. Special thanks to Gemini for supporting the English localization.
AI was used during development to assist with translations for the game and store page.
Voice overs, translations and character busts are currently being handled by AI. As a budget limited studio, we want to have everything in place before an artist to work on. These placeholders would reduce the amount of back and forth, rework and hours invested. Everything is directed and supervised by humans. Voice overs and character busts will be completely replaced by the work of artists by the 1.0 release.
Mildly used for art
AI was used to create the game logo.
Generative AI was used during the development of this game for creating initial concepts and draft versions of certain art assets, including the main menu background and UI icons. These assets were then manually refined, polished, and integrated by the developer to fit the game's final aesthetic.
The soundtrack/music was made with Suno Pro. Some sounds were made with Krotos Pro, which is mostly not ai but has ai elements for some sounds. The sprites were made with Dall-E.
Some visual assets and promotional materials were created or assisted with generative AI tools. All content was reviewed and edited by the developer.
Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion (DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen) running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI services are used during gameplay. All AI-generated content was produced offline during development.
BGM and some game icons will be generated by AI
The description of this game was formatted by the help of AI.
Generative AI was used for localization.
Some graphical assets are generated using AI as templates. These are then proccesses manually in a custom made animation software or edited in image editing software.
Some art resources are completed with the help of AI.
This game uses generative artificial intelligence to create some of its visual content, particularly the images shown in cutscenes. These AI-generated visuals help bring the story to life and allow for faster iteration and creative exploration. The cutscene images will be updated regularly as the technology improves and as the game's story evolves. This means you may notice changes in visual quality and storytelling over time, as we continue to refine and enhance the experience.
Stories, 2D prop assets, 3D prop assets
Some of the musical motifs were generated by AI
The cyborg HUD AI assistant voice is voiced by AI. Can be disabled in the options.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Galatria In-game content artaudio | some Artwork was generated and modified with AI tools, some of the 3D Models where designed with help of AI Models. Music was generated with AI Music Tools. | Hofmann Andreas | - | Jun 30, 2026 | |
Threadstorm In-game content artcode | How is generative AI used in this game?
We utilized generative AI tools during the development of Threadstorm to assist with specific elements of the game's creation:
Art Assets: Some 2D sprites and visual elements within the game were created or refined using AI image generation tools. All generated assets were subsequently reviewed, edited, and curated by our team to ensure they fit the game's visual style.
Code Assistance: We utilized AI coding assistants (specifically GitHub Copilot) to help draft, optimize, and troubleshoot scripts for the Godot Engine, which helped streamline our development workflow.
All AI-assisted content has been thoroughly tested and integrated by the development team to ensure it aligns with our creative vision and quality standards. | Justus Nacken | - | Jun 30, 2026 | |
Final Commit In-game content art | This game uses pre-generated AI-assisted content.
Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets.
All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay. | Gold Saucer | - | Jun 29, 2026 | |
Finish The Dishes Store/marketing art | Generative AI was used to create some of the capsule and promotional artwork displayed on the game's Steam store page. All such artwork was reviewed and selected by the developer. No AI-generated content is created during gameplay. | Fractbit | - | Jun 28, 2026 | |
Skillbound In-game content art | Artificial intelligence is not used during gameplay. It is used only for pre-rendered textures. | 1337 Games | - | Jun 28, 2026 | |
HIGH ROLLER : Dicey Survivors Dev only code | During the development process of this game, generative AI (LLM) tools were utilized as a coding assistant in the coding and software architecture phases. | Ruhan Games | - | Jun 28, 2026 | |
Nebula Live Dev only | Generative AI was used only as a development aid during production. All content included in the final game was reviewed and approved by the developer. The released game does not generate content using AI. | KaamosGames | - | Jun 28, 2026 | |
Zyrcon In-game content artaudio | AI was used to create some graphical elements and voice audio. | DIGITALICA | - | Jun 28, 2026 | |
Padel Pro World Tour In-game content art | This game uses gen-AI images for menus and marketing images/videos... | Intelectiva Soluciones Innovadoras SL | - | Jun 28, 2026 | |
Vehicle Game In-game content audio | AI-Generated BGM | KIMJUIM | - | Jun 28, 2026 | |
Sydwater In-game content artaudiocode | Sydwater is solo developed, AI was used to help with the workflow of the game and was used to generate SOME: Artworks, Voice Lines, 3d Models.
Gemini Google Assistant was also used as a Coding Assistant with SOME code. | Hazey Games | - | Jun 28, 2026 | |
Stardust Protocol Unclear | Some content is powered by AI | Starzen Interactive | - | Jun 27, 2026 | |
SUBSØNIC Store/marketing text | Generative AI was used to assist in writing and editing some of Subsønic's text, including portions of this store page and its marketing copy. The game's visual art is procedurally generated through code (algorithmic, not generative AI), and its music and sound are licensed or procedurally synthesized. | Komar Labs | - | Jun 15, 2026 | |
Cow Abduction Frenzy In-game content art | This game uses pre-generated generative artificial intelligence tools for the creation of its storefront capsule art and promotional marketing assets. | Mysterious Alien | - | Jun 4, 2026 | |
Cruorfall In-game content artaudio | Game design, code, mechanics, gameplay systems, sprites, and writing are entirely human-made. All AI-generated assets were reviewed, edited, composed, and integrated manually by the developer. No AI content is generated at runtime — every asset is pre-authored and curated.
Generative AI was used in the creation of:
Marketing and store page artwork (capsules, banners, hero, logo)
In-game background art, sprites directions
Music tracks | Dezmuss | - | Jun 3, 2026 | |
Crosshair King Store/marketing art | Some promotional artwork and the cinematic portions of our store trailer were created with the help of AI image and video generation tools. All crosshair overlays are rendered programmatically. | PM7Productions | - | Jun 3, 2026 | |
Cluster - Roguelike Tower Defense Unclear art | - Assets
- Background | Sector Five | - | Jun 3, 2026 | |
Bump In-game content arttext | We use generative AI in a limited capacity for certain visual and written content.
Generative AI may be used for:
- Marketing materials, including promotional artwork, trailer graphics, and store page content.
- Loading screen images and decorative in-game poster artwork.
- Assistance with some written text, such as tutorials and informational content.
Generative AI is not used for:
- Live content generation during gameplay.
- Gameplay screenshots shown on the Steam store page.
- Maps, level geometry, character models, weapons, gameplay assets, game mechanics, or networking systems.
- Player-generated content. | TwinBrains Studio | 14 | Jun 3, 2026 | |
Cyber Spartan In-game content art | Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner
throughout development. | PLICA GAMES | - | May 23, 2026 | |
Sabre Hunter: Keep On Moving In-game content arttext | For some textures — house windows, a backdrop with the city.
For localization. | untold.Soft | - | May 23, 2026 | |
楚汉争霸之神兵天降(Divine Descent: Chu-Han) Dev only codeart | This product utilizes AI to assist in programming and art creation, thereby improving the speed of game development and enhancing its artistic appeal. | Qingdao Qilin Ark Network Technology Co.,Ltd. | - | May 23, 2026 | |
RZIR In-game content art | Using AI to generate webp animations for displaying functionality | RongHe Studio | - | May 23, 2026 | |
Heroes' heaven In-game content artaudio | This game use generative AI to setup theming, characters and monsters sprites and sounds to speed-up and fill the gap I don't capable of. After generated they're well test and tune to ensure player can have fun with it. | Majestic Casual Gaming | - | May 23, 2026 | |
Crazy Bird Hunt In-game content text | localization for simplified chinese, brasilian portuguese and spanish | Schlexii | - | May 23, 2026 | |
Call of Toys: Tower Defense Store/marketing art | AI-generated images from the Steam store (3D version of the game's 2D creatures) | Bakart Games - Rômulo | - | May 23, 2026 | |
Armored Mayhem Dev only artaudiotext | AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release. | Self | - | May 23, 2026 | |
Death Before Decaf In-game content art | Death Before Decaf uses generative AI tools to assist with visual asset production. This includes character and enemy sprites, environment art, and marketing capsule images, all created using a fine-tuned model trained on reference materials owned by Overdose Interactive (Scenario.gg with a custom DBD LoRA, plus Replicate/Flux for select assets). All AI-generated outputs are reviewed, edited, and approved by a human art director before being shipped in the game.
The game itself does not generate any AI content at runtime: all assets are pre-rendered and bundled with the build. The game does not connect to any external AI services during gameplay. | Overdose Interactive | - | May 23, 2026 | |
Guardians of the Abyss: Rogue Protocol In-game content audiotext | Yes — this game uses generative AI tools to assist in the creation of certain pre-rendered content. This includes some voice acting and limited written text. All AI-generated content is reviewed, edited, and integrated by the developer. No AI-generated content is created dynamically during gameplay. | santos forge | - | May 23, 2026 | |
Signal Zero In-game content artaudiotext | This game uses generative AI in the following areas:
- Some in-game background images
- Some sound effects
- Translation for some languages
All AI-generated content was reviewed and edited by the developer. | Seosul Games | - | May 23, 2026 | |
Eternal Hatred In-game content text | We use AI tools only for the proper translations | Vladislav Tokarev | - | May 23, 2026 | |
Bounce Rush 跟你爆了 In-game content artaudio | The pic and music is generated by ai | zeros | - | May 23, 2026 | |
StarStruck Unclear | Some Assets were created with AI. | Bobbville | - | May 23, 2026 | |
KILL LOOP In-game content audiotext | Generative AI technology was utilized during the development of this game (specifically for combat music and English localization).
Special thanks to Suno for generating the game's combat music.
Special thanks to Gemini for supporting the English localization. | 天青 | - | May 23, 2026 | |
Prehistoric Pit In-game content text | AI was used during development to assist with translations for the game and store page. | Moko | - | May 23, 2026 | |
Ashikai In-game content audioart | Voice overs, translations and character busts are currently being handled by AI.
As a budget limited studio, we want to have everything in place before an artist to work on. These placeholders would reduce the amount of back and forth, rework and hours invested. Everything is directed and supervised by humans.
Voice overs and character busts will be completely replaced by the work of artists by the 1.0 release. | One Isometric Studio | - | May 23, 2026 | |
Cyber Bike Duels Unclear art | Mildly used for art | Bashabeth Games | - | May 23, 2026 | |
Meteor Swarm Old School Store/marketing art | AI was used to create the game logo. | CannizzaroSoftware | - | May 23, 2026 | |
KeyFortress In-game content art | Generative AI was used during the development of this game for creating initial concepts and draft versions of certain art assets, including the main menu background and UI icons. These assets were then manually refined, polished, and integrated by the developer to fit the game's final aesthetic. | Daisen | 12 | May 23, 2026 | |
KungPaw In-game content audioart | The soundtrack/music was made with Suno Pro.
Some sounds were made with Krotos Pro, which is mostly not ai but has ai elements for some sounds.
The sprites were made with Dall-E. | Mulanoz | - | May 23, 2026 | |
Cosmo Crush Store/marketing art | Some visual assets and promotional materials were created or assisted with generative AI tools. All content was reviewed and edited by the developer. | Zi-Zi | - | May 23, 2026 | |
Backpack Roguelike In-game content artaudiotext | Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion
(DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen)
running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI
services are used during gameplay. All AI-generated content was produced offline during development. | DerGronert | - | May 23, 2026 | |
Falling Up In-game content audioart | BGM and some game icons will be generated by AI | BGamers | - | May 23, 2026 | |
Rapid Escalation Store/marketing text | The description of this game was formatted by the help of AI. | bruynhuisgames | - | May 23, 2026 | |
Death Denied In-game content text | Generative AI was used for localization. | Maroš Berdis | - | May 23, 2026 | |
Sol Titan: Echno In-game content art | Some graphical assets are generated using AI as templates. These are then proccesses manually in a custom made animation software or edited in image editing software. | TurboCodin | - | May 23, 2026 | |
鸡哥守护者 In-game content art | Some art resources are completed with the help of AI. | Yaww | - | May 23, 2026 | |
Starfend In-game content art | This game uses generative artificial intelligence to create some of its visual content, particularly the images shown in cutscenes. These AI-generated visuals help bring the story to life and allow for faster iteration and creative exploration.
The cutscene images will be updated regularly as the technology improves and as the game's story evolves. This means you may notice changes in visual quality and storytelling over time, as we continue to refine and enhance the experience. | Ranieri Silva | 10 | May 23, 2026 | |
Tumblefire Unclear textart | Stories, 2D prop assets, 3D prop assets | Lost Rabbit Digital | - | May 23, 2026 | |
Jester's Quest In-game content audio | Some of the musical motifs were generated by AI | Cybernautic | - | May 23, 2026 | |
District Steel Live AI audio | The cyborg HUD AI assistant voice is voiced by AI. Can be disabled in the options. | Barricade Studio | 72 | May 23, 2026 |