Generative AI tools were used during development to assist in the creation of some in-game assets, such as 2D graphics and textures.
- Creator
- Ryz Studio
- Reviews
- -
- Added
- Oct 10, 2026
Public Steam disclosure research 25,376 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.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI tools were used during development to assist in the creation of some in-game assets, such as 2D graphics and textures.
AI coding tools have been used to aid development.
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.
In the game itself, all graphics and sound effects are drawn and synthesized by the game's own code, which was also written with AI assistance. The game contains no AI-generated image, voice or music files, and nothing is generated by AI while you play.
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.
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.
Some artwork and music in the game were created using generative AI. Generative AI was also used to create store and promotional artwork.
AI tools were used to translate the store page text and some localizations. All in-game art, 3D models, animations, music and sound effects are not AI-generated.
Generative AI was used during development to create the galaxy illustration displayed in the game’s galaxy-map interface and menus, as well as promotional artwork used for Steam capsule and library images. Trailer production uses AI-generated music and selected transition sound effects. These materials are generated during development, rather than during gameplay. The game does not offer player-facing live AI content generation.
Some art and promotional assets were created with the help of AI tools, and AI assisted the developer during coding.
It has been used in the page visuals and logo.
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.
This game was created with a lot of help from AI. Although I'm an experienced game developer a lot of the physics, graphic elements, and code were generate with the help of AI.
Sound effects and voice-overs were created using generative AI tools.
Generative AI tools may be used to assist with text localization/translation and to support sound effects or background audio production during development. No AI-generated visual assets, 3D models, or artwork are used in the final build of the game.
NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life. Pop 1,000,000 Hot Air Balloons was created using generative AI throughout development, including its artwork and visuals, store artwork, music, sound effects, player-facing text, and game code. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service. I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun. The goal should always be making something that human beings will enjoy.
Pre-generated: the music and SFX was created with generative AI tools and then edited and mixed by the developer. No generative AI is used while the game is running.
Pre-generated AI content only; nothing is generated live during gameplay. - Some 3D assets (character models, the seeker's bandana and a few props) were created with AI-assisted 3D generation tools, then edited, rigged and adjusted by hand before being used in the game. - Some 2D images (in-game "how to play" board, UI art) were created with AI image tools and edited by hand. - Parts of the in-game text localization were produced with AI translation and reviewed by the developer. All AI-generated assets were reviewed by us and we hold the rights required to use and distribute them.
AI was used to draft the localizations into 30 languages and parts of the store page text.
This game did use generative AI during its development. This was more of a fun side project while working on the main project (Ducki's Descent, which doesn't use AI), tinkering around with AI since my fiancé likes this genre of games, so since it uses AI its free.
The visuals, music, sound effects, store art, trailer and text for CYBERBIKES were made with the help of AI under my direction, built in code with Blender and Godot. LINK's voice is pre-recorded text-to-speech from the open Kokoro model. Nothing is generated while you play.
AI was used to translate the game for multi-language support. All other content, including art, animation, sound effects, and music, was either created by the developers or used under license.
During early development and for the playable demo, Generative AI tools were used to create base templates and draft assets for certain 3D models, textures, and sound effects. All AI-generated placeholders and base models have been manually re-worked, polished, and edited. As development progresses, these draft assets are being actively replaced with fully custom, handcrafted art and audio.
Some artwork associated with Rocket's Way was created using generative AI tools. This content is pre-generated and does not generate new content during gameplay.
Generative AI tools were used to create promotional artwork for the Steam store and to assist with in-game localization. The game does not generate AI content during gameplay. Gameplay screenshots and gameplay footage were captured in the game.
Generative AI was used during development to create some visual assets, including the title artwork and app icon. AI tools also assisted with some 3D models, in-game text, localization, and sound effects. The game does not use generative AI services to create content during play.
Generative AI was used during development to create some vegetation textures and to assist with in-game text, quest descriptions, and store copy. This content is prepared in advance and included with the game. The game does not generate AI content during gameplay or connect to third-party AI services.
The store interface was generated by AI.
Some 3D models, textures and sound effects were created with the help of generative AI tools and then edited, cleaned up and finished by hand by our team. Some store page and marketing artwork was also created with generative AI tools. All AI-assisted content was reviewed by the developers before being included. The game does not generate any content with AI while you play.
Generative AI technology is used to realize the creative direction through the creation of assets.
The 3D character models and their textures in this game were created using a generative AI tool (Tripo AI), based on original images prepared by the developer. ChatGPT / DALL·E were also used to create UI icons, background art (sky and grass), and some textures. All generated results were reviewed and adjusted by the developer before being included in the game. The game does not generate any AI content at runtime.
Generative AI-assisted tools were used during development for parts of localization and written marketing content. During gameplay, automated translation may be used to translate player-written chat messages between supported languages. Original player messages are written by users and are not generated by AI.
No art, audio, levels, or other authored game content was created using generative AI. However, a small local AI model runs during gameplay to interpret the player's commands and control the character accordingly. Rest assured, it's dumb as a rock. It won't take over the world or your computer. It can barely take over the test subject.
Some pre-generated assets were created with generative AI tools and then reviewed and edited by the developer: chapter illustrations and mission background images shown in the menus, some badge (achievement) artwork, four mission-category icons, and six short cockpit voice alerts (text-to-speech). Gameplay, terrain, aircraft models, flight physics, mission design, and all in-game text were authored by the developer. The game does not generate any content at runtime.
Generative AI tools were used during development to assist with some artwork, text and localization, and English announcer voice clips created using text-to-speech. This content is prepared in advance and used as fixed assets in the game or on its Steam store page. No AI-generated content is created during gameplay.
AI tools were used to help with the game's localization and parts of the music
Generative AI tools were used during development to help create [name the specific assets, such as textures, character animations, or sound effects]. These assets are included as fixed content. The game does not generate AI content during gameplay.
Generative AI was used to assist in the creation of promotional images and some graphical assets, as well as to assist with the localization of in-game text and the Steam store page. The game does not use generative AI during gameplay.
AI tools assisted with development, including Steam store-page and marketing text.
Generative AI helped create promotional artwork and interface translations. No generative AI runs during gameplay.
Menu art is generated by AI
Generative AI was used to create some pre-rendered images displayed in the game’s menus and user interface.
AI helped create promotional artwork and the main-menu background illustration, and draft the story, dialogue and Korean and English store descriptions. These assets are pre-generated; no AI content is generated or external AI service used during gameplay.
It has been used in the page visuals and logo.
Generative AI assisted with pre-generated branding, Steam capsule and library artwork, store descriptions and translations. No content is generated by AI during gameplay.
The key art used for the store capsules and the title screen background was generated with image models run locally and then hand-edited. The Spanish, Portuguese (Brazil), German and Simplified Chinese translations and drafts of the store page text were produced with the help of an AI assistant. Everything you see during gameplay (the beetle, the tree, its surfaces and all animation) is drawn procedurally in code. Sound effects are CC0 recordings; no AI-generated voice or music is used, and no generative AI runs while you play.
This game includes pre-generated visual and auditory assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing.
This game was developed with extensive use of generative AI (Anthropic's Claude and OpenAI's GPT). The game code, the 3D models (generated by AI-written scripts), procedurally generated visuals, synthesized sound effects and music (produced by AI-written synthesis code), in-game text and translations, and the store page text and trailer were all created with AI assistance. No AI content is generated while the game is running, and the game does not connect to any external AI service.
Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation.
Some sound effects in the game (court ambience, crowd reactions and some impact sounds) were generated with an AI audio tool and then selected and edited by the developer. Some background images used in the store page and marketing materials were generated with an AI image tool. AI coding assistants were used as a development aid, including help drafting some in-game explanatory text, which the developer reviewed and edited. All game design, simulation, data and player content were created by the developer. The game does not generate any content with AI while it runs.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Stackonauts In-game content art | Generative AI tools were used during development to assist in the creation of some in-game assets, such as 2D graphics and textures. | Ryz Studio | - | Oct 10, 2026 | |
The Big Dig Dev only code | AI coding tools have been used to aid development. | henkelmax | - | 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 | |
Crateball In-game content artaudiocode | In the game itself, all graphics and sound effects are drawn and synthesized by the game's own code, which was also written with AI assistance. The game contains no AI-generated image, voice or music files, and nothing is generated by AI while you play. | rafi | - | 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 | |
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 | |
Frog Collector In-game content artaudio | Some artwork and music in the game were created using generative AI. Generative AI was also used to create store and promotional artwork. | TidyMage | - | Oct 9, 2026 | |
Too Angry to Clean Store/marketing text | AI tools were used to translate the store page text and some localizations. All in-game art, 3D models, animations, music and sound effects are not AI-generated. | Grim Page Studio | - | Oct 9, 2026 | |
Derelict Division, LLC In-game content artaudio | Generative AI was used during development to create the galaxy illustration displayed in the game’s galaxy-map interface and menus, as well as promotional artwork used for Steam capsule and library images. Trailer production uses AI-generated music and selected transition sound effects. These materials are generated during development, rather than during gameplay. The game does not offer player-facing live AI content generation. | Everbreak Studios, LLC | - | Oct 9, 2026 | |
Parcel Cannon Store/marketing artcode | Some art and promotional assets were created with the help of AI tools, and AI assisted the developer during coding. | Soda Elephant Studio | - | Oct 9, 2026 | |
Car Parkour 4 Together Store/marketing art | It has been used in the page visuals and logo. | cnsgames | - | 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 | |
Blamcon's Range Day In-game content artcode | This game was created with a lot of help from AI. Although I'm an experienced game developer a lot of the physics, graphic elements, and code were generate with the help of AI. | Chris Patch | - | Oct 9, 2026 | |
City Services In-game content audio | Sound effects and voice-overs were created using generative AI tools. | 84boxes | - | Oct 9, 2026 | |
She's Coming Over & My Place is a Dump! In-game content textaudio | Generative AI tools may be used to assist with text localization/translation and to support sound effects or background audio production during development. No AI-generated visual assets, 3D models, or artwork are used in the final build of the game. | We Had a Plan | - | Oct 9, 2026 | |
Pop 1,000,000 Hot Air Balloons In-game content artaudiotextcode | NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life.
Pop 1,000,000 Hot Air Balloons was created using generative AI throughout development, including its artwork and visuals, store artwork, music, sound effects, player-facing text, and game code. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service.
I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun.
The goal should always be making something that human beings will enjoy. | NBD2 | - | Oct 9, 2026 | |
Marble Factory In-game content audio | Pre-generated: the music and SFX was created with generative AI tools and then edited and mixed by the developer. No generative AI is used while the game is running. | Job's Done Games | - | Oct 9, 2026 | |
Blind & Seek In-game content arttext | Pre-generated AI content only; nothing is generated live during gameplay.
- Some 3D assets (character models, the seeker's bandana and a few props) were
created with AI-assisted 3D generation tools, then edited, rigged and adjusted
by hand before being used in the game.
- Some 2D images (in-game "how to play" board, UI art) were created with AI image
tools and edited by hand.
- Parts of the in-game text localization were produced with AI translation and
reviewed by the developer.
All AI-generated assets were reviewed by us and we hold the rights required to
use and distribute them. | RetroVive | - | Oct 9, 2026 | |
Fractokinesis Store/marketing text | AI was used to draft the localizations into 30 languages and parts of the store page text. | Panin Maxim | - | Oct 9, 2026 | |
A Hoard in Order Dev only | This game did use generative AI during its development. This was more of a fun side project while working on the main project (Ducki's Descent, which doesn't use AI), tinkering around with AI since my fiancé likes this genre of games, so since it uses AI its free. | Salty Scallop Games | - | Oct 9, 2026 | |
CYBERBIKES In-game content artaudiotext | The visuals, music, sound effects, store art, trailer and text for CYBERBIKES were made with the help of AI under my direction, built in code with Blender and Godot. LINK's voice is pre-recorded text-to-speech from the open Kokoro model. Nothing is generated while you play. | Mister Gato | - | Oct 9, 2026 | |
Stick A Fork In-game content text | AI was used to translate the game for multi-language support. All other content, including art, animation, sound effects, and music, was either created by the developers or used under license. | Flowdot | - | Oct 9, 2026 | |
MNEMOALGIA In-game content artaudio | During early development and for the playable demo, Generative AI tools were used to create base templates and draft assets for certain 3D models, textures, and sound effects. All AI-generated placeholders and base models have been manually re-worked, polished, and edited. As development progresses, these draft assets are being actively replaced with fully custom, handcrafted art and audio. | Mnemodev | - | Oct 9, 2026 | |
Rocket's Way In-game content art | Some artwork associated with Rocket's Way was created using generative AI tools. This content is pre-generated and does not generate new content during gameplay. | TairoHasano | - | Oct 9, 2026 | |
Arcade with Friends In-game content arttext | Generative AI tools were used to create promotional artwork for the Steam store and to assist with in-game localization. The game does not generate AI content during gameplay. Gameplay screenshots and gameplay footage were captured in the game. | bubbley | - | Oct 9, 2026 | |
Star Replica In-game content arttextaudio | Generative AI was used during development to create some visual assets, including the title artwork and app icon. AI tools also assisted with some 3D models, in-game text, localization, and sound effects. The game does not use generative AI services to create content during play. | wak-tech | - | Oct 9, 2026 | |
STRADA KOREA In-game content arttext | Generative AI was used during development to create some vegetation textures and to assist with in-game text, quest descriptions, and store copy. This content is prepared in advance and included with the game. The game does not generate AI content during gameplay or connect to third-party AI services. | Tunguska | - | Oct 9, 2026 | |
Bungee Simulator: Freefall Store/marketing art | The store interface was generated by AI. | WANG SHUN FENG | - | Oct 9, 2026 | |
Magnet Movers In-game content artaudio | Some 3D models, textures and sound effects were created with the help of generative AI tools and then edited, cleaned up and finished by hand by our team. Some store page and marketing artwork was also created with generative AI tools. All AI-assisted content was reviewed by the developers before being included. The game does not generate any content with AI while you play. | TechTalent | - | Oct 9, 2026 | |
ClawGnomes In-game content art | Generative AI technology is used to realize the creative direction through the creation of assets. | AnotherBuild | - | Oct 9, 2026 | |
しろを塗る Castle Paint In-game content art | The 3D character models and their textures in this game were created using a generative AI tool (Tripo AI), based on original images prepared by the developer. ChatGPT / DALL·E were also used to create UI icons, background art (sky and grass), and some textures. All generated results were reviewed and adjusted by the developer before being included in the game. The game does not generate any AI content at runtime. | tatmos | - | Oct 9, 2026 | |
Snarebound Live AI text | Generative AI-assisted tools were used during development for parts of localization and written marketing content. During gameplay, automated translation may be used to translate player-written chat messages between supported languages. Original player messages are written by users and are not generated by AI. | Snarebound | - | Oct 9, 2026 | |
AI Says code | No art, audio, levels, or other authored game content was created using generative AI.
However, a small local AI model runs during gameplay to interpret the player's commands and control the character accordingly. Rest assured, it's dumb as a rock. It won't take over the world or your computer. It can barely take over the test subject. | Duck Milk | - | Oct 9, 2026 | |
F-2 MISSIONS: CASE ONE In-game content artaudio | Some pre-generated assets were created with generative AI tools and then reviewed and edited by the developer: chapter illustrations and mission background images shown in the menus, some badge (achievement) artwork, four mission-category icons, and six short cockpit voice alerts (text-to-speech). Gameplay, terrain, aircraft models, flight physics, mission design, and all in-game text were authored by the developer. The game does not generate any content at runtime. | UNVELL Games | - | Oct 9, 2026 | |
Grenade! : Pang Pang Survive! In-game content arttextaudio | Generative AI tools were used during development to assist with some artwork, text and localization, and English announcer voice clips created using text-to-speech. This content is prepared in advance and used as fixed assets in the game or on its Steam store page. No AI-generated content is created during gameplay. | SillyToolValley | - | Oct 9, 2026 | |
Wobble In-game content textaudio | AI tools were used to help with the game's localization and parts of the music | ThreePlate | - | Oct 9, 2026 | |
Reel Risk In-game content art | Generative AI tools were used during development to help create [name the specific assets, such as textures, character animations, or sound effects]. These assets are included as fixed content. The game does not generate AI content during gameplay. | Reel Risk Studio | - | Oct 9, 2026 | |
We Are Good Delivery In-game content arttext | Generative AI was used to assist in the creation of promotional images and some graphical assets, as well as to assist with the localization of in-game text and the Steam store page. The game does not use generative AI during gameplay. | PetitPaleWorks | - | Oct 9, 2026 | |
the moon is a gun Store/marketing text | AI tools assisted with development, including Steam store-page and marketing text. | Ember Bee | - | Oct 8, 2026 | |
Frequência RC In-game content arttext | Generative AI helped create promotional artwork and interface translations. No generative AI runs during gameplay. | JxGames | - | Oct 8, 2026 | |
Out of Orbit In-game content art | Menu art is generated by AI | Josh | - | Oct 8, 2026 | |
Retro Racers In-game content art | Generative AI was used to create some pre-rendered images displayed in the game’s menus and user interface. | Kavari Studio | - | Oct 8, 2026 | |
Up & Over In-game content arttext | AI helped create promotional artwork and the main-menu background illustration, and draft the story, dialogue and Korean and English store descriptions. These assets are pre-generated; no AI content is generated or external AI service used during gameplay. | PlayCraft Games | - | Oct 8, 2026 | |
Chained Pirates Together Store/marketing art | It has been used in the page visuals and logo. | cnsgames | - | Oct 7, 2026 | |
Sort Them Dice In-game content arttext | Generative AI assisted with pre-generated branding, Steam capsule and library artwork, store descriptions and translations. No content is generated by AI during gameplay. | Dice Dice Dice | - | Oct 7, 2026 | |
Up the Great Oak In-game content arttext | The key art used for the store capsules and the title screen background was generated with image models run locally and then hand-edited. The Spanish, Portuguese (Brazil), German and Simplified Chinese translations and drafts of the store page text were produced with the help of an AI assistant. Everything you see during gameplay (the beetle, the tree, its surfaces and all animation) is drawn procedurally in code. Sound effects are CC0 recordings; no AI-generated voice or music is used, and no generative AI runs while you play. | Andrey Drobovich | - | Oct 7, 2026 | |
破铜烂铁 In-game content artaudio | This game includes pre-generated visual and auditory
assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing. | Dawang Games | - | Oct 7, 2026 | |
Junk Rocket Party In-game content artaudiocodetext | This game was developed with extensive use of generative AI (Anthropic's Claude and OpenAI's GPT). The game code, the 3D models (generated by AI-written scripts), procedurally generated visuals, synthesized sound effects and music (produced by AI-written synthesis code), in-game text and translations, and the store page text and trailer were all created with AI assistance. No AI content is generated while the game is running, and the game does not connect to any external AI service. | TOWA YOSHIDA | - | Oct 7, 2026 | |
Flux Fall Store/marketing arttext | Generative AI tools assisted with creating content for FluxFall and its promotional materials. The developer revied and refined the results, guiding the creative direction, gameplay design, and final presentation. | RecursionSplash | - | Oct 7, 2026 | |
Padel Manager 27 In-game content audiotext | Some sound effects in the game (court ambience, crowd reactions and some impact sounds) were generated with an AI audio tool and then selected and edited by the developer. Some background images used in the store page and marketing materials were generated with an AI image tool. AI coding assistants were used as a development aid, including help drafting some in-game explanatory text, which the developer reviewed and edited. All game design, simulation, data and player content were created by the developer. The game does not generate any content with AI while it runs. | Sácame de Pobre SA | - | Oct 7, 2026 |