I used generative AI to help me build the code for this game.
- Creator
- Derek
- Reviews
- -
- Added
- Aug 16, 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.
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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.
I used generative AI to help me build the code for this game.
Generative AI is used solely as a development tool for texture design ideas and for code review and performance optimization.
Generative artwork is used in the creation of part or full of assets that can not be generated by the game engine. AI is used in the drafting of art and writing before it is reviewed and heavily edited.
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.
Generative AI was used as an assistive tool in preparing parts of the game’s Steam store presence and marketing materials. This includes some store page artwork and promotional assets, short and long descriptions, store metadata, and localized versions of these materials. All AI-assisted content was reviewed, edited, and approved by the development team before publication. No content is generated by AI during gameplay.
Some visual assets in this game, including character designs, were initially generated using AI image tools and subsequently refined and adapted by the developer. All AI-generated visual assets (character designs, icons, screenshots/trailer materials, etc.) are being fully replaced with hand-crafted or licensed content.
Some of this game's graphics and audio assets were created using AI tools.
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.
The posters on the walls of the in-game course were generated with AI.
Generative AI was used in the development of this game. 2D artwork (characters, familiars, cards, backgrounds, etc.) was created with image-generation AI, then curated, edited, and retouched by the developer. AI-assisted tools were also used during development (e.g., programming). No AI content is generated at runtime. BOT opponents are rule-based programs, not generative AI.
Background music was generated with Suno. Background images and character sprites were generated with image-generation AI (Google Gemini, Pollo AI), then curated and edited by the developer. Much of the program code was written with an AI coding assistant (Claude Code) under the developer's direction and review. Game design and sound effects are the developer's own work. No content is generated by AI at runtime.
This game used generative AI during the development process to assist with the creation and modeling visual assets, including characters designs and environmental textures like buildings.
Some visual assets and promotional images were created with generative AI tools and later reviewed, modified, and integrated by the developer. No generative AI content is created during gameplay.
Art and some code generated with AI models.
The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates.
Some musical tracks were created with the help of AI.
Tower Craft was developed with AI-assisted tools. All 3D models, animations and sound effects are procedurally generated by code that was written with AI assistance; the interface translations for the game's 14 languages were produced with AI assistance and reviewed by the developer. Store page text and marketing materials were also created with AI assistance. The game does not generate any content with AI at runtime — every battle plays out through deterministic, hand-tuned game logic.
The game's character artwork was created with the assistance of generative AI. Generative AI is not used to generate content during gameplay.
No live AI generation is used during gameplay. TinSpring Soccer's boards, characters, textures, and sounds are produced procedurally by game code. AI tools were used under developer direction for implementation, localization, and selected store page artwork.
Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person. The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play. Some of our store and marketing artwork was AI-assisted and human-curated. No content is generated by AI while you play, and the game never calls out to an AI service.
The Last Color was created with the assistance of AI-powered software in several areas of production, including technical development, early-stage ideation, visual experimentation, and selected artwork. These tools were used only as part of the development process. All content available to players is pre-made, and no artificial intelligence is used to create or modify content while the game is running.
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.
Image assets and some localized text were created with generative AI assistance, then manually processed and reviewed by the developer. No content is generated at runtime.
Some of the pre-rendered 2D art shipped with the game (era intermission illustrations, panel icons, campaign cover images and the Economic Association hall with economist portraits) was produced with generative image tools (fal.ai, Krea) from prompts authored by the developer, then post-processed by hand and by scripts in tools/. No generative AI is used at runtime. The game's simulation code, UI, isometric city renderer, world map (built from Natural Earth data) and all text, including the three interface languages, are authored by the developer.
I used AI to help create player models
Generative AI tools assisted with English Steam store-page copy, and were used to create pre-generated illustrative key art for Steam store capsules, library artwork, and the store-page background. All AI-assisted outputs are reviewed, edited, integrated, and tested by the developer. The artwork is promotional and is not presented as gameplay footage; screenshots and trailers are captured from the actual game. The game does not use generative AI at runtime or generate live player-facing content.
3D character and prop models and store artwork were created with the assistance of generative AI, then manually rigged, edited, and integrated by the developers. No content is AI-generated at runtime.
RUSTCAN includes an optional live-generated AI guide called the Gnome. Players can ask the Gnome questions about gameplay, controls, progression, and the in-game world. The Gnome generates text responses at runtime through a server-side AI service. Responses may be inaccurate and are provided for entertainment and gameplay guidance only. The Gnome does not provide professional, financial, medical, or legal advice. Players access the feature after signing in, entering Hollow Pines, and selecting Ask the Gnome or speaking with the Gnome in town. Requests require an authenticated RUSTCAN account and server-side application verification. Requests are rate-limited and monitored. Server-side input moderation blocks or flags severe illegal, exploitative, violent, self-harm, and other prohibited requests. Generated replies are sanitized before display, and fallback responses are used when the AI service fails or produces no usable response. Players can report problems through the in-game bug/report tools.
no ai assets inside the game, just the store capsule
Some visual assets, marketing materials, and/or text drafts may have been created or assisted with generative AI tools. All AI-assisted content is reviewed and edited by the developer before being included in the game or store page.
AI Generation Disclosure Abduction uses generative AI in limited, supporting ways during development — for example, assisting with asset preparation such as converting custom font designs into usable game fonts. All core game design, systems, art direction, and content are created and reviewed by the developer. Generative AI is a tool in the pipeline, not a substitute for the creative work behind the game.
Some of the artwork in this game was made with AI image generators and edited by hand afterwards. This covers the two player characters, the logo, the menu icons and the curtain texture. The English interface texts were written with the help of a language model and reviewed afterwards. The German texts are written by hand. The bundled Pack Creator uses a speech recognition model to find the spoken parts of a video you supply yourself and turn them into the lines you read out. An AI noise filter for your microphone recordings and AI-based separation of speech and background audio work the same way. All of this runs locally on your own machine and never sends data to an external service. These models only process material you provide yourself, they do not invent content of their own, and the result stays inside your own lobby.
This game is a solo project developed by a student. Due to limited resources and budget, Generative AI tools were utilized to create store page visuals and capsule designs, as well as to localize and draft store descriptions; these elements were personally edited, refined, and finalized by the developer.
Some game assets, cover photos, and dialog are created using generative AI.
During development we may use procedural and AI-based tools to assist with sound effects creation. The final result is always chosen and edited by the developer.
We used generative AI for some promotional artwork. No AI is used in the game itself.
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.
Generative AI tools were used to assist with creating some pre-generated images and icons used in the game.
Some of the artwork in FAVOR — including character board illustrations, card art and cover art — was created with the help of generative AI image tools, then curated, edited and assembled by our team for the printed 1st Edition of the game and this digital adaptation. No content is generated live during gameplay: every card, board and illustration is a fixed, pre-made asset that ships with the game.
Some pre-generated visual assets were created with the assistance of generative AI tools during development, including selected skill icons, weapon icons, concept references and promotional art references. All final assets included in the game were reviewed, curated, edited where needed, and integrated by the development team to match the game’s art direction. The game does not use live-generated AI during gameplay.
Generative AI tools were used in the creation of certain art assets, audio materials and descriptive text during game development. All AI-generated content has been manually reviewed, edited and integrated by the developer. No new content is dynamically generated by AI while the game is running.
This game used AI to generate its logo and publishing material.
Generative AI was used to assist with the localization of in-game text.
In game development, artificial intelligence is used solely as a supporting tool. We employ neural networks to enhance and refine 2D art (loading screens and promo banners) created using our in-game screenshots, after which they undergo manual color correction and artifact removal. AI also assists us with translating in-game text and generating the announcer's voice for racing modes. All key game elements, including 3D car models, tuning, and the open world, are created entirely by hand by our team.
The observation tower model in SaboTour was initially created using an AI-based 3D generation tool, then manually repaired, retopologized and finished in Blender. No other AI-generated content is included, and the game does not generate any content using AI while it is running.
Some models and sound effects in this game were created using AI.
It has been used in the store page images.
AI was used to generate art assets.
We use AI as a coding assistant during development, and as a drafting tool to help generate candidate crossword clues from our word bank. Every single clue is reviewed and edited by a human before it ships. AI generated images were used during prototyping as early placeholders. All final visual art assets that ship with the game have been created by the developer.
Generative AI was used to assist in creating some visual assets for the game's store page and promotional materials. All gameplay mechanics, programming, level design, story, and final game implementation were created by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Doodle Figure Dev only code | I used generative AI to help me build the code for this game. | Derek | - | Aug 16, 2026 | |
Dungeons of Destiny In-game content artcode | Generative AI is used solely as a development tool for texture design ideas and for code review and performance optimization. | NoFishGames | - | Aug 16, 2026 | |
UniversiaTCG In-game content arttext | Generative artwork is used in the creation of part or full of assets that can not be generated by the game engine. AI is used in the drafting of art and writing before it is reviewed and heavily edited. | Toad & Luck Dragon | - | 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 | |
Eyesnt Store/marketing arttext | Generative AI was used as an assistive tool in preparing parts of the game’s Steam store presence and marketing materials. This includes some store page artwork and promotional assets, short and long descriptions, store metadata, and localized versions of these materials.
All AI-assisted content was reviewed, edited, and approved by the development team before publication. No content is generated by AI during gameplay. | Ravenholm Interactive | - | Aug 16, 2026 | |
KKUL-TTEOK! art | Some visual assets in this game, including character designs, were initially
generated using AI image tools and subsequently refined and adapted by the developer.
All AI-generated visual assets (character designs, icons, screenshots/trailer materials,
etc.) are being fully replaced with hand-crafted or licensed content. | YOUNGJUN0316 | - | Aug 16, 2026 | |
BokoBoko Strike In-game content artaudio | Some of this game's graphics and audio assets were created using AI tools. | KANOTYPE | - | 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 | |
Hide and Fuse In-game content art | The posters on the walls of the in-game course were generated with AI. | HideandFuse | - | Aug 16, 2026 | |
Winner Takes Tea In-game content artcode | Generative AI was used in the development of this game. 2D artwork (characters, familiars, cards, backgrounds, etc.) was created with image-generation AI, then curated, edited, and retouched by the developer. AI-assisted tools were also used during development (e.g., programming). No AI content is generated at runtime. BOT opponents are rule-based programs, not generative AI. | Cocoa Dice | - | Aug 16, 2026 | |
autocycle-light In-game content artaudiocode | Background music was generated with Suno. Background images and character sprites were generated with image-generation AI (Google Gemini, Pollo AI), then curated and edited by the developer. Much of the program code was written with an AI coding assistant (Claude Code) under the developer's direction and review. Game design and sound effects are the developer's own work. No content is generated by AI at runtime. | redboltz | - | Aug 16, 2026 | |
Ultimate Combat In-game content art | This game used generative AI during the development process to assist with the creation and modeling visual assets, including characters designs and environmental textures like buildings. | Black Belt Games Studio | - | Aug 16, 2026 | |
Christmas Night: Brothers Store/marketing art | Some visual assets and promotional images were created with generative AI tools and later reviewed, modified, and integrated by the developer. No generative AI content is created during gameplay. | Lerove Studios | - | Aug 16, 2026 | |
CARRRDS In-game content artcode | Art and some code generated with AI models. | Owen Collier | - | Aug 16, 2026 | |
DRONECOM In-game content text | The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates. | Big Beard Games | - | Aug 15, 2026 | |
Wood Goes Brrr In-game content audio | Some musical tracks were created with the help of AI. | PixelGuse | - | Aug 15, 2026 | |
Tower Craft In-game content artaudiotext | Tower Craft was developed with AI-assisted tools. All 3D models, animations and sound effects are procedurally generated by code that was written with AI assistance; the interface translations for the game's 14 languages were produced with AI assistance and reviewed by the developer. Store page text and marketing materials were also created with AI assistance. The game does not generate any content with AI at runtime — every battle plays out through deterministic, hand-tuned game logic. | EZY Studios | - | Aug 15, 2026 | |
Cardrooms In-game content art | The game's character artwork was created with the assistance of generative AI. Generative AI is not used to generate content during gameplay. | DriftVale | - | Aug 14, 2026 | |
TinSpring Soccer In-game content artaudiotext | No live AI generation is used during gameplay. TinSpring Soccer's boards, characters, textures, and sounds are produced procedurally by game code. AI tools were used under developer direction for implementation, localization, and selected store page artwork. | Gaboo Arts Entertainment | - | Aug 14, 2026 | |
Green vs Tan In-game content artaudio | Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person.
The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play.
Some of our store and marketing artwork was AI-assisted and human-curated.
No content is generated by AI while you play, and the game never calls out to an AI service. | Corkscrew Games | - | Aug 14, 2026 | |
The Last Color Dev only artcode | The Last Color was created with the assistance of AI-powered software in several areas of production, including technical development, early-stage ideation, visual experimentation, and selected artwork. These tools were used only as part of the development process. All content available to players is pre-made, and no artificial intelligence is used to create or modify content while the game is running. | Devmode | - | 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 | |
六界牌鬥 Six Realms In-game content arttext | Image assets and some localized text were created with generative AI assistance, then manually processed and reviewed by the developer. No content is generated at runtime. | 火星 MARS | - | Aug 14, 2026 | |
Governor In-game content arttext | Some of the pre-rendered 2D art shipped with the game (era intermission illustrations, panel icons, campaign cover images and the Economic Association hall with economist portraits) was produced with generative image tools (fal.ai, Krea) from prompts authored by the developer, then post-processed by hand and by scripts in tools/. No generative AI is used at runtime. The game's simulation code, UI, isometric city renderer, world map (built from Natural Earth data) and all text, including the three interface languages, are authored by the developer. | Daniling | - | Aug 14, 2026 | |
Terrible Forest Management In-game content art | I used AI to help create player models | SwampMeister Games | - | Aug 14, 2026 | |
Barkyard Blitz Store/marketing textart | Generative AI tools assisted with English Steam store-page copy, and were used to create pre-generated illustrative key art for Steam store capsules, library artwork, and the store-page background. All AI-assisted outputs are reviewed, edited, integrated, and tested by the developer. The artwork is promotional and is not presented as gameplay footage; screenshots and trailers are captured from the actual game. The game does not use generative AI at runtime or generate live player-facing content. | Automata Games | - | Aug 14, 2026 | |
Murder Your Friends In-game content art | 3D character and prop models and store artwork were created with the assistance of generative AI, then manually rigged, edited, and integrated by the developers. No content is AI-generated at runtime. | Friendslop Studios | - | Aug 14, 2026 | |
RUSTCAN Live AI text | RUSTCAN includes an optional live-generated AI guide called the Gnome. Players can ask the Gnome questions about gameplay, controls, progression, and the in-game world. The Gnome generates text responses at runtime through a server-side AI service.
Responses may be inaccurate and are provided for entertainment and gameplay guidance only. The Gnome does not provide professional, financial, medical, or legal advice.
Players access the feature after signing in, entering Hollow Pines, and selecting Ask the Gnome or speaking with the Gnome in town.
Requests require an authenticated RUSTCAN account and server-side application verification. Requests are rate-limited and monitored. Server-side input moderation blocks or flags severe illegal, exploitative, violent, self-harm, and other prohibited requests.
Generated replies are sanitized before display, and fallback responses are used when the AI service fails or produces no usable response. Players can report problems through the in-game bug/report tools. | RustCan LLC | - | Aug 14, 2026 | |
FastFoo In-game content art | no ai assets inside the game, just the store capsule | Play365 | - | Aug 14, 2026 | |
三國撞撞樂 Unclear arttext | Some visual assets, marketing materials, and/or text drafts may have been created or assisted with generative AI tools. All AI-assisted content is reviewed and edited by the developer before being included in the game or store page. | lolomouse | - | Aug 14, 2026 | |
Abduction Dev only art | AI Generation Disclosure
Abduction uses generative AI in limited, supporting ways during development — for example, assisting with asset preparation such as converting custom font designs into usable game fonts. All core game design, systems, art direction, and content are created and reviewed by the developer. Generative AI is a tool in the pipeline, not a substitute for the creative work behind the game. | Buzzed Greys Studios | - | Aug 14, 2026 | |
Dub Together In-game content arttext | Some of the artwork in this game was made with AI image generators and edited by hand afterwards. This covers the two player characters, the logo, the menu icons and the curtain texture. The English interface texts were written with the help of a language model and reviewed afterwards. The German texts are written by hand.
The bundled Pack Creator uses a speech recognition model to find the spoken parts of a video you supply yourself and turn them into the lines you read out. An AI noise filter for your microphone recordings and AI-based separation of speech and background audio work the same way. All of this runs locally on your own machine and never sends data to an external service. These models only process material you provide yourself, they do not invent content of their own, and the result stays inside your own lobby. | Banani | - | Aug 14, 2026 | |
NextBot PANIC! Store/marketing arttext | This game is a solo project developed by a student. Due to limited resources and budget, Generative AI tools were utilized to create store page visuals and capsule designs, as well as to localize and draft store descriptions; these elements were personally edited, refined, and finalized by the developer. | GalaverseCreations | - | Aug 14, 2026 | |
Grimveil In-game content arttext | Some game assets, cover photos, and dialog are created using generative AI. | Adaptive IT Solutions | - | Aug 14, 2026 | |
Panda In-game content audio | During development we may use procedural and AI-based tools to assist with sound effects creation. The final result is always chosen and edited by the developer. | Rocanten | - | Aug 14, 2026 | |
Ship Happens: Pirates Wanted Store/marketing art | We used generative AI for some promotional artwork. No AI is used in the game itself. | Grimoire Entertainment | - | 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 | |
Pandora Battle In-game content art | Generative AI tools were used to assist with creating some pre-generated images and icons used in the game. | WIGWAG Studio | - | Aug 14, 2026 | |
FAVOR In-game content art | Some of the artwork in FAVOR — including character board illustrations, card art and cover art — was created with the help of generative AI image tools, then curated, edited and assembled by our team for the printed 1st Edition of the game and this digital adaptation. No content is generated live during gameplay: every card, board and illustration is a fixed, pre-made asset that ships with the game. | Corkscrew Games | - | Aug 14, 2026 | |
HolyMoly In-game content art | Some pre-generated visual assets were created with the assistance of generative AI tools during development, including selected skill icons, weapon icons, concept references and promotional art references. All final assets included in the game were reviewed, curated, edited where needed, and integrated by the development team to match the game’s art direction. The game does not use live-generated AI during gameplay. | Smiley Game Studios | - | Aug 14, 2026 | |
World War II Auto Battler In-game content artaudiotext | Generative AI tools were used in the creation of certain art assets, audio materials and descriptive text during game development. All AI-generated content has been manually reviewed, edited and integrated by the developer. No new content is dynamically generated by AI while the game is running. | Three Sevens 21 | - | Aug 14, 2026 | |
Friends of Duty Store/marketing art | This game used AI to generate its logo and publishing material. | 14MB | - | Aug 14, 2026 | |
Blastlane Racers In-game content text | Generative AI was used to assist with the localization of in-game text. | High Mountain Games | - | Aug 14, 2026 | |
CPM 2 In-game content artaudiotext | In game development, artificial intelligence is used solely as a supporting tool. We employ neural networks to enhance and refine 2D art (loading screens and promo banners) created using our in-game screenshots, after which they undergo manual color correction and artifact removal. AI also assists us with translating in-game text and generating the announcer's voice for racing modes. All key game elements, including 3D car models, tuning, and the open world, are created entirely by hand by our team. | OGames | - | Aug 14, 2026 | |
SaboTour In-game content art | The observation tower model in SaboTour was initially created using an
AI-based 3D generation tool, then manually repaired, retopologized and
finished in Blender. No other AI-generated content is included, and the
game does not generate any content using AI while it is running. | Adaa | - | Aug 13, 2026 | |
SAMAKKHI In-game content artaudio | Some models and sound effects in this game were created using AI. | jepmem | - | Aug 13, 2026 | |
Chained Parkour Together Store/marketing art | It has been used in the store page images. | cnsgames | - | Aug 13, 2026 | |
Skysunder In-game content art | AI was used to generate art assets. | Lilly Games | - | Aug 13, 2026 | |
Super Friendly Crosswords Dev only codetextart | We use AI as a coding assistant during development, and as a drafting tool to help generate candidate crossword clues from our word bank. Every single clue is reviewed and edited by a human before it ships. AI generated images were used during prototyping as early placeholders. All final visual art assets that ship with the game have been created by the developer. | EdibleElephant | - | Aug 13, 2026 | |
INvent In-game content art | Generative AI was used to assist in creating some visual assets for the game's store page and promotional materials. All gameplay mechanics, programming, level design, story, and final game implementation were created by the developer. | Xuanyu Lu | - | Aug 13, 2026 |