Primarily used for coding
- Creator
- Matti Kemppainen
- Reviews
- -
- Added
- Aug 23, 2026
Public Steam disclosure research 25,394 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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Primarily used for coding
Generative AI was used as a development aid: to assist with programming and UI implementation, to create the initial concept art for the characters, and to produce the background music. All generated images were then retouched and revised by the developer. No content is generated by AI in real time while the game is running.
This game uses AI generation tools in the creation of some graphical assets, background music, and code.
We use AI tools to assist with some parts of development, such as localization and improving our art production workflow. All designs and creative ideas come from our team, and AI-assisted assets are reviewed and refined before being used in the game.
UI, music, and game backgrounds were generated with AI
Generative AI was used to assist with parts of this game's localization.
Marketing and assets.
Generative AI tools were used during development to assist with the creation of selected promotional and visual assets. During gameplay, an AI-based analysis service may also be used to evaluate submitted player-created clay sculptures and determine how closely they match the given challenge.
Generative AI was used during the development of this game to assist with some content creation (such as certain assets, code, and music/sound effects).
This game uses AI-generated art for character illustrations and background images. All AI-generated images were reviewed and manually edited by the developer. AI is NOT used to generate any content during gameplay in real-time. Voice acting is performed by human actors. The story and script were written by a human.
AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay.
Generative AI was used during development to create all visual art assets and music featured in the game. The generated content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
The 3D models of the cakes were made with AI
The game to contain art assets generated by artificial intelligence
Certain visual assets and sound effects in this game were created with the assistance of generative AI.
Some store-page text and marketing images (capsules, screenshots, and similar key art) were drafted or generated with generative AI, then selected and edited by the developer. The game itself is a hand-authored Unreal Engine title. Combat, physics, and play are not generated by AI while you play. There is no live generative AI in the build. If later updates include AI-assisted in-game art or audio, this notice will be updated.
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.
The artwork in this game — the title screen, the application icon, the difficulty-selection backgrounds, the plate textures behind buttons and panels, and the store art — and background music tracks were created with generative AI tools, then selected and adjusted by the developer. The puzzle boards, pieces and target patterns are drawn procedurally, the sound effects are synthesized at runtime, and every puzzle is produced by a deterministic solver. No content is generated live during gameplay.
Claude Code was used in the making of this game to assist with testing, debugging and optimization of the game.
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.
Generative AI was used during development to assist in creating some of the fixed decorative sculptures and decorative mosaic elements that appear within the game environment. These assets were created prior to release and are static parts of the game. Generative AI is not used to generate content during gameplay, and players do not interact with any live generative AI systems.
Parts of this game's 2D art were created with the help of generative AI, and every generated asset was reviewed, edited and approved by us before it shipped. Specifically: • In-game UI icons (weapon and stat icons) start as AI-generated flat silhouettes, which we then clean up, recolour and integrate by hand. • Some marketing and store page imagery — background and atmospheric layers of our capsule art — is AI-generated. • Parts of the source code and some store page text were written with AI assistance and then reviewed, edited and tested by the developers. Everything else is made by hand, without generative AI: the logo, the app icon and mascot, all 3D models, materials, shaders and visual effects, level layouts. No generative AI runs while you play. The game does not create content or code at runtime, and it never connects to an external AI service.
The key art and Steam store banners were partially generated using AI. We will replace them soon with 100% handcrafted key art.
Some promotional artwork on the store page (capsule images and logo) was created with the assistance of generative AI tools, based on the game's own original key art and branding. The game itself contains no AI-generated content: all gameplay, music, visuals, and levels are hand-crafted.
Generative AI was used only for a small set of supporting assets — some interface icons, a few decorative visuals and some sound effects. It is not used while the game is running, and no part of the gameplay or the paintings depends on it.
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.
Generative AI tools were used to assist in creating some store page artwork and marketing materials, as well as parts of the game's word content. All AI-assisted content was reviewed, edited, and integrated by the developer. Game design, programming, and final implementation were created by the developer.
Generative AI technologies were used during certain stages of development to assist in creating select art, audio, text, or design assets. All final content has been reviewed, refined, and integrated by our team to ensure overall experience and product quality.
Some of the content in this game was created with generative AI tools. · The five background music tracks were generated with an AI music tool, then edited and looped to fit the game. · 2D sprites (props, enemies, bosses, UI) started as generative AI image drafts and went through background removal, resizing and color correction before shipping. · Interface translations — the source language is Korean; the other languages were machine-translated with AI and only some have had a human pass. If you spot an awkward line, tell us and we will fix it. Sound effects are not AI-generated. They are synthesized in real time by the game's code. No AI runs while you play. Every piece of content ships as a fixed file — the game does not generate anything during play and does not contact any AI service.
This game uses AI-assisted tools in parts of its development process, including translation for the Steam store page and some in-game UI text, as well as assistance during the creation of certain visual assets.
In game soundtracks were generated in Suno. AI assisted with drafting assests in Blender.
Marble Mill's text was written with generative AI assistance — the in-game strings, the achievement and perk descriptions, and this store page. Nothing else is AI-generated. The mill is drawn by the game's own renderer rather than from image files: the build contains no art assets beyond the window icon, which a script in the project generates. Every chime is synthesised in code as it plays, so the game ships no audio files at all. And nothing is generated while you play — there is no AI model in the game and no calls out to one.
Art generated.
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.
The in-game music and portions of the marketing materials (such as promotional images and text) were generated or assisted using AI. All AI-generated content was reviewed and curated by the developer.
Modelling, coding
Some 2D user interface images in PACTUM (such as icons and UI elements) were created with the assistance of generative AI tools. All AI-generated images were reviewed and curated by the developer.
Generative AI tools were used to help create some of the game's assets (such as certain textures, icons, and 3D models), some store page text, and store page artwork (capsules and library art). All AI-assisted content was directed, curated, and edited by the developer. No AI content is generated during gameplay.
a note on AI: this game is one bloke working very closely with AI tools. the store art and achievement icons are AI-generated images. the code, the procedural music, and the scripts that build the 3D models were written in hands-on AI-assisted sessions. everything is hand-curated - every asset, mechanic and line got reviewed, redone or binned by the developer, usually several times. the robot is never left to its own devices. nothing is generated by AI while you play.
I use a coding agent when writing code for the game itself.
Some 2D artwork in the game and store assets (island background images, UI icons, and the logo/key art) was pre-generated with AI image tools, then manually reviewed, curated and edited by the developer. No AI content is generated live at runtime. The game contains no AI-generated code, text or audio dialogue.
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.
Some sound effects and some BGM were generated with AI.
Generative AI tools were used during the creation of some soundtracks for the game. All AI-generated audio assets have been carefully selected, reviewed, and edited to align with the game's atmosphere and aesthetic.
English Localisation
AI tools (Claude, Gemini, Copilot) were used to assist with game source code development. No visual or audio content is generated by AI at runtime. Narzędzia AI (Claude, Gemini, Copilot) były wykorzystywane jako wsparcie przy tworzeniu kodu źródłowego gry. Treści wizualne i dźwiękowe nie są generowane przez AI w czasie rzeczywistym.
Portions of this game were created with the assistance of generative artificial intelligence (AI) technologies, as detailed below: · Art assets: In-game item icons, character portraits, and grotto building sprites were produced using AI image generation tools during the creative process, then curated, modified, and integrated by the development team. · Text content: Certain narrative text, item descriptions, and multilingual localization translations were drafted with the assistance of AI language models, and subsequently reviewed and revised by hand. · Real-time NPC dialogue: The game features an optional NPC dialogue system through which players may configure their own large language model API to have NPCs generate dialogue in real time. This feature is entirely optional; when not configured, the game uses built-in pre-written dialogue lines.
Capsule artwork, minigame artwork, and UI assets were created using generative AI.
The illustrations, the sound effects and the music in this game were created with the help of generative AI tools, then selected, edited, arranged and mixed by hand. Every cat and every bonus object was placed by hand. There is no live AI generation while the game is running: everything ships with the build and is identical for every player.
Some pre-generated visual artwork used in Vitro: Bloodstream (including store artwork) was created with the assistance of generative AI tools and reviewed, edited, and integrated by the developer. No generative AI is used during gameplay or to generate content at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Brick Brook Dev only code | Primarily used for coding | Matti Kemppainen | - | Aug 23, 2026 | |
ムシバ放置株式会社 In-game content artaudiocode | Generative AI was used as a development aid: to assist with programming and UI
implementation, to create the initial concept art for the characters, and to
produce the background music. All generated images were then retouched and
revised by the developer. No content is generated by AI in real time while the
game is running. | donpema | - | 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 | |
Pawville In-game content textart | We use AI tools to assist with some parts of development, such as localization and improving our art production workflow. All designs and creative ideas come from our team, and AI-assisted assets are reviewed and refined before being used in the game. | YEY Games | - | Aug 23, 2026 | |
和中草药娘的日常 In-game content artaudio | UI, music, and game backgrounds were generated with AI | YinYuanyuan | - | Aug 23, 2026 | |
Quote Typer In-game content text | Generative AI was used to assist with parts of this game's localization. | Novare Orbis | - | Aug 23, 2026 | |
Roads of Da Vinci: In Search of Origins Unclear | Marketing and assets. | 8floor ltd | - | Aug 23, 2026 | |
CLAY CLASH: Masterpiece Live AI art | Generative AI tools were used during development to assist with the creation of selected promotional and visual assets. During gameplay, an AI-based analysis service may also be used to evaluate submitted player-created clay sculptures and determine how closely they match the given challenge. | KW Forge Labs | - | Aug 23, 2026 | |
BEADS In-game content artcodeaudio | Generative AI was used during the development of this game to assist with some content creation (such as certain assets, code, and music/sound effects). | Funfold | - | Aug 23, 2026 | |
LED HEARTS In-game content art | This game uses AI-generated art for character illustrations and background images. All AI-generated images were reviewed and manually edited by the developer. AI is NOT used to generate any content during gameplay in real-time. Voice acting is performed by human actors. The story and script were written by a human. | Fugas Kitsune | - | Aug 23, 2026 | |
Zombie Mystery: 100 Hidden Cats Dev only code | AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay. | ArPeaKK Games | - | Aug 22, 2026 | |
Tasty Chef In-game content artaudio | Generative AI was used during development to create all visual art assets and music featured in the game. The generated content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay. | Xpercent Games | - | Aug 22, 2026 | |
Cats Love Cakes In-game content art | The 3D models of the cakes were made with AI | Neko Fantasy | - | Aug 22, 2026 | |
Pigeon Valera In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | Aug 22, 2026 | |
Run to Run In-game content artaudio | Certain visual assets and sound effects in this game were created with the assistance of generative AI. | Team_Ssaw | - | Aug 22, 2026 | |
Sausage Snap In-game content arttext | Some store-page text and marketing images (capsules, screenshots, and similar key art) were drafted or generated with generative AI, then selected and edited by the developer.
The game itself is a hand-authored Unreal Engine title. Combat, physics, and play are not generated by AI while you play. There is no live generative AI in the build.
If later updates include AI-assisted in-game art or audio, this notice will be updated. | Wonton Games Limited | - | 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 | |
Kasane In-game content artaudio | The artwork in this game — the title screen, the application icon, the difficulty-selection backgrounds, the plate textures behind buttons and panels, and the store art — and background music tracks were created with generative AI tools, then selected and adjusted by the developer. The puzzle boards, pieces and target patterns are drawn procedurally, the sound effects are synthesized at runtime, and every puzzle is produced by a deterministic solver. No content is generated live during gameplay. | Q-Lab Games | - | Aug 22, 2026 | |
Hyper ACK Dev only | Claude Code was used in the making of this game to assist with testing, debugging and optimization of the game. | Mosphere Games | - | 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 | |
Brick by Brick In-game content art | Generative AI was used during development to assist in creating some of the fixed decorative sculptures and decorative mosaic elements that appear within the game environment. These assets were created prior to release and are static parts of the game.
Generative AI is not used to generate content during gameplay, and players do not interact with any live generative AI systems. | Budder Technology LLC | - | Aug 22, 2026 | |
Cyber Survivors In-game content artcode | Parts of this game's 2D art were created with the help of generative AI, and every generated asset was reviewed, edited and approved by us before it shipped.
Specifically:
• In-game UI icons (weapon and stat icons) start as AI-generated flat silhouettes, which we then clean up, recolour and integrate by hand.
• Some marketing and store page imagery — background and atmospheric layers of our capsule art — is AI-generated.
• Parts of the source code and some store page text were written with AI assistance and then reviewed, edited and tested by the developers.
Everything else is made by hand, without generative AI: the logo, the app icon and mascot, all 3D models, materials, shaders and visual effects, level layouts.
No generative AI runs while you play. The game does not create content or code at runtime, and it never connects to an external AI service. | Nadyos | - | Aug 22, 2026 | |
Spot Kittens Store/marketing art | The key art and Steam store banners were partially generated using AI. We will replace them soon with 100% handcrafted key art. | Sleepwalking Potatoes | - | Aug 22, 2026 | |
Note Bounce – Sheet Music Game & Video Creator In-game content art | Some promotional artwork on the store page (capsule images and logo) was created with the assistance of generative AI tools, based on the game's own original key art and branding. The game itself contains no AI-generated content: all gameplay, music, visuals, and levels are hand-crafted. | Cihad Turhan | - | Aug 22, 2026 | |
Splatter Piece In-game content artaudio | Generative AI was used only for a small set of supporting assets — some interface icons, a few decorative visuals and some sound effects. It is not used while the game is running, and no part of the gameplay or the paintings depends on it. | Lief Studio | - | 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 | |
FlashWords: Wordfall Store/marketing textart | Generative AI tools were used to assist in creating some store page artwork and marketing materials, as well as parts of the game's word content. All AI-assisted content was reviewed, edited, and integrated by the developer. Game design, programming, and final implementation were created by the developer. | Rising Edge | - | Aug 22, 2026 | |
meowtopia In-game content artaudiotext | Generative AI technologies were used during certain stages of development to assist in creating select art, audio, text, or design assets. All final content has been reviewed, refined, and integrated by our team to ensure overall experience and product quality. | 李菠萝 | - | Aug 22, 2026 | |
Button Down In-game content audioarttext | Some of the content in this game was created with generative AI tools.
· The five background music tracks were generated with an AI music tool, then edited
and looped to fit the game.
· 2D sprites (props, enemies, bosses, UI) started as generative AI image drafts and
went through background removal, resizing and color correction before shipping.
· Interface translations — the source language is Korean; the other languages were
machine-translated with AI and only some have had a human pass. If you spot an
awkward line, tell us and we will fix it.
Sound effects are not AI-generated. They are synthesized in real time by the game's code.
No AI runs while you play. Every piece of content ships as a fixed file — the game does
not generate anything during play and does not contact any AI service. | HAGOPA Studio | - | Aug 22, 2026 | |
How to Turn Zombie In-game content textart | This game uses AI-assisted tools in parts of its development process, including translation for the Steam store page and some in-game UI text, as well as assistance during the creation of certain visual assets. | EverTier Games | - | Aug 22, 2026 | |
Wanderbound In-game content audioart | In game soundtracks were generated in Suno. AI assisted with drafting assests in Blender. | Soft Sky Studio | - | Aug 22, 2026 | |
Marble Mill In-game content text | Marble Mill's text was written with generative AI assistance — the in-game strings, the achievement and perk descriptions, and this store page.
Nothing else is AI-generated. The mill is drawn by the game's own renderer rather than from image files: the build contains no art assets beyond the window icon, which a script in the project generates. Every chime is synthesised in code as it plays, so the game ships no audio files at all. And nothing is generated while you play — there is no AI model in the game and no calls out to one. | StoneForge Labs | - | Aug 22, 2026 | |
Robot City: Delivery Unclear art | Art generated. | DESU | - | 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 | |
Dwarven Outpost Incremental In-game content audioarttext | The in-game music and portions of the marketing materials (such as promotional images and text) were generated or assisted using AI. All AI-generated content was reviewed and curated by the developer. | WrappingUpGames | - | Aug 22, 2026 | |
UNLISTED Unclear artcode | Modelling, coding | rhtmdals04 | - | Aug 22, 2026 | |
Pactum In-game content art | Some 2D user interface images in PACTUM (such as icons and UI elements) were created with the assistance of generative AI tools. All AI-generated images were reviewed and curated by the developer. | NoMiStudio | - | Aug 22, 2026 | |
Sneak & Snitch In-game content arttext | Generative AI tools were used to help create some of the game's assets (such as certain textures, icons, and 3D models), some store page text, and store page artwork (capsules and library art). All AI-assisted content was directed, curated, and edited by the developer. No AI content is generated during gameplay. | MHMD | - | Aug 22, 2026 | |
ur round In-game content artaudiocode | a note on AI: this game is one bloke working very closely with AI tools. the store art and achievement icons are AI-generated images. the code, the procedural music, and the scripts that build the 3D models were written in hands-on AI-assisted sessions. everything is hand-curated - every asset, mechanic and line got reviewed, redone or binned by the developer, usually several times. the robot is never left to its own devices. nothing is generated by AI while you play. | ur developer | - | Aug 22, 2026 | |
Fly&Goal Dev only code | I use a coding agent when writing code for the game itself. | Otameshi | - | Aug 22, 2026 | |
Jamaican Ludi Store/marketing art | Some 2D artwork in the game and store assets (island background images, UI icons, and the logo/key art) was pre-generated with AI image tools, then manually reviewed, curated and edited by the developer. No AI content is generated live at runtime. The game contains no AI-generated code, text or audio dialogue. | Hemiogenic Interactive | - | 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 | |
눈사람 뿌수기 In-game content audio | Some sound effects and some BGM were generated with AI. | ESE Studio | - | Aug 22, 2026 | |
NUGU?NUGU!: A HIDE AND SEEK BATTLE ROYALE In-game content audio | Generative AI tools were used during the creation of some soundtracks for the game. All AI-generated audio assets have been carefully selected, reviewed, and edited to align with the game's atmosphere and aesthetic. | TEAM HOJI | - | Aug 22, 2026 | |
Dinonid In-game content text | English Localisation | Inclusive Gaming GmbH | - | Aug 22, 2026 | |
SummaGrande Dev only code | AI tools (Claude, Gemini, Copilot) were used to assist with game source code development. No visual or audio content is generated by AI at runtime.
Narzędzia AI (Claude, Gemini, Copilot) były wykorzystywane jako wsparcie przy tworzeniu kodu źródłowego gry. Treści wizualne i dźwiękowe nie są generowane przez AI w czasie rzeczywistym. | Marcin Kołacz | - | Aug 22, 2026 | |
Idle Immortal Path Live AI arttext | Portions of this game were created with the assistance of generative artificial intelligence (AI) technologies, as detailed below:
· Art assets: In-game item icons, character portraits, and grotto building sprites were produced using AI image generation tools during the creative process, then curated, modified, and integrated by the development team.
· Text content: Certain narrative text, item descriptions, and multilingual localization translations were drafted with the assistance of AI language models, and subsequently reviewed and revised by hand.
· Real-time NPC dialogue: The game features an optional NPC dialogue system through which players may configure their own large language model API to have NPCs generate dialogue in real time. This feature is entirely optional; when not configured, the game uses built-in pre-written dialogue lines. | Hangzhou Binjiang Huan Yinfeng Network Technology Studio | - | Aug 22, 2026 | |
Bio Party In-game content art | Capsule artwork, minigame artwork, and UI assets were created using generative AI. | Raptor Entertainment | - | Aug 20, 2026 | |
Istanbul Cats In-game content artaudio | The illustrations, the sound effects and the music in this game were created with the help of generative AI tools, then selected, edited, arranged and mixed by hand. Every cat and every bonus object was placed by hand. There is no live AI generation while the game is running: everything ships with the build and is identical for every player. | Yunus Emre Karadeniz | - | Aug 20, 2026 | |
Vitro: Bloodstream In-game content art | Some pre-generated visual artwork used in Vitro: Bloodstream (including store artwork) was created with the assistance of generative AI tools and reviewed, edited, and integrated by the developer. No generative AI is used during gameplay or to generate content at runtime. | Drew VanWagner | - | Aug 20, 2026 |