AI was used to generate and edit the title logo. Some of the music was generated or arranged using AI.
- Creator
- nazenaninadesico
- Reviews
- -
- Added
- Oct 10, 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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AI was used to generate and edit the title logo. Some of the music was generated or arranged using AI.
We use generative AI to assist with coding and localization.
Some assets and promotional materials for No Map Home were created with help from generative AI tools. I personally reviewed, refined, and integrated all AI-generated content to make sure it fits the game’s visual style and my creative vision for it.
Game content and promotional materials for Delivery Simulator: Pangyo Station were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's creative direction and quality standards.
AI tools were used for some voice lines, some 3D props, and some textures.
As a small independent team working with a limited budget, we use AI-generated English voiceover for the in-game narration.
This game contains no pre-generated content. Everything in the game is generated in real time by AI as you play. We want it to respond to every culinary idea a player has with something interesting and one of a kind. We use top-tier Claude models (such as Claude Fable 5.1) to deliver the best possible experience.
One map artwork was created with generative AI and then edited by the developer. No other art, audio, text, or gameplay content uses AI. The game does not generate content during play.
Text has been embellished with AI and translations are also AI.
Some voice lines and background audio effects in this game were generated or modified using generative artificial intelligence tools. These audio files were then processed and mixed manually by the developer.
We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services.
Generative AI tools were used in the development of some visual assets, primarily to help enhance and upscale textures and create additional variations. All assets were reviewed and integrated by the development team as part of the game's art pipeline.
Generative AI assisted some game art, store illustrations, logos and icons. Screenshots show the actual development build. No AI content is generated during gameplay.
The core assets, music, 3D objects, and story of this game were entirely reviewed, refined, and crafted by the developer. However, generative AI tools were utilized to assist in creating certain sound effects and a few background/UI images. As this is my very first game developed entirely as a solo indie developer, these tools were used to help overcome the immense challenges of managing all aspects of production alone. All AI-assisted contents have been thoroughly checked to ensure quality and compliance.
Generative AI used in the creation of images and coding.
Pre-generated AI was used to create selected 2D artwork included in the game, including a painting and menu imagery. All generated content was reviewed and selected by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to a live AI service.
Gen-AI has been used to help debug the game.
Generative AI tools were used to create some images for the store page and promotional materials.
Some artwork, voices, audio, translations and promotional materials were created with generative AI tools. No AI content is generated during gameplay.
3d Assets, Voices, Music
Some assets in this game were created with the assistance of generative AI tools. All AI-assisted assets were reviewed, edited, and integrated into the game by our team.
AI tools were used during development to help create some of the game's content. Everything was reviewed, edited and put together by our team.
I used AI for the Code assistance and for Graphics
Atomica's translations into the thirteen languages other than English were made by an AI language model and have not yet been reviewed by native speakers. Much of the game's code and the store text were written with AI assistance. Nothing else is AI-generated. The cell is assembled by ordinary procedural code, not machine learning, from real data: Scripps Research's cellPACK model of Mycoplasma genitalium, protein structures from the Protein Data Bank (PDB), and ligands from the wwPDB Chemical Component Dictionary (CCD). The sounds are synthesized from the cell's real activity, and the store images are in-game screenshots.
Parts of this store page, as well as certain code elements of the game, were created with the assistance of AI tools. These tools helped speed up development and improve clarity, while all creative direction, design choices, and final implementation remain in the hands of the developer.
Generative AI tools were used during development to assist in the creation of 3D models and other visual assets. AI-assisted development tools were also used extensively for programming and implementation. All generated and AI-assisted content was reviewed, directed, and integrated by the developer. No generative AI is used at runtime.
Generative AI was used during development to create promotional illustrations and the title-screen logo, and to assist with written text and translations. This content is prepared in advance. The game does not generate content or connect to AI services during gameplay.
The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used.
Generative AI tools were used during development. Some of the game's 3D models and parts of its programming code were created with AI assistance, then reviewed and refined by the developer. No content is generated by AI while the game is running.
Generative Artificial Intelligence used to create background graphics and voices.
AI-assisted tools were used during development to create and edit visual assets, including characters, equipment, creatures, environments, UI and store illustrations, and to assist with story text and localization. Music and sound effects were made using AI-assisted synthesis code and composition rules. The game uses prepared assets and predefined effects; it does not generate AI content or connect to generative AI services during play.
Mossgrave was built with an AI coding assistant, directed and reviewed by the developer. The AI wrote the game's code, including the procedural code that generates the 3D models, textures, pixel-art interface, music and sound effects. It also drafted the in-game text (dialogue, quest and item descriptions) and the text on this store page. Store images are captured from the game itself. No AI image or music generation models were used. The trailer's narration is an AI-generated voice; the game itself has no voice acting, and nothing is generated by AI while you play.
Generative AI was used to create the voices, sound effects and illustrations. The stories are designed and directed by the developer.
Some pre-generated branding artwork, icons, menu illustrations and Steam marketing assets were created with assistance from generative AI. The 3D world is generated procedurally by the game code. No generative AI runs during gameplay and the game does not connect to external AI services.
Generative AI was used extensively during the development of this game, including assistance with game code, selected visual assets, text and translations, and store and library artwork. These materials were prepared in advance. The game does not generate AI content or connect to external AI services during gameplay.
AI tools were used during development to create music, selected sound effects and promotional artwork, and to assist with written content and translations. Content is prepared in advance; no AI content is generated during gameplay.
Generative AI was used during development to create some character models and visual assets, promotional artwork, and to assist with text and localization. These assets are prepared in advance and included with the game or its store and marketing materials. No AI-generated content is created during gameplay, and the game does not connect to external generative AI services.
Some store and library artwork, icons, and promotional imagery were created or enhanced with generative AI tools. Gameplay screenshots show actual gameplay. The game does not generate AI content during gameplay or connect to external AI services.
Sound effects and voice-overs were created using generative AI tools.
Generative AI tools were used to create visual artwork for the game and its marketing, and to assist with store-page text. These materials are prepared in advance. Temple Breaker does not generate content with AI during gameplay.
Some promotional artwork for Escape From Space, including images on its Steam store and library pages, was created with the assistance of generative AI and reviewed before use. The game does not generate content with AI during gameplay.
3D models were made with Meshy and the radio and trailer music with ElevenLabs, all then selected and edited by the developer. Code was written with AI assistance. Nothing is generated while you play.
Some content in PRE-ECHO was created with the help of generative AI tools during development and was then integrated, adjusted and art-directed by the developer: - 3D models: the character and creature models, and many prop and vehicle models, were generated with Tripo from original reference images made for this project, then rigged, adjusted and textured in Blender and Unreal Engine. - 2D art: some textures and interface images (such as the main-menu background, the workshop investigation board, journal and map paper, and inventory icons) were generated with image-generation tools from original prompts. - Voices: all spoken lines are synthesized with the open-source Kokoro text-to-speech model using generic voices. No real person's voice was recorded or cloned. - Text: the script, in-game text and English/Spanish localization were written with an AI assistant under the developer's direction. - Store art: the store and library artwork was generated with AI image tools from the project's own character and creature references, then retouched by the developer. The logo was made without AI. The screenshots are unedited captures of the game. No content is generated by AI while the game is running.
The key art and logo began as an AI-generated base image, which we then reworked and finished by hand in Photoshop. The narration in the trailers is a synthetic voice made with a text-to-speech model. Nothing inside the game is AI-generated: every critter, the world, the device, the music and the sound are drawn and composed by the game's own code.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code.
Some voice lines (the narrator, phone messages and townspeople), some sound effects and the menu music were created with generative AI text-to-speech and audio tools (ElevenLabs) and edited by the developer. All visual art, 3D, animation, level design and code were made by the developer. No AI content is generated during gameplay.
The localization and some code snippets were generated using AI and reviewed
background and Logo with created AI.
Generative AI tools were used during development to assist in creating and refining some of the game's visual assets and artwork. These assets were subsequently selected, edited, adapted, and integrated into the game by the developer. No generative AI is used during gameplay, and the game does not generate content dynamically for players.
Memory Access Violation was made by a solo developer working with an AI coding assistant, which was used during development: Code and level design: much of the game's code, including the level-building tools, puzzle layouts, enemy behaviour and vehicle handling, was written with AI assistance. The developer directed, playtested and revised every level. Puzzle solutions were checked by automated solvers so each one is fair. Visuals: the game's environments, vehicles, mechs and enemies are built in code from simple geometric shapes and custom shaders. No AI image generators were used for in-game art.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Revenger BEFORE ORIGIN In-game content artaudio | AI was used to generate and edit the title logo.
Some of the music was generated or arranged using AI. | nazenaninadesico | - | Oct 10, 2026 | |
Me, a Robot? In-game content codetext | We use generative AI to assist with coding and localization. | ぬくもりロボット工房 | - | Oct 10, 2026 | |
No Map Home Store/marketing art | Some assets and promotional materials for No Map Home were created with help from generative AI tools. I personally reviewed, refined, and integrated all AI-generated content to make sure it fits the game’s visual style and my creative vision for it. | Olav Botterli | - | Oct 10, 2026 | |
배달 시뮬레이터: 판교역 In-game content arttext | Game content and promotional materials for Delivery Simulator: Pangyo Station were created with the assistance of generative AI tools.
All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's creative direction and quality standards. | Works On My PC Studio | - | Oct 10, 2026 | |
EVICTIO In-game content audioart | AI tools were used for some voice lines, some 3D props, and some textures. | BD Interactive Studios | - | Oct 10, 2026 | |
History Experience: Rome In-game content audio | As a small independent team working with a limited budget, we use AI-generated English voiceover for the in-game narration. | BlackBird Studios | - | Oct 10, 2026 | |
Very Tasty Story Live AI text | This game contains no pre-generated content. Everything in the game is generated in real time by AI as you play. We want it to respond to every culinary idea a player has with something interesting and one of a kind. We use top-tier Claude models (such as Claude Fable 5.1) to deliver the best possible experience. | 202b | - | Oct 10, 2026 | |
Lightkeeper: Frozen Bay In-game content art | One map artwork was created with generative AI and then edited by the developer. No other art, audio, text, or gameplay content uses AI. The game does not generate content during play. | Anton Antipov | - | Oct 10, 2026 | |
Chartward In-game content text | Text has been embellished with AI and translations are also AI. | Golden Calf Games | - | Oct 10, 2026 | |
Estación Libertad In-game content audio | Some voice lines and background audio effects in this game were generated or modified using generative artificial intelligence tools. These audio files were then processed and mixed manually by the developer. | Sebastián Barra | - | Oct 10, 2026 | |
Gamejam In-game content arttext | We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services. | Sentifold | - | Oct 10, 2026 | |
Mightmancer In-game content art | Generative AI tools were used in the development of some visual assets, primarily to help enhance and upscale textures and create additional variations. All assets were reviewed and integrated by the development team as part of the game's art pipeline. | Haphazardly | - | Oct 10, 2026 | |
xiukov In-game content art | Generative AI assisted some game art, store illustrations, logos and icons. Screenshots show the actual development build. No AI content is generated during gameplay. | Luyu Games | - | Oct 10, 2026 | |
BibimBoB In-game content audioart | The core assets, music, 3D objects, and story of this game were entirely reviewed, refined, and crafted by the developer. However, generative AI tools were utilized to assist in creating certain sound effects and a few background/UI images. As this is my very first game developed entirely as a solo indie developer, these tools were used to help overcome the immense challenges of managing all aspects of production alone. All AI-assisted contents have been thoroughly checked to ensure quality and compliance. | Devnyangyummy | - | Oct 10, 2026 | |
Monster Miner Unclear artcode | Generative AI used in the creation of images and coding. | Jewel Shot Games | - | Oct 10, 2026 | |
Messa Anomaly In-game content art | Pre-generated AI was used to create selected 2D artwork included in the game, including a painting and menu imagery. All generated content was reviewed and selected by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to a live AI service. | 1,5 Games | - | Oct 10, 2026 | |
Life's Too Short: A Christmas Spirit Dev only code | Gen-AI has been used to help debug the game. | Pixel Ghost | - | Oct 10, 2026 | |
Soraseed Desktop 2026 Store/marketing art | Generative AI tools were used to create some images for the store page and promotional materials. | Soraseed | - | Oct 10, 2026 | |
Arena Medieval In-game content artaudiotext | Some artwork, voices, audio, translations and promotional materials were created with generative AI tools. No AI content is generated during gameplay. | Fier Labs | - | Oct 10, 2026 | |
Sveta In-game content artaudio | 3d Assets, Voices, Music | Uhot | - | Oct 10, 2026 | |
MillionCube In-game content artaudiotextcode | Some assets in this game were created with the assistance of generative AI tools. All AI-assisted assets were reviewed, edited, and integrated into the game by our team. | PushForward | - | Oct 10, 2026 | |
Planet Raiders Unclear | AI tools were used during development to help create some of the game's content. Everything was reviewed, edited and put together by our team. | Moddingdudes | - | Oct 10, 2026 | |
Captain Capy - Roguelike Space Crafter Unclear artcode | I used AI for the Code assistance and for Graphics | To_Galan | - | Oct 10, 2026 | |
atomica In-game content textcode | Atomica's translations into the thirteen languages other than English were made by an AI language model and have not yet been reviewed by native speakers. Much of the game's code and the store text were written with AI assistance. Nothing else is AI-generated. The cell is assembled by ordinary procedural code, not machine learning, from real data: Scripps Research's cellPACK model of Mycoplasma genitalium, protein structures from the Protein Data Bank (PDB), and ligands from the wwPDB Chemical Component Dictionary (CCD). The sounds are synthesized from the cell's real activity, and the store images are in-game screenshots. | Steven R Ness | 12 | Oct 10, 2026 | |
A Day with Wuki Store/marketing codetext | Parts of this store page, as well as certain code elements of the game, were created with the assistance of AI tools. These tools helped speed up development and improve clarity, while all creative direction, design choices, and final implementation remain in the hands of the developer. | Cravex Games | - | Oct 10, 2026 | |
Goblin Mode: Loot & Lunacy In-game content artcode | Generative AI tools were used during development to assist in the creation of 3D models and other visual assets. AI-assisted development tools were also used extensively for programming and implementation. All generated and AI-assisted content was reviewed, directed, and integrated by the developer. No generative AI is used at runtime. | Boreder | - | Oct 9, 2026 | |
Kva Krj Farm Store/marketing arttext | Generative AI was used during development to create promotional illustrations and the title-screen logo, and to assist with written text and translations. This content is prepared in advance. The game does not generate content or connect to AI services during gameplay. | PotatoStudioGames | - | Oct 9, 2026 | |
Banners & Crowns In-game content artaudiotextcode | The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used. | EDOBGames | - | Oct 9, 2026 | |
Maeli Keus In-game content artcode | Generative AI tools were used during development. Some of the game's 3D models and parts of its programming code were created with AI assistance, then reviewed and refined by the developer. No content is generated by AI while the game is running. | Devoniak Studios | - | Oct 9, 2026 | |
A Cruise for Murder In-game content artaudio | Generative Artificial Intelligence used to create background graphics and voices. | MICHAEL CHOURDAKIS | - | Oct 9, 2026 | |
ABYSS CHRONICLES In-game content arttextaudio | AI-assisted tools were used during development to create and edit visual assets, including characters, equipment, creatures, environments, UI and store illustrations, and to assist with story text and localization. Music and sound effects were made using AI-assisted synthesis code and composition rules. The game uses prepared assets and predefined effects; it does not generate AI content or connect to generative AI services during play. | ZOOPITER Soft Corp. | - | Oct 9, 2026 | |
Mossgrave In-game content arttextcodeaudio | Mossgrave was built with an AI coding assistant, directed and reviewed by the developer. The AI wrote the game's code, including the procedural code that generates the 3D models, textures, pixel-art interface, music and sound effects. It also drafted the in-game text (dialogue, quest and item descriptions) and the text on this store page. Store images are captured from the game itself. No AI image or music generation models were used. The trailer's narration is an AI-generated voice; the game itself has no voice acting, and nothing is generated by AI while you play. | Biggietronics | - | Oct 9, 2026 | |
Rêverie: Audio Stories In-game content audioart | Generative AI was used to create the voices, sound effects and illustrations. The stories are designed and directed by the developer. | Petit Vaisseau | - | Oct 9, 2026 | |
Échappée In-game content art | Some pre-generated branding artwork, icons, menu illustrations and Steam marketing assets were created with assistance from generative AI. The 3D world is generated procedurally by the game code. No generative AI runs during gameplay and the game does not connect to external AI services. | Benjamin Dupin | - | Oct 9, 2026 | |
Scrapmiles In-game content arttext | Generative AI was used extensively during the development of this game, including assistance with game code, selected visual assets, text and translations, and store and library artwork. These materials were prepared in advance. The game does not generate AI content or connect to external AI services during gameplay. | Falvey Studios | - | Oct 9, 2026 | |
Slaskescape 2 In-game content audiotextart | AI tools were used during development to create music, selected sound effects and promotional artwork, and to assist with written content and translations. Content is prepared in advance; no AI content is generated during gameplay. | Slaske Studios | - | Oct 9, 2026 | |
Escape The Zoo In-game content arttext | Generative AI was used during development to create some character models and visual assets, promotional artwork, and to assist with text and localization. These assets are prepared in advance and included with the game or its store and marketing materials. No AI-generated content is created during gameplay, and the game does not connect to external generative AI services. | Kivunzo Games | - | Oct 9, 2026 | |
问道九州 In-game content art | Some store and library artwork, icons, and promotional imagery were created or enhanced with generative AI tools. Gameplay screenshots show actual gameplay. The game does not generate AI content during gameplay or connect to external AI services. | WU HUI CHEN | - | Oct 9, 2026 | |
City Services In-game content audio | Sound effects and voice-overs were created using generative AI tools. | 84boxes | - | Oct 9, 2026 | |
TEMPLE BREAKER Store/marketing arttext | Generative AI tools were used to create visual artwork for the game and its marketing, and to assist with store-page text. These materials are prepared in advance. Temple Breaker does not generate content with AI during gameplay. | NEXTSQUARESTUDIO | - | Oct 9, 2026 | |
Escape From Space Store/marketing art | Some promotional artwork for Escape From Space, including images on its Steam store and library pages, was created with the assistance of generative AI and reviewed before use. The game does not generate content with AI during gameplay. | Deep Space North | - | Oct 9, 2026 | |
Not Another Garbage Simulator In-game content artaudiocode | 3D models were made with Meshy and the radio and trailer music with ElevenLabs, all then selected and edited by the developer. Code was written with AI assistance. Nothing is generated while you play. | Score Software LLC | - | Oct 9, 2026 | |
PRE-ECHO In-game content artaudiotext | Some content in PRE-ECHO was created with the help of generative AI tools during development and was then integrated, adjusted and art-directed by the developer:
- 3D models: the character and creature models, and many prop and vehicle models, were generated with Tripo from original reference images made for this project, then rigged, adjusted and textured in Blender and Unreal Engine.
- 2D art: some textures and interface images (such as the main-menu background, the workshop investigation board, journal and map paper, and inventory icons) were generated with image-generation tools from original prompts.
- Voices: all spoken lines are synthesized with the open-source Kokoro text-to-speech model using generic voices. No real person's voice was recorded or cloned.
- Text: the script, in-game text and English/Spanish localization were written with an AI assistant under the developer's direction.
- Store art: the store and library artwork was generated with AI image tools from the project's own character and creature references, then retouched by the developer. The logo was made without AI. The screenshots are unedited captures of the game.
No content is generated by AI while the game is running. | Simulsix | - | Oct 9, 2026 | |
PeeCee Critters In-game content artaudio | The key art and logo began as an AI-generated base image, which we then reworked and finished by hand in Photoshop. The narration in the trailers is a synthetic voice made with a text-to-speech model. Nothing inside the game is AI-generated: every critter, the world, the device, the music and the sound are drawn and composed by the game's own code. | MutantToes Studios | - | Oct 9, 2026 | |
Catch Command '98 In-game content text | I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code. | MonkeyCat Games | - | Oct 9, 2026 | |
Still Walking In-game content audio | Some voice lines (the narrator, phone messages and townspeople), some sound effects and the menu music were created with generative AI text-to-speech and audio tools (ElevenLabs) and edited by the developer. All visual art, 3D, animation, level design and code were made by the developer. No AI content is generated during gameplay. | LogiK | - | Oct 9, 2026 | |
The Theory of Humanity In-game content textcode | The localization and some code snippets were generated using AI and reviewed | Palm and Stars | - | Oct 9, 2026 | |
Not a Duck Store/marketing art | background and Logo with created AI. | NOXRG | - | Oct 9, 2026 | |
Zanore: Echoes of the Shards In-game content art | Generative AI tools were used during development to assist in creating and refining some of the game's visual assets and artwork. These assets were subsequently selected, edited, adapted, and integrated into the game by the developer. No generative AI is used during gameplay, and the game does not generate content dynamically for players. | Nine Gates Studio | - | Oct 9, 2026 | |
Memory Access Violation In-game content codeart | Memory Access Violation was made by a solo developer working with an AI coding assistant, which was used during development:
Code and level design: much of the game's code, including the level-building tools, puzzle layouts, enemy behaviour and vehicle handling, was written with AI assistance. The developer directed, playtested and revised every level. Puzzle solutions were checked by automated solvers so each one is fair.
Visuals: the game's environments, vehicles, mechs and enemies are built in code from simple geometric shapes and custom shaders. No AI image generators were used for in-game art. | De La Guardia Games | - | Oct 9, 2026 |