Since we, as developers, have no artistic design skills, artificial intelligence was used to create this game’s visual elements and music.
- Creator
- FatCatS
- Reviews
- -
- Added
- Sep 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.
Since we, as developers, have no artistic design skills, artificial intelligence was used to create this game’s visual elements and music.
This game makes use of generative AI as part of its creation process of art and localization.
SignalLost uses generative AI only during development to create and refine selected 2D artwork, promotional images, and trailer assets. No AI content is generated during gameplay, and the game does not connect to external AI services. All shipped assets are reviewed, edited, and integrated by the developer before release.
Some 2D sprites, sound effects, and music tracks were created with the assistance of generative AI tools during development and were manually reviewed and edited by the developer.
AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself.
There is no active generative AI content when you play the game. Some of the still images to support the quests, fate and hope cards were originally AI generated.
-- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood. -- The game’s main logo texture was refined with OpenArt.ai. -- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice. -- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org.
Some store artwork (capsules, hero art, page background) was created with generative AI and then edited by hand. All in-game art, audio and text are hand-made or licensed. The game does not generate any content at runtime.
CENIZA is created using AI tools under human creative direction. Pre-generated content includes environmental textures, interface artwork, game text and translations, promotional art, and assets produced through AI-assisted modeling, coding and audio workflows. The base game does not generate content with generative AI while you play and does not connect to an AI service. Mod authors may optionally use external AI tools; manual editing and conventional tools are equally welcome.
AI was used to create write parts of the game code and scripting, to refine mech textures, and for voiceover and audio content - to be used as placeholders while in playtests.
The game had used AI tools for localization and dialogue voice lines. The game does not use any generative AI or any sort of AI during gameplay.
AI Cultivation Sandbox uses generative AI technology to assist in creating game content. The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets. AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience.
Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy.
Designed and directed by one person. Every ship, station and planet is rendered in code, with no AI images. The soundtrack was made with Suno, an AI music tool, directed by the developer, and ships as fixed audio files. The story comes from the developer. AI helped turn it into text, tidy it up and translate the store page, like a very overqualified spell check. Nothing is generated by AI while you play.
Generative AI was used to create some visual assets for NINEWROUGHT, including artwork used in the game and its Steam store and marketing materials.
Hedge Knight features artwork developed with generative AI.
Generative AI was used to help create capsule and library artwork, store descriptions, and screenshot accessibility text. The game itself does not use generative AI.
Pocket Manager is designed and directed by one person. Generative AI was used as a production tool throughout development: the game's code was written with AI assistance under direct human design and review, and some visual and audio assets were AI-generated before being selected and hand-edited to fit the game's art direction. Every system, rule and piece of content was specified, tested and signed off by a human before shipping. Nothing is generated while you play — the build is fixed and identical for every player.
AI-assisted tools supported the creation of visual concepts.
Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime.
Generative AI was used to assist in the creation of selected Steam store promotional images, certain audio assets, and a limited number of 3D assets. No live-generated AI is used during gameplay.
Ai were used to assist with translating text into multiple language
Generative AI was used to assist in creating some of the game's illustrations and in developing certain tools used during production.
We use AI tools to assist with translations and to support our development process. Some graphics are currently AI-generated placeholders, which will be gradually replaced with original, human-made artwork.
Generative AI was used during development for some card artwork, textures, sound effects, text, and translations. These are fixed, pre-generated assets. No generative AI runs during gameplay.
We only use AI to create capsules and artworks. All gameplay elements and mechanics are entirely handcrafted.
Some graphical assets of the game like cat characters are made using generative artificial intelligence.
Starbloom Ranch features artwork developed with generative AI.
This game is handcrafted by indie developers. Generative tools were used only to support the creation of specific assets, while the final game reflects the developers’ own creative vision.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Generative AI tools were used extensively during the development of this game. Some artwork, UI assets, written content, character voices, and localization were created with the assistance of generative AI and were subsequently selected, edited, integrated, and reviewed by the developer. All AI-generated content was created in advance during development; no AI content is generated live during gameplay.
This game was developed with the assistance of AI tools, used to help generate some graphic elements and support code development.
Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay.
Generative AI tools were used to create some of the game's visual assets and audio.
This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay.
Some 2D artwork in this game (store artwork and in-game character portraits) was drafted with generative AI tools, then curated and edited by the developers. No AI content is generated during gameplay.
This game utilized generative AI tools to assist with code writing. All AI-generated content has been strictly tested, reviewed, and optimized to ensure game quality and stability.
Generative AI was used for the game's localization.
Puzzle grids are constructed using Crossword Compiler, a conventional (non-AI) crossword construction tool. AI tools were used to assist in drafting clue text, which was then rewritten and reviewed by hand before inclusion. Every clue and answer that ships in the game has been checked by an individual human for accuracy, solvability, and quality. No content is generated during gameplay.
Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay.
Steam capsules are AI generated. SFXs are AI generated. Nothing else in the game is AI generated.
Generative AI tools were used during development to create or refine selected visual and text assets. All such content was pre-generated, reviewed, and edited before use; the game does not use live generative AI.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
As a solo developer AI is helping bring this vision to life by generating some of the visual and audio assets as well as assisting with development.
Part of the audio in this game is generated with AI: the music and some of the sound effects. Part of the source code was also created with the help of AI during development, particularly to generate certain portions of code, fix errors, and assist with the implementation of certain features. The code used in the game is then reviewed, modified, and integrated manually. Everything else is handmade: the monsters are drawn by hand and then recreated in 3D, the textures are hand-painted and sometimes slightly enhanced, the 3D models are procedural, every line of text in the game is written by me, the farmer's voice is mine, etc.
此游戏使用了AI生成代码,相关宣传画也由AI生成后续经手工修改完成。素材也游戏当前为单机游戏,游戏过程中游戏独立编写了语义引擎,没有使用完整的AI功能,虽然以后为了游戏的某些功能,应该会引入完整AI。
AI tools were used for coding support as well as help with managing the large horse lineage/geneology databases used in the game.
No Luck Left is developed by a solo developer. To help create the game's 3D character models within the scope of a one-person project, I used generative AI tools such as Meshy and TripoSR during development. The resulting pre-generated assets were selected, optimized and integrated into the game by me. No content is generated by AI during gameplay, and the game does not connect to an external AI service.
Generative AI tools were used during development to assist with the creation and refinement of some pre-generated 2D artwork, UI illustrations, icons, promotional images, and selected audio assets. All AI-assisted outputs were reviewed, edited, and integrated by the developer. The game does not generate content with AI at runtime, and no player input is sent to an AI service.
AI-assisted tools were used in the design of some characters.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Greedings In-game content artaudio | Since we, as developers, have no artistic design skills, artificial intelligence was used to create this game’s visual elements and music. | FatCatS | - | Sep 18, 2026 | |
One More Sin In-game content arttext | This game makes use of generative AI as part of its creation process of art and localization. | Robo Goat | - | Sep 18, 2026 | |
SignalLost Store/marketing art | SignalLost uses generative AI only during development to create and refine selected 2D artwork, promotional images, and trailer assets. No AI content is generated during gameplay, and the game does not connect to external AI services. All shipped assets are reviewed, edited, and integrated by the developer before release. | Dr. Wang | - | Sep 18, 2026 | |
Intercept Line In-game content artaudio | Some 2D sprites, sound effects, and music tracks were created with the assistance of generative AI tools during development and were manually reviewed and edited by the developer. | Kinato | - | Sep 18, 2026 | |
For the Common Wealth Store/marketing art | AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself. | Podule Games | - | Sep 18, 2026 | |
To Rule... Bavarin In-game content art | There is no active generative AI content when you play the game. Some of the still images to support the quests, fate and hope cards were originally AI generated. | Andy House | - | Sep 18, 2026 | |
MASH Commander In-game content artaudio | -- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood.
-- The game’s main logo texture was refined with OpenArt.ai.
-- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice.
-- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org. | General Y-Rot | - | Sep 18, 2026 | |
Mythopolis Store/marketing art | Some store artwork (capsules, hero art, page background) was created with generative AI and then edited by hand. All in-game art, audio and text are hand-made or licensed. The game does not generate any content at runtime. | Ridvan Dursun | - | Sep 18, 2026 | |
Ceniza - Tower Defense In-game content arttextcode | CENIZA is created using AI tools under human creative direction. Pre-generated content includes environmental textures, interface artwork, game text and translations, promotional art, and assets produced through AI-assisted modeling, coding and audio workflows. The base game does not generate content with generative AI while you play and does not connect to an AI service. Mod authors may optionally use external AI tools; manual editing and conventional tools are equally welcome. | Aurora La Revoltosa | - | Sep 17, 2026 | |
Deathmarch Titans In-game content artaudiocode | AI was used to create write parts of the game code and scripting, to refine mech textures, and for voiceover and audio content - to be used as placeholders while in playtests. | DM Studios | - | Sep 17, 2026 | |
CodeX Protocol In-game content textaudio | The game had used AI tools for localization and dialogue voice lines. The game does not use any generative AI or any sort of AI during gameplay. | CodingKraft | - | Sep 17, 2026 | |
AI修仙沙盒 In-game content arttext | AI Cultivation Sandbox uses generative AI technology to assist in creating game content.
The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets.
AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience. | AIGame工作室 | - | Sep 17, 2026 | |
Smoke and Steel In-game content artaudio | Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy. | Grenadier Games | - | Sep 17, 2026 | |
SALVOR ADRIFT In-game content audiotext | Designed and directed by one person. Every ship, station and planet is rendered in code, with no AI images. The soundtrack was made with Suno, an AI music tool, directed by the developer, and ships as fixed audio files. The story comes from the developer. AI helped turn it into text, tidy it up and translate the store page, like a very overqualified spell check. Nothing is generated by AI while you play. | Undock | - | Sep 16, 2026 | |
Ninewrought: Nine Men's Morris In-game content art | Generative AI was used to create some visual assets for NINEWROUGHT, including artwork used in the game and its Steam store and marketing materials. | Nine Gates Studio | - | Sep 16, 2026 | |
Hedge Knight In-game content art | Hedge Knight features artwork developed with generative AI. | Recoil Mojo | - | Sep 16, 2026 | |
Trickstir Store/marketing arttext | Generative AI was used to help create capsule and library artwork, store descriptions, and screenshot accessibility text. The game itself does not use generative AI. | Trickstir | - | Sep 16, 2026 | |
Play Pocket Manager In-game content artaudiocode | Pocket Manager is designed and directed by one person. Generative AI was used as a production tool throughout development: the game's code was written with AI assistance under direct human design and review, and some visual and audio assets were AI-generated before being selected and hand-edited to fit the game's art direction.
Every system, rule and piece of content was specified, tested and signed off by a human before shipping. Nothing is generated while you play — the build is fixed and identical for every player. | Buckminster Interactive | - | Sep 16, 2026 | |
Blood Volley Dev only art | AI-assisted tools supported the creation of visual concepts. | Psy Indi Games | - | Sep 16, 2026 | |
Calcio Totale In-game content text | Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime. | Eleòra | - | Sep 16, 2026 | |
ForgeTax In-game content artaudio | Generative AI was used to assist in the creation of selected Steam store promotional images, certain audio assets, and a limited number of 3D assets. No live-generated AI is used during gameplay. | GraveYardDev | - | Sep 16, 2026 | |
喵喵牌 In-game content text | Ai were used to assist with translating text into multiple language | cczzqsll | - | Sep 16, 2026 | |
Fluffy Lineup In-game content art | Generative AI was used to assist in creating some of the game's illustrations and in developing certain tools used during production. | Yustar | - | Sep 16, 2026 | |
Nightcup In-game content textart | We use AI tools to assist with translations and to support our development process. Some graphics are currently AI-generated placeholders, which will be gradually replaced with original, human-made artwork. | Teshi Games | - | Sep 16, 2026 | |
TWENTY+ In-game content artaudiotext | Generative AI was used during development for some card artwork, textures, sound effects, text, and translations. These are fixed, pre-generated assets. No generative AI runs during gameplay. | rpaka-farm | - | Sep 16, 2026 | |
Pore Panic Store/marketing art | We only use AI to create capsules and artworks. All gameplay elements and mechanics are entirely handcrafted. | Redcontroller Interactive | - | Sep 16, 2026 | |
Cat Omni: Card Cats In-game content art | Some graphical assets of the game like cat characters are made using generative artificial intelligence. | DIONYSIOS DIAMANTOPOULOS | - | Sep 16, 2026 | |
Starbloom Ranch In-game content art | Starbloom Ranch features artwork developed with generative AI. | Recoil Mojo | - | Sep 16, 2026 | |
宗门经理人 - sect In-game content art | This game is handcrafted by indie developers. Generative tools were used only to support the creation of specific assets, while the final game reflects the developers’ own creative vision. | Tiec Games | - | Sep 16, 2026 | |
Second Reign: Reclaim In-game content artaudio | Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI. | ThunderRQN Games | - | Sep 16, 2026 | |
Three Kingdoms: Blood Battle Mahjong In-game content arttextaudio | Generative AI tools were used extensively during the development of this game. Some artwork, UI assets, written content, character voices, and localization were created with the assistance of generative AI and were subsequently selected, edited, integrated, and reviewed by the developer. All AI-generated content was created in advance during development; no AI content is generated live during gameplay. | Three Kingdoms Mahjong Team | - | Sep 16, 2026 | |
Ball of Fantasy Dev only artcode | This game was developed with the assistance of AI tools, used to help generate some graphic elements and support code development. | Super Space Grind | - | Sep 16, 2026 | |
ARUS-1 In-game content art | Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay. | Arus Development Studio | - | Sep 16, 2026 | |
Clickore Station In-game content artaudio | Generative AI tools were used to create some of the game's visual assets and audio. | Ludikatt | - | Sep 16, 2026 | |
Science Monster: Grafted Heart In-game content artaudiotext | This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay. | JIELIN | - | Sep 16, 2026 | |
Crown, Coin & Steel In-game content art | Some 2D artwork in this game (store artwork and in-game character portraits) was drafted with generative AI tools, then curated and edited by the developers. No AI content is generated during gameplay. | IDB WORKS | - | Sep 16, 2026 | |
Desktop Arrow Defense Dev only code | This game utilized generative AI tools to assist with code writing. All AI-generated content has been strictly tested, reviewed, and optimized to ensure game quality and stability. | Chris Yu | - | Sep 16, 2026 | |
魔晶塔防 In-game content text | Generative AI was used for the game's localization. | 踏雪泥工作室 | - | Sep 16, 2026 | |
Lexiclue In-game content text | Puzzle grids are constructed using Crossword Compiler, a conventional (non-AI) crossword construction tool. AI tools were used to assist in drafting clue text, which was then rewritten and reviewed by hand before inclusion. Every clue and answer that ships in the game has been checked by an individual human for accuracy, solvability, and quality. No content is generated during gameplay. | Imaginary Component | - | Sep 16, 2026 | |
Iron Pilgrims In-game content arttextaudio | Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay. | Last Spark Studio | - | Sep 16, 2026 | |
Tilemancer In-game content audioart | Steam capsules are AI generated.
SFXs are AI generated.
Nothing else in the game is AI generated. | geogear | - | Sep 16, 2026 | |
NYANCO: LOVE LOOP In-game content arttext | Generative AI tools were used during development to create or refine selected visual and text assets. All such content was pre-generated, reviewed, and edited before use; the game does not use live generative AI. | Nyanco Channel | - | Sep 16, 2026 | |
Expiration In-game content artaudio | Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay. | Forest Lake | - | Sep 16, 2026 | |
Sortalis In-game content artaudio | As a solo developer AI is helping bring this vision to life by generating some of the visual and audio assets as well as assisting with development. | Mike Schmoyer | - | Sep 16, 2026 | |
SHOOTOSYNTHESIS In-game content audiocode | Part of the audio in this game is generated with AI: the music and some of the sound effects.
Part of the source code was also created with the help of AI during development, particularly to generate certain portions of code, fix errors, and assist with the implementation of certain features. The code used in the game is then reviewed, modified, and integrated manually.
Everything else is handmade: the monsters are drawn by hand and then recreated in 3D, the textures are hand-painted and sometimes slightly enhanced, the 3D models are procedural, every line of text in the game is written by me, the farmer's voice is mine, etc. | GDDREAM Games | - | Sep 16, 2026 | |
ERA-ming Store/marketing artcode | 此游戏使用了AI生成代码,相关宣传画也由AI生成后续经手工修改完成。素材也游戏当前为单机游戏,游戏过程中游戏独立编写了语义引擎,没有使用完整的AI功能,虽然以后为了游戏的某些功能,应该会引入完整AI。 | aigmer | - | Sep 16, 2026 | |
Champion Trainer Dev only code | AI tools were used for coding support as well as help with managing the large horse lineage/geneology databases used in the game. | Shadow Games | - | Sep 16, 2026 | |
No Luck Left In-game content art | No Luck Left is developed by a solo developer. To help create the game's 3D character models within the scope of a one-person project, I used generative AI tools such as Meshy and TripoSR during development. The resulting pre-generated assets were selected, optimized and integrated into the game by me. No content is generated by AI during gameplay, and the game does not connect to an external AI service. | Jonas Funk | - | Sep 16, 2026 | |
猫法洗衣房 In-game content artaudio | Generative AI tools were used during development to assist with the creation and refinement of some pre-generated 2D artwork, UI illustrations, icons, promotional images, and selected audio assets. All AI-assisted outputs were reviewed, edited, and integrated by the developer. The game does not generate content with AI at runtime, and no player input is sent to an AI service. | awucookie | - | Sep 16, 2026 | |
少女的后花园 Unclear art | AI-assisted tools were used in the design of some characters. | 少女工作室 | - | Sep 16, 2026 |