Marketing and Development Assistant
- Creator
- Uberbax Gaming
- Reviews
- -
- Added
- Aug 18, 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.
Marketing and Development Assistant
- AI coding agents were used to assist with general game programming for Sudden Death Golf in order to iterate over gameplay ideas faster as a solo dev - Some parts of in-game UI/UX design were created with the assist of AI - No 3D models or textures were made with AI. Most were made by hand by me, some were bought or commissioned
game puzzle images which contain different lawnmowers made with ai software tools
AI tools were used during the development of this game to assist with programming, and the creation of some sound effects and UI images. All AI-assisted content was reviewed and edited by the developer before being incorporated into the game.
Some plant artwork and store assets were created with AI-assisted tools and then manually reviewed, edited, and integrated into the game. DeskBloom does not generate AI images, text, audio, or other content during gameplay.
AI is used to assist in translating text into multiple languages
Some shipped content was created with the help of generative AI tools and then reviewed and edited by the developer: parts of the store and marketing artwork, the trailer music, and the first drafts of the interface translations (German, Spanish, French, Polish, Brazilian Portuguese). All gameplay, rules logic and code are deterministic and human-reviewed. The game does not generate any AI content at runtime.
1. During development, due to objective constraints including limited budget, we utilized AI models such as GPT Image2, Banana2, Banana Pro and Seedream 5.0 Pro for art asset creation. Relevant AI-generated assets will be gradually replaced with fully original materials as development progresses. 2. DeepSeek V4 was used to assist translations for non-Chinese text versions. Chinese is the only official language of this game. Players may switch to other available languages in game settings, yet Ritsuai Works provides no guarantee regarding the quality of non-Chinese translations.
Generative AI was used extensively during development to create pre-generated artwork, visual assets, text, and localization included in the game and its store and marketing materials. All AI-generated content was reviewed and edited by the developer. No AI content is generated live during gameplay.
Some environmental/background music in this game was created or assisted using Suno AI, then selected and edited to fit the game’s atmosphere.
Generative AI was used solely as a development assistance tool. All player-facing artwork, audio, narrative, localization, and marketing assets were created by the developer. The game does not include or generate AI-created content.
This game used generative artificial intelligence to assist in creating certain content, including: concept designs for the opening comic and concept art for some UI elements. All AI-assisted content has been reviewed, edited, and remade manually. The game does not generate real-time AI content during runtime.
During the creation of some visual assets and music, we used software based on artificial intelligence, followed by manual processing and editing.
Artificial intelligence was utilized in the programming phase of development. All other game content, including art, audio, and design, was created entirely by human effort.
The store page artwork (capsule images) was created with AI assistance and depicts the actual game. The game itself contains no AI-generated content: all gameplay, audio, and in-game visuals are created by the developer or by players themselves.
AI was used to create store page assets, promotional images.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Generative AI was used during development to create visual assets, including UI elements, icons, backgrounds, and puzzle images.
AI-assisted
AI was used for some in-game localization, and translation.
Some in-game artwork (slot machine cabinet art, icons, and store page marketing images) was created with generative AI tools, then reviewed, selected, and post-processed by the developer. The game does not generate any content in real time.
This game includes pre-generated artwork and music created with the assistance of generative AI. All generated content was reviewed and curated by the developer. The game does not generate AI content during gameplay.
AI was used to generate music and game store art.
This game was developed with substantial help from generative AI: the pixel art (in-game art, capsules and icons), the code, much of the text, and the translations were produced with AI assistance and then reviewed, refined, and directed by the developer.
We use generative AI to help identify coding errors that could otherwise take a significant amount of time to find manually. We also use it during brainstorming to generate textures that would take a long time to create by hand and may ultimately be discarded. All AI-generated feedback/content is reviewed and modified by a team member until it fits what we really want to do.
AI was used to help generate artwork, sounds and code for this game.
The game to contain art assets generated by artificial intelligence
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
I used AI to create some of the game art materials and the content of the store pages.
Kingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay.
A blend of generative images and photo images were used for hidden object backgrounds.
Petrivore uses AI-assisted tools in parts of its development: some icons and steam assets were made with AI image generation, the in-game text and steam page was translated with AI translation tools. All of it was reviewed and edited by the developer.
Generative AI was used during development to create some pre-generated 2D pixel art assets, including mine backgrounds, ores, and character artwork. Generative AI was also used to assist with some localization text. All generated output was reviewed, selected, and edited by the developer as needed. The game does not generate content during gameplay and does not connect to any external AI services.
The background images and honeyberrys pictures are pre-rendered AI art.
Some of the visual elements are generated.
In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling.
Generative AI was used during development for translations, some pixel art, and some music. AI-assisted content is human-reviewed before release. The main painting is historical public-domain art. Nothing is AI-generated during gameplay.
Pre-generated generative AI tools were used to create selected audio assets and Steam marketing artwork. All outputs were reviewed, curated, and edited by the developer. No content is generated live during gameplay.
AI tools were used during development to assist with coding and to create internal task, references and supporting documentation. The game does not include any player-facing generative AI features.
During development, we used generative AI tools to transform early sketches and visual concepts into functional 2D game assets and visual materials that help define Cosmic Clicker’s identity. This included selected in-game assets, Steam store capsules, library artwork, icons, and key art. The generated results were reviewed, selected, refined, and integrated to maintain consistency with the game’s established art direction.
Some illustrations on the store page were created using AI.
Generative AI was used to create the game's artwork, audio, localization, and promotional materials. All AI-generated content was personally reviewed, selected, directed, and refined by the developer before being included in the game. No generative AI is used during gameplay.
Some of the content shipping with this game was created using generative AI: • Images: the title/loading screen, the store graphics (capsules) and the five faction portraits were generated with an image AI. • Audio: the title music, intro music, sector music tracks and the sound effects were created with AI tools. • Text: the store description was drafted with AI assistance. All of this content was selected, reviewed and integrated by hand. Not AI-generated: the 3D world, the ships, stations and effects — those are built procedurally and in Blender. The source code was developed with AI assistance; we mention this for completeness, even though development tools are exempt from disclosure.
Game feature code, translation, and promotional images are modified and generated using code
Most of the visual assets used in the game's promotional materials and Steam Store page were created with the assistance of AI image generation tools, and were subsequently selected and refined by the developer. The game's gameplay, level design, programming, and game logic were developed by the developer with input from AI throughout the development process. The game does not use AI to generate any content during gameplay.
Guild Management Simulator began as an AI-assisted prototype. Generative AI tools were used during early development to assist with portions of programming, written game content, interface copy, design iteration, and the current Steam marketing artwork. All AI-assisted material is pre-generated and reviewed before inclusion. The game does not generate content while running, connect players to an AI service, or send player data to an AI system. The long-term goal is to replace AI-assisted material with original, developer-created work as the project is rebuilt in a dedicated game engine.
Generative AI tools were used during the art creation process to generate initial inspiration and drafts. All final art assets were then redrawn, refined, and finalized by the developer to ensure visual consistency, polish, and alignment with the game's overall tone.
一部演出動画とゲーム内画面イラストを生成AIが使われております。 また、ヒロインキャラも生成AIにて作成されております。
Generative AI was used during development to create some of the artwork included in the game, including character illustrations and themed visual assets. All AI-assisted content was selected and reviewed by the developer. The game does not generate AI content during gameplay.
The music, dialogues, and artworks were partially created using AI tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Buzzopolis: Hive Incremental Unclear | Marketing and Development Assistant | Uberbax Gaming | - | Aug 18, 2026 | |
Sudden Death Golf In-game content artcode | - AI coding agents were used to assist with general game programming for Sudden Death Golf in order to iterate over gameplay ideas faster as a solo dev
- Some parts of in-game UI/UX design were created with the assist of AI
- No 3D models or textures were made with AI. Most were made by hand by me, some were bought or commissioned | Shrimp Industries | - | Aug 17, 2026 | |
Lawnmower Puzzle In-game content art | game puzzle images which contain different lawnmowers made with ai software tools | Valkeala Software | - | Aug 17, 2026 | |
MOO-A-DOODLE-DOO In-game content artaudio | AI tools were used during the development of this game to assist with programming, and the creation of some sound effects and UI images. All AI-assisted content was reviewed and edited by the developer before being incorporated into the game. | McDoodle | - | Aug 17, 2026 | |
DeskBloom In-game content art | Some plant artwork and store assets were created with AI-assisted tools and then manually reviewed, edited, and integrated into the game. DeskBloom does not generate AI images, text, audio, or other content during gameplay. | JIE LIN | - | Aug 17, 2026 | |
不一样数独 In-game content text | AI is used to assist in translating text into multiple languages | 万里 | - | Aug 17, 2026 | |
Cyber Classics Collection In-game content artaudiotext | Some shipped content was created with the help of generative AI tools and then reviewed and edited by the developer: parts of the store and marketing artwork, the trailer music, and the first drafts of the interface translations (German, Spanish, French, Polish, Brazilian Portuguese). All gameplay, rules logic and code are deterministic and human-reviewed. The game does not generate any AI content at runtime. | Blacksmith Forge | - | Aug 17, 2026 | |
Project Tsingtao In-game content arttext | 1. During development, due to objective constraints including limited budget, we utilized AI models such as GPT Image2, Banana2, Banana Pro and Seedream 5.0 Pro for art asset creation. Relevant AI-generated assets will be gradually replaced with fully original materials as development progresses.
2. DeepSeek V4 was used to assist translations for non-Chinese text versions. Chinese is the only official language of this game. Players may switch to other available languages in game settings, yet Ritsuai Works provides no guarantee regarding the quality of non-Chinese translations. | 律合Works | - | Aug 17, 2026 | |
OminouSushi In-game content arttext | Generative AI was used extensively during development to create pre-generated artwork, visual assets, text, and localization included in the game and its store and marketing materials. All AI-generated content was reviewed and edited by the developer. No AI content is generated live during gameplay. | Corumu | - | Aug 17, 2026 | |
梦境森林 In-game content audio | Some environmental/background music in this game was created or assisted using Suno AI, then selected and edited to fit the game’s atmosphere. | 北冥有鱼 | - | Aug 17, 2026 | |
MAMA DOUGH Dev only | Generative AI was used solely as a development assistance tool. All player-facing artwork, audio, narrative, localization, and marketing assets were created by the developer. The game does not include or generate AI-created content. | FIVE DUCK GAMES | - | Aug 17, 2026 | |
Void Forge In-game content art | This game used generative artificial intelligence to assist in creating certain content, including: concept designs for the opening comic and concept art for some UI elements. All AI-assisted content has been reviewed, edited, and remade manually. The game does not generate real-time AI content during runtime. | CombatSlayer | - | Aug 17, 2026 | |
Her Last Wish In-game content artaudio | During the creation of some visual assets and music, we used software based on artificial intelligence, followed by manual processing and editing. | RSNova Studio | - | Aug 17, 2026 | |
DesktopMart Dev only code | Artificial intelligence was utilized in the programming phase of development. All other game content, including art, audio, and design, was created entirely by human effort. | CharSui | - | Aug 17, 2026 | |
Dub Rumble In-game content art | The store page artwork (capsule images) was created with AI assistance and depicts the actual game. The game itself contains no AI-generated content: all gameplay, audio, and in-game visuals are created by the developer or by players themselves. | Dub Rumble Games | - | Aug 16, 2026 | |
Gas Station Simulator Store/marketing art | AI was used to create store page assets, promotional images. | TrianCat Studio | - | Aug 16, 2026 | |
Leaves & Lanterns In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 16, 2026 | |
Puzzle Clash In-game content art | Generative AI was used during development to create visual assets, including UI elements, icons, backgrounds, and puzzle images. | Haejjaem Studio | - | Aug 16, 2026 | |
Idle Card Wars Unclear | AI-assisted | FireFly Studio | - | Aug 16, 2026 | |
Gun Shop: Tidy Up In-game content text | AI was used for some in-game localization, and translation. | kotcool | - | Aug 16, 2026 | |
Childhood Slots In-game content art | Some in-game artwork (slot machine cabinet art, icons, and store page marketing images) was created with generative AI tools, then reviewed, selected, and post-processed by the developer. The game does not generate any content in real time. | Kaite Li | - | Aug 16, 2026 | |
Stay in Your Lane In-game content artaudio | This game includes pre-generated artwork and music created with the assistance of generative AI. All generated content was reviewed and curated by the developer. The game does not generate AI content during gameplay. | Sol Elan | - | Aug 16, 2026 | |
Questing: A Tick's Tale In-game content audioart | AI was used to generate music and game store art. | John F Montgomery II | - | Aug 16, 2026 | |
Vale Primordial In-game content arttext | This game was developed with substantial help from generative AI: the pixel art (in-game art, capsules and icons), the code, much of the text, and the translations were produced with AI assistance and then reviewed, refined, and directed by the developer. | Primordial Studio | - | Aug 16, 2026 | |
Between Wolves In-game content codeart | We use generative AI to help identify coding errors that could otherwise take a significant amount of time to find manually.
We also use it during brainstorming to generate textures that would take a long time to create by hand and may ultimately be discarded.
All AI-generated feedback/content is reviewed and modified by a team member until it fits what we really want to do. | Chroniria Games | - | Aug 16, 2026 | |
Peolesa In-game content artaudiocode | AI was used to help generate artwork, sounds and code for this game. | groemer05 | - | Aug 16, 2026 | |
JESTER TRUMP In-game content art | The game to contain art assets generated by artificial intelligence | Playing Middle Ages | - | Aug 16, 2026 | |
Detective Club: Carnival of Secrets Collector's Edition In-game content art | In our project, AI was used to partially create art assets, helping our artists bring some ideas to life. | Do Games Limited | - | Aug 16, 2026 | |
大凶 (The Doomed Draw) Store/marketing arttext | I used AI to create some of the game art materials and the content of the store pages. | Queen Vampire | - | Aug 15, 2026 | |
Kingsfall:Chess In-game content art | Kingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay. | Kahuna Studios | - | Aug 15, 2026 | |
Thrift Store Treasure Hidden Objects In-game content art | A blend of generative images and photo images were used for hidden object backgrounds. | Seven Sails Games | - | Aug 14, 2026 | |
Petrivore In-game content arttext | Petrivore uses AI-assisted tools in parts of its development: some icons and steam assets were made with AI image generation, the in-game text and steam page was translated with AI translation tools. All of it was reviewed and edited by the developer. | Tiny Badger | - | Aug 14, 2026 | |
MagiMine Orchestra In-game content arttext | Generative AI was used during development to create some pre-generated 2D pixel art assets, including mine backgrounds, ores, and character artwork. Generative AI was also used to assist with some localization text. All generated output was reviewed, selected, and edited by the developer as needed. The game does not generate content during gameplay and does not connect to any external AI services. | Pitagora Games | - | Aug 14, 2026 | |
Sweetie Candy Maze: Azure Honeyberry In-game content art | The background images and honeyberrys pictures are pre-rendered AI art. | Cute Hannah's Games | - | Aug 14, 2026 | |
Pegs of Hell Unclear art | Some of the visual elements are generated. | WOMBEX Games | - | Aug 14, 2026 | |
Neubo In-game content art | In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling. | Neubound Games | - | Aug 14, 2026 | |
Pastimes In-game content artaudiotext | Generative AI was used during development for translations, some pixel art, and some music. AI-assisted content is human-reviewed before release. The main painting is historical public-domain art. Nothing is AI-generated during gameplay. | Kaal | - | Aug 14, 2026 | |
Forgotten Haven: The First Call In-game content audioart | Pre-generated generative AI tools were used to create selected audio assets and Steam marketing artwork. All outputs were reviewed, curated, and edited by the developer. No content is generated live during gameplay. | Infotrium Inc. | - | Aug 14, 2026 | |
Banana Game Dev only codetext | AI tools were used during development to assist with coding and to create internal task, references and supporting documentation. The game does not include any player-facing generative AI features. | Mainu Studio | - | Aug 14, 2026 | |
Cosmic Clicker In-game content art | During development, we used generative AI tools to transform early sketches and visual concepts into functional 2D game assets and visual materials that help define Cosmic Clicker’s identity. This included selected in-game assets, Steam store capsules, library artwork, icons, and key art.
The generated results were reviewed, selected, refined, and integrated to maintain consistency with the game’s established art direction. | Gladino | - | Aug 14, 2026 | |
PC Electro Onna-chan Checker Store/marketing art | Some illustrations on the store page were created using AI. | Cockroach Studio | - | Aug 14, 2026 | |
CydonMan In-game content artaudiotext | Generative AI was used to create the game's artwork, audio, localization, and promotional materials. All AI-generated content was personally reviewed, selected, directed, and refined by the developer before being included in the game. No generative AI is used during gameplay. | YesNine | - | Aug 14, 2026 | |
Belt Zero In-game content artaudiotext | Some of the content shipping with this game was created using generative AI:
• Images: the title/loading screen, the store graphics (capsules) and the five faction portraits were generated with an image AI. • Audio: the title music, intro music, sector music tracks and the sound effects were created with AI tools. • Text: the store description was drafted with AI assistance.
All of this content was selected, reviewed and integrated by hand. Not AI-generated: the 3D world, the ships, stations and effects — those are built procedurally and in Blender. The source code was developed with AI assistance; we mention this for completeness, even though development tools are exempt from disclosure. | Kay Maik Dev | - | Aug 14, 2026 | |
Shape Shards Store/marketing textart | Game feature code, translation, and promotional images are modified and generated using code | Happy C | - | Aug 14, 2026 | |
Perfect Route In-game content artcode | Most of the visual assets used in the game's promotional materials and Steam Store page were created with the assistance of AI image generation tools, and were subsequently selected and refined by the developer. The game's gameplay, level design, programming, and game logic were developed by the developer with input from AI throughout the development process. The game does not use AI to generate any content during gameplay. | Churring | - | Aug 14, 2026 | |
Guild Management Simulator In-game content arttextcode | Guild Management Simulator began as an AI-assisted prototype. Generative AI tools were used during early development to assist with portions of programming, written game content, interface copy, design iteration, and the current Steam marketing artwork. All AI-assisted material is pre-generated and reviewed before inclusion. The game does not generate content while running, connect players to an AI service, or send player data to an AI system. The long-term goal is to replace AI-assisted material with original, developer-created work as the project is rebuilt in a dedicated game engine. | Projekt One Games | - | Aug 14, 2026 | |
The Ball Just Won't Stay Up Dev only art | Generative AI tools were used during the art creation process to generate initial inspiration and drafts. All final art assets were then redrawn, refined, and finalized by the developer to ensure visual consistency, polish, and alignment with the game's overall tone. | ZOU YU | - | Aug 14, 2026 | |
超・精米神 極旨Light-M In-game content art | 一部演出動画とゲーム内画面イラストを生成AIが使われております。
また、ヒロインキャラも生成AIにて作成されております。 | 米パチ製作委員会 | - | Aug 14, 2026 | |
FURKUP In-game content art | Generative AI was used during development to create some of the artwork included in the game, including character illustrations and themed visual assets. All AI-assisted content was selected and reviewed by the developer. The game does not generate AI content during gameplay. | mayoaji | - | Aug 14, 2026 | |
Cargo Thieves In-game content audiotextart | The music, dialogues, and artworks were partially created using AI tools. | Digital Melody | - | Aug 14, 2026 |