At current development stage, the AI generated pre-rendered content are only used for placeholders. Later they will be replaced by the actual hand drawn artworks.
- Creator
- Paradoxicat Games
- Reviews
- -
- Added
- May 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.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
At current development stage, the AI generated pre-rendered content are only used for placeholders. Later they will be replaced by the actual hand drawn artworks.
Generative II was used to create various enemy icons and background images. Game content, mechanics and internal game materials were created manually.
Geminum uses AI to generate mainly focus on sound effect,music and actor lines.Partly uses AI on a few object texture.
Music AI generated music, icons and voice overs.
AI used to generate Steam Store page artwork.
Some use of AI for art modification of licensed content.
We used AI in some of the UI assets of the game. It was used for ideas as well as to generate some of the icons that would then be cleaned up by us and added in. Our main programmer didn't use any AI for code, but our newbie programmer did use it to help with learning code and to develop/help with smaller portions of the game.
Localised game text and store updates have been created using translation tools. Game text will receive human review before final release.
Some of the art assets in this game were produced with the assistance of AI. The content has been rigorously screened and produced by the developers. This game contains content created with the assistance of generative AI during development. Generative AI tools were used to help create and iterate on parts of the game code, artwork, images, and multilingual translations. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Store page localizations, in-game subtitles and localizations.
Used for marketting only
Development may involve AI and procedural tools, but the final content is shaped and finished by our team
AI is used in the development process, but only for "coding tasks".
Some in-game assets were created with the assistance of AI tools. Arcana card designs and some icons use AI-generated assets.
During development, AI-based language tools were used to assist with the localization of in-game text across the languages supported by the game. All AI-assisted translations were reviewed, edited, and validated by the developer before inclusion in the build. The game does not connect to any AI service at runtime; no content is generated live during gameplay.
Generative AI Usage Disclosure This game features content created with the assistance of AI technology. From programming and scriptwriting to music, textures, and artwork—including the protagonist and item icons—AI has played a role in the creative process. Our Commitment: All AI-generated content has been strictly screened, reworked, and manually refined; it is not a direct output. By leveraging AI, I am able to focus my efforts on polishing the atmosphere and optimizing details, ensuring high quality while shortening the development cycle to bring this work to players sooner.
The game features a blend of meticulously handcrafted and AI-generated sprites, carefully selected through extensive and challenging AI prompting to create a unique and visually appealing art style.
All pixel art in the game is designed, hand-drawn and animated by our artists. No generative AI is used in any step of this process. However, we use generative AI for promotional material. The concepts are first custom designed by our artists, and generative AI is used in an assistive role (e.g. sharpening, upscaling, etc.) to realize their artistic vision.
Some User Interface art has been generated using AI.
Some visual content generated by artists using AI
Currently, we use AI to modify some of the character voices featured in the game. Additionally, we are planning to introduce several features that leverage Generative, including: - Seedling Speech Bubbles: AI-generated dialogue for Seedlings to enhance their interactions. - Seedling Thought Bubbles: AI-generated internal thoughts to give Seedlings more personality and depth. - Seedling Responses: AI-driven replies to messages that players send to their Seedlings.
Background and table graphics are generated in Stable Diffusion. Some request texts are generated in ChatGPT.
At Banana we use AI to help us develop our game in code, translations and background elements. No live AI systems are used in-game.
We used AI to create initial translations, which were then reviewed and refined by a human editor.
The base for some of the backgrounds is drawn using AI, then processed by an artist
Some small visuals were made using AI completely trained on my own art, since I am a solo developer, it tremendously helped the tedious tasks of icon generation and few other visuals here and there.
Game logo is based on an AI generated imagery
The translations and a few special icons were created with AI.
Several minor item icons are generated with AI
We use AI as a tool to help support parts of our game development workflow, not to replace the creativity behind the game. It helps us speed up iteration and improve efficiency in certain areas, while the ideas, design, art direction, and overall vision remain entirely shaped by our team. For us, AI is simply one of many tools that helps us spend more time focused on making the best game possible.
In-game voice and background music
This game incorporates generative AI to produce visual elements, character interactions, and narrative sequences. All generated content is carefully directed, reviewed, and integrated to maintain a cohesive artistic experience.
The development of War Lab is aided by AI as a tool. This is, as of now, a single dev project, no jobs are being taken by AI. -Coding: script templates, help refactoring, commenting, and optimizing human-written code. It also helps solve problems, errors/warnings and find more optimized ways of doing human-designed functionality. -Sound effects: some computer interactions with fictional devices, and voices (NOT MUSIC) -Textures: some textures have been upscaled using AI or edited to better depict the desired effects we were aiming for. -No decisions are taken by AI -No lore/story elements are written or decided by AI -No 3D models have been made using AI Last updated: March 22 2026 (5th game anniversary) Possible changes in the future: -Realtime AI NPC actions -AI-driven text-to-speech for NPCs -Player mimics (takes in player voices and movements to create player "doppelgangers")
background
As a small indie team, we may use procedural and/or AI-based tools to assist with the development process. In all such cases, the final product reflects the creativity and expression of our own development team.
Some artworks were generated with AI tools and edited.
During the game's development, we may use tools that make use of procedural generation or AI. In every case, the final product reflects the creativity and artistic direction of the development team.
This game was developed independently by a solo developer. Generative AI tools were used in a limited capacity during production, specifically to assist with the texturing of certain visual assets and the conception of some written content. All gameplay systems, models, game design, art direction, music, and core creative decisions were made entirely by the developer.
1. Pre-rendered character portraits (bought from 3d party in Unity Asset Store). 2. Pre-rendered achievement icons.
Cover art and localizations were made with the help of generative artificial intelligence.
Some assets used on the store page have been optimized with AI.
AI was used in the production of this game: • Programming — Anthropic Claude AI Code • Music and some sound effects — Suno AI v5, Elevenlabs, Google Gemini (prompting support) • Many graphic assets — Nano Banana Pro with Google Flow, Google Gemini (prompting support) • Some graphic assets — Krea AI
2D Visual Assets: All in-game card illustrations—including the retro pixel art items, weapons, and relics and any images, as well as the main "Divide TCG" promotional logo art, were pre-generated using AI image generation tools. Code and UI Assistance: AI text models were used as a collaborative programming assistant to help write, structure, and troubleshoot the game's HTML and CSS user interface, including the card binder layouts, responsive grids, and visual effects. Marketing Copy: AI text models were utilized to help draft and refine portions of the text and descriptions found on this Steam store page.
AI logo and backgrounds.
Pre-rendered AI generation was used to create 2D marketing materials and storefront capsule art (logos, background art, capsule images).
AI were used to assist with translatiing text into multiple languages.
Only a few placeholder asset for now to be able to upload the steam page and demo, but the whole game is hand made in pixel art
Some visual assets and localization were created with the assistance of AI tools.
I used a text-based generative AI (LLM) to assist with the English translation (localization) of all in-game text (dialogue, UI, system messages) and to help write the English descriptions for the Steam store page.
The cinematic video, localization, and some in-game images were created using artificial intelligence technologies.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Project Amethyst In-game content art | At current development stage, the AI generated pre-rendered content are only used for placeholders. Later they will be replaced by the actual hand drawn artworks. | Paradoxicat Games | - | May 23, 2026 | |
Path of the Warrior: Trials In-game content art | Generative II was used to create various enemy icons and background images. Game content, mechanics and internal game materials were created manually. | Viktor Bukolov | - | May 23, 2026 | |
Geminum In-game content audioart | Geminum uses AI to generate mainly focus on sound effect,music and actor lines.Partly uses AI on a few object texture. | Three Old Pals Inc | - | May 23, 2026 | |
Cyberpunk Crafter In-game content audioart | Music AI generated music, icons and voice overs. | Hologram Nation | - | May 23, 2026 | |
Cleaning The Ocean Store/marketing art | AI used to generate Steam Store page artwork. | Nasheik | - | May 23, 2026 | |
Lootimals In-game content art | Some use of AI for art modification of licensed content. | Lootimals | 37 | May 23, 2026 | |
Dragon Fields In-game content artcode | We used AI in some of the UI assets of the game. It was used for ideas as well as to generate some of the icons that would then be cleaned up by us and added in.
Our main programmer didn't use any AI for code, but our newbie programmer did use it to help with learning code and to develop/help with smaller portions of the game. | PhatRobit | - | May 23, 2026 | |
Red Rust Pioneers In-game content text | Localised game text and store updates have been created using translation tools. Game text will receive human review before final release. | fish in a bottle | - | May 23, 2026 | |
Sudoku Bactron In-game content artcodetext | Some of the art assets in this game were produced with the assistance of AI. The content has been rigorously screened and produced by the developers.
This game contains content created with the assistance of generative AI during development.
Generative AI tools were used to help create and iterate on parts of the game code, artwork, images, and multilingual translations. All AI-assisted content was reviewed, edited, selected, and integrated by the developer.
The game does not use generative AI to create content during gameplay. | Bactron Studio | - | May 23, 2026 | |
Kanka In-game content text | Store page localizations, in-game subtitles and localizations. | Zupti | - | May 23, 2026 | |
Iron Pact Store/marketing | Used for marketting only | AlexMog | - | May 23, 2026 | |
Jailbreak Dev only | Development may involve AI and procedural tools, but the final content is shaped and finished by our team | PlayVibe | - | May 23, 2026 | |
My Donut Dev only code | AI is used in the development process, but only for "coding tasks". | Pixgital Art | - | May 23, 2026 | |
AION 2 In-game content art | Some in-game assets were created with the assistance of AI tools.
Arcana card designs and some icons use AI-generated assets. | NC | - | May 23, 2026 | |
Mars Clicker In-game content text | During development, AI-based language tools were used to assist with the localization of in-game text across the languages supported by the game. All AI-assisted translations were reviewed, edited, and validated by the developer before inclusion in the build. The game does not connect to any AI service at runtime; no content is generated live during gameplay. | Adrián Corbalán | - | May 23, 2026 | |
Lami: A Cup of Code and Coffee In-game content artaudiotextcode | Generative AI Usage Disclosure
This game features content created with the assistance of AI technology. From programming and scriptwriting to music, textures, and artwork—including the protagonist and item icons—AI has played a role in the creative process.
Our Commitment:
All AI-generated content has been strictly screened, reworked, and manually refined; it is not a direct output. By leveraging AI, I am able to focus my efforts on polishing the atmosphere and optimizing details, ensuring high quality while shortening the development cycle to bring this work to players sooner. | Lemist Game Studio | - | May 23, 2026 | |
Pitching Miami Nights - Bartending in the 80s In-game content art | The game features a blend of meticulously handcrafted and AI-generated sprites, carefully selected through extensive and challenging AI prompting to create a unique and visually appealing art style. | Inex | - | May 23, 2026 | |
Egg Summoner Store/marketing art | All pixel art in the game is designed, hand-drawn and animated by our artists. No generative AI is used in any step of this process.
However, we use generative AI for promotional material. The concepts are first custom designed by our artists, and generative AI is used in an assistive role (e.g. sharpening, upscaling, etc.) to realize their artistic vision. | Starscape | - | May 23, 2026 | |
Eternal Knight In-game content art | Some User Interface art has been generated using AI. | Profane Games Inc | - | May 23, 2026 | |
BABA YAGA: Whispers of the BOOM Unclear art | Some visual content generated by artists using AI | Violet Sun Studio | - | May 23, 2026 | |
SEED Live AI audiotext | Currently, we use AI to modify some of the character voices featured in the game. Additionally, we are planning to introduce several features that leverage Generative, including:
- Seedling Speech Bubbles: AI-generated dialogue for Seedlings to enhance their interactions.
- Seedling Thought Bubbles: AI-generated internal thoughts to give Seedlings more personality and depth.
- Seedling Responses: AI-driven replies to messages that players send to their Seedlings. | Klang Games GmbH | - | May 23, 2026 | |
Alchemy Mastery In-game content arttext | Background and table graphics are generated in Stable Diffusion. Some request texts are generated in ChatGPT. | Jakub Chmiel | - | May 23, 2026 | |
Banana In-game content codetextart | At Banana we use AI to help us develop our game in code, translations and background elements. No live AI systems are used in-game. | Sky | 21.5k | May 23, 2026 | |
ワロタ、俺の家のとなり魔王城www In-game content text | We used AI to create initial translations, which were then reviewed and refined by a human editor. | One or Eight | - | May 23, 2026 | |
Last Viking - Ragnarok Loop In-game content art | The base for some of the backgrounds is drawn using AI, then processed by an artist | AKPublish Pty Ltd | - | May 23, 2026 | |
Downsizing In-game content art | Some small visuals were made using AI completely trained on my own art, since I am a solo developer, it tremendously helped the tedious tasks of icon generation and few other visuals here and there. | Severian | - | May 23, 2026 | |
Grimrain Store/marketing art | Game logo is based on an AI generated imagery | BecauseMonsters | - | May 23, 2026 | |
Human Host In-game content textart | The translations and a few special icons were created with AI. | Virtual Matrix Studio | 655 | May 23, 2026 | |
Medieval Crafter: Blacksmith In-game content art | Several minor item icons are generated with AI | Compact Core Games | 687 | May 23, 2026 | |
Project-Starbound Dev only | We use AI as a tool to help support parts of our game development workflow, not to replace the creativity behind the game. It helps us speed up iteration and improve efficiency in certain areas, while the ideas, design, art direction, and overall vision remain entirely shaped by our team. For us, AI is simply one of many tools that helps us spend more time focused on making the best game possible. | Spaced Out Studios | - | May 23, 2026 | |
Vtopia In-game content audio | In-game voice and background music | PanicACat Studio | - | May 23, 2026 | |
Inside the Forest In-game content arttext | This game incorporates generative AI to produce visual elements, character interactions, and narrative sequences. All generated content is carefully directed, reviewed, and integrated to maintain a cohesive artistic experience. | Ani4Bio Animated | - | May 23, 2026 | |
WAR LAB In-game content artaudiocode | The development of War Lab is aided by AI as a tool. This is, as of now, a single dev project, no jobs are being taken by AI.
-Coding: script templates, help refactoring, commenting, and optimizing human-written code. It also helps solve problems, errors/warnings and find more optimized ways of doing human-designed functionality.
-Sound effects: some computer interactions with fictional devices, and voices (NOT MUSIC)
-Textures: some textures have been upscaled using AI or edited to better depict the desired effects we were aiming for.
-No decisions are taken by AI
-No lore/story elements are written or decided by AI
-No 3D models have been made using AI
Last updated: March 22 2026 (5th game anniversary)
Possible changes in the future:
-Realtime AI NPC actions
-AI-driven text-to-speech for NPCs
-Player mimics (takes in player voices and movements to create player "doppelgangers") | NestorVG | - | May 23, 2026 | |
BOGs: Earth vs Sea | background | Hammerhead Shark | - | May 23, 2026 | |
Deadtime Defenders Dev only | As a small indie team, we may use procedural and/or AI-based tools to assist with the development process. In all such cases, the final product reflects the creativity and expression of our own development team. | Arcane Embers | 47 | May 23, 2026 | |
Tree House Colony In-game content art | Some artworks were generated with AI tools and edited. | Jens P. Behrens | - | May 23, 2026 | |
Eternal Exodus Dev only | During the game's development, we may use tools that make use of procedural generation or AI. In every case, the final product reflects the creativity and artistic direction of the development team. | Fordesoft | - | May 23, 2026 | |
Night Rolls Cozy Store In-game content arttext | This game was developed independently by a solo developer. Generative AI tools were used in a limited capacity during production, specifically to assist with the texturing of certain visual assets and the conception of some written content. All gameplay systems, models, game design, art direction, music, and core creative decisions were made entirely by the developer. | Polytale Games | - | May 23, 2026 | |
Final Upgrade art | 1. Pre-rendered character portraits (bought from 3d party in Unity Asset Store).
2. Pre-rendered achievement icons. | TaosX | 428 | May 23, 2026 | |
Islandustry Store/marketing textart | Cover art and localizations were made with the help of generative artificial intelligence. | Proper Puppy | - | Mar 18, 2026 | |
传奇盛世 Store/marketing art | Some assets used on the store page have been optimized with AI. | 传奇盛世 | - | Mar 18, 2026 | |
Space Salvage Simulator In-game content artaudiocode | AI was used in the production of this game:
• Programming — Anthropic Claude AI Code
• Music and some sound effects — Suno AI v5, Elevenlabs, Google Gemini (prompting support)
• Many graphic assets — Nano Banana Pro with Google Flow, Google Gemini (prompting support)
• Some graphic assets — Krea AI | Surgical | - | Mar 18, 2026 | |
Divide TCG In-game content arttextcode | 2D Visual Assets: All in-game card illustrations—including the retro pixel art items, weapons, and relics and any images, as well as the main "Divide TCG" promotional logo art, were pre-generated using AI image generation tools.
Code and UI Assistance: AI text models were used as a collaborative programming assistant to help write, structure, and troubleshoot the game's HTML and CSS user interface, including the card binder layouts, responsive grids, and visual effects.
Marketing Copy: AI text models were utilized to help draft and refine portions of the text and descriptions found on this Steam store page. | Jukeys Garage | - | Mar 18, 2026 | |
Market Cashier Simulator Store/marketing art | AI logo and backgrounds. | Silver Byte Studio | - | Mar 18, 2026 | |
Scrap Syndicate Store/marketing art | Pre-rendered AI generation was used to create 2D marketing materials and storefront capsule art (logos, background art, capsule images). | Jason Bann | - | Mar 18, 2026 | |
Retire in the Fairy Mountains In-game content text | AI were used to assist with translatiing text into multiple languages. | YellowBeansStudio | - | Mar 18, 2026 | |
Jingle Blocks art | Only a few placeholder asset for now to be able to upload the steam page and demo, but the whole game is hand made in pixel art | Florent Baris | - | Mar 18, 2026 | |
CropChampion In-game content arttext | Some visual assets and localization were created with the assistance of AI tools. | CropChampion | - | Mar 18, 2026 | |
The Counseling Office at the End of the Path In-game content text | I used a text-based generative AI (LLM) to assist with the English translation (localization) of all in-game text (dialogue, UI, system messages) and to help write the English descriptions for the Steam store page. | Warm Cup Studio | - | Mar 18, 2026 | |
Last Float In-game content arttext | The cinematic video, localization, and some in-game images were created using artificial intelligence technologies. | LapsaDev | - | Mar 18, 2026 |