Used in the store page description.
- Creator
- ILMGames
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,497 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.
Used in the store page description.
AI-translated
This is a genuine work of 'Cyber-Stitching.' We employed a never-tiring AI assistant to handle the code architecture (composed of 50% blind faith and 50% compiler errors) and some generative architectural models. The student developer's primary role was cheering the AI on from a dorm room and stitching these scattered soul fragments into the underground space you see now. To be honest, without the AI’s infinite patience, this pile of 'crispy' code garbage wouldn't even exist.
Sound created by KI
This game uses AI-generated content in the following areas: Art Assets: Most textures were AI-generated and manually edited before being used in the game. Music: Background music was AI-generated. Development Assistance: Most code was written with AI assistance. All AI-generated code was reviewed and modified by the developer.
Portions of the game's source code were authored with the assistance of AI tools. All AI-assisted code has been manually reviewed, refined, and tested by the development team.
Coding and translation were assisted by AI tools and reviewed by human. All artwork, animations, music, stage design, and gameplay mechanics are 100% handmade.
Created skill icons using AI. Used AI to turn human-drawn illustrations into the main illustrations.
Photographs/paintings from the public domain are used to build the game's art. Most editing is done by me - AI is used in a few cases to clean up low-resolution sources.
AI is used to generate some Steam store page assets, as well as some in-game icons and typography.
This game does not use generative AI for gameplay, dialogue, environments, or player-facing content. A generative AI tool was used to create small pieces of non-interactive promotional artwork. All in-game assets, systems, and content are created by the developer or licensed from third-party creators.
Some code was written with the help of AI.
To animate 2D drawings, 3D AI was used to convert them into 3D and then used for animation.
Generate art resources using AI
AI used in development for character portraits, abstract images and music
The BGM and SFX in this game were generated using artificial intelligence and then refined by the developer before being used.
The music in this game was created using AI.
Some store art generated with AI help.
Model and image production were carried out using AI technology
The majority of the visuals derive from one of our earlier products; to improve the experience, we remade them via AI image generation and followed up with extensive post-processing.
AI assistance was used during the coding phase of this game.
Artificial intelligence was used in the creation of in-game artworks. These assets were curated, reviewed, and integrated to ensure consistency with the game’s artistic direction and quality standards.
AI was used to assist with localization for languages other than English and Polish.
The game's cover art was created using AI.
The game's cover art was created using AI.
The capsule images are heavily edited, but are nonetheless based on AI-generated images. I plan to change this if the game generates enough interest.
Some minor 2D decorative images and a limited number of ambient sound elements were generated using AI-assisted tools during development. These assets are primarily non-core visual or atmospheric elements. All core gameplay systems, design, programming, balance, mechanics, and the overall creative direction of the game were developed by the human development team.
This game uses generative AI in a limited, supportive role during parts of the development process. Specifically, some background images and item images are based on assets generated with the help of generative AI and then manually edited and refined by the developer. Additionally, certain 3D models are created by modifying and adjusting AI-generated base models through manual work. The use of generative AI is limited to the art creation process only. No generative AI is used during gameplay, and no game content is generated or altered by AI at runtime.
This game includes a small number of pre-generated visual assets created with the assistance of generative AI tools during development. All gameplay systems, mechanics, balance, progression, and design decisions are fully human-designed and authored. No generative AI is used during gameplay, and no content is generated dynamically or at runtime.
AI was used to generate some assets, code and music
Generative AI-assisted edits in photoshop were used in the creation of the cover image of this game.
The entire source code of this game was developed with the assistance of generative AI to overcome programming limitations. Additionally, the store assets (capsules, headers, and backgrounds) were created using generative AI tools. The development process, showing how AI was used as a tool to realize this project, is documented on the developer's YouTube channel (Momo_Ger).
Art/Visual
To help with store visuals I used generative AI tools to assist in creating some promotional artwork and banners for the Steam page. All actual game content, gameplay and in-game assets were made without using AI.
Some of the music were labelled as AI-generated by their original authors on Pixabay.
The capsules were created using AI tools.
We are using AI to generate Sprites of the Characters that are Based on Movie Characters, also to create parts of the ingame cutscenes.
Utilized AI to refine drafts, generate some models, and compose the game's music
AI was used to assist in writing marketing text and game descriptions. The game itself does not use AI in gameplay or affect player experience.
AI is used to pre-develop concepts and as an aid. Its second role is to optimize and fix code errors. Finally, it generates most of the game's assets.
A small amount of image materials in this game are generated by AI to enrich the game content
AI tools were used during development for coding assistance (Kiro AI). Store artwork and marketing images were created using Leonardo.ai. Achievement icons were created using PixelLab. No AI content is generated during gameplay - all in-game assets are static and pre-made.
Some music is AI generated. Writing is also checked by AI. Some art is also AI generated and personalized after.
Generative AI was used only to create background images for marketing materials. No AI-generated content is used in gameplay, game assets, or in-game systems.
Some graphics created with AI assistance.
Some in-game visual assets and code snippets were developed with the assistance of generative AI tools. These pre-generated elements were used to enhance the visual quality and technical foundation of the game.
During the development process, AI-based tools are utilized to assist with the creation of visual content only. In all such cases, these tools serve strictly as a support mechanism, and the final product remains a direct reflection of the developer's original vision, design, and standards.
Generative AI was used during development to help with text editing and minor code debugging (mostly because I’m a solo indie dev and needed a hand). AI is not used in the game itself - all gameplay systems, content, and behavior are handcrafted and not generated in real time.
Some Sounds and 2d Image
General AI Usage Disclosure: We use generative AI tools in the following areas of development: Visual Assets: Some in-game textures and marketing banners were initially generated using AI and then manually polished by our artists. Localization: AI was used to facilitate the initial translation process, followed by manual editing for linguistic accuracy. We ensure that all AI-used processes comply with legal requirements and do not infringe on any third-party rights.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Don't Dessert Me! Store/marketing text | Used in the store page description. | ILMGames | - | Mar 18, 2026 | |
Gunshot Survivors VR In-game content text | AI-translated | HachiKuGames | - | Mar 18, 2026 | |
正经出口Exit, Seriously? Dev only codeart | This is a genuine work of 'Cyber-Stitching.' We employed a never-tiring AI assistant to handle the code architecture (composed of 50% blind faith and 50% compiler errors) and some generative architectural models. The student developer's primary role was cheering the AI on from a dorm room and stitching these scattered soul fragments into the underground space you see now. To be honest, without the AI’s infinite patience, this pile of 'crispy' code garbage wouldn't even exist. | Forbidden | - | Mar 18, 2026 | |
Blik Ball Unclear audio | Sound created by KI | Software - made4you | - | Mar 18, 2026 | |
Polygon War In-game content artaudiocode | This game uses AI-generated content in the following areas:
Art Assets: Most textures were AI-generated and manually edited before being used in the game.
Music: Background music was AI-generated.
Development Assistance: Most code was written with AI assistance. All AI-generated code was reviewed and modified by the developer. | 4R | - | Mar 18, 2026 | |
V.E.C.T. Arcade Dev only code | Portions of the game's source code were authored with the assistance of AI tools. All AI-assisted code has been manually reviewed, refined, and tested by the development team. | D-BUG Games | - | Mar 18, 2026 | |
Spell Circle Mage In-game content codetext | Coding and translation were assisted by AI tools and reviewed by human.
All artwork, animations, music, stage design, and gameplay mechanics are 100% handmade. | Sparrow Ball Games | - | Mar 18, 2026 | |
Dragon Arena In-game content art | Created skill icons using AI.
Used AI to turn human-drawn illustrations into the main illustrations. | EOAG Games | 20 | Mar 18, 2026 | |
Hand Almighty In-game content art | Photographs/paintings from the public domain are used to build the game's art. Most editing is done by me - AI is used in a few cases to clean up low-resolution sources. | James Brill | - | Mar 18, 2026 | |
Psionic Machinist In-game content art | AI is used to generate some Steam store page assets, as well as some in-game icons and typography. | Zodiac GameLab | - | Mar 18, 2026 | |
Out West In-game content art | This game does not use generative AI for gameplay, dialogue, environments, or player-facing content. A generative AI tool was used to create small pieces of non-interactive promotional artwork. All in-game assets, systems, and content are created by the developer or licensed from third-party creators. | Lone Wanderer Studios | - | Mar 18, 2026 | |
Laur's Small Game Dev only code | Some code was written with the help of AI. | iTzMeLaur | - | Mar 18, 2026 | |
Tower of Ascension In-game content art | To animate 2D drawings, 3D AI was used to convert them into 3D and then used for animation. | adeliea | - | Mar 18, 2026 | |
Card roguelike of musou farming Store/marketing art | Generate art resources using AI | CHEN JIE | - | Mar 18, 2026 | |
Marble Blade In-game content artaudio | AI used in development for character portraits, abstract images and music | Baker Games Studios | - | Mar 18, 2026 | |
FOURVIVE In-game content audio | The BGM and SFX in this game were generated using artificial intelligence and then refined by the developer before being used. | JerkyCandy | 15 | Mar 18, 2026 | |
Horde Overrun In-game content audio | The music in this game was created using AI. | merius | - | Mar 18, 2026 | |
Friendslop Drive Store/marketing art | Some store art generated with AI help. | Alkame Games | - | Mar 18, 2026 | |
Mo Wu Tian Gong Unclear art | Model and image production were carried out using AI technology | 吴健002 | - | Mar 18, 2026 | |
Donut Die In-game content art | The majority of the visuals derive from one of our earlier products; to improve the experience, we remade them via AI image generation and followed up with extensive post-processing. | Five Rooms | - | Mar 18, 2026 | |
Handmania Dev only code | AI assistance was used during the coding phase of this game. | Just Game Studio | - | Mar 18, 2026 | |
Choiceline Brawl In-game content art | Artificial intelligence was used in the creation of in-game artworks. These assets were curated, reviewed, and integrated to ensure consistency with the game’s artistic direction and quality standards. | Choiceline Brawl | - | Mar 18, 2026 | |
Blast Beam Bang In-game content text | AI was used to assist with localization for languages other than English and Polish. | SWAGamesDev | - | Mar 18, 2026 | |
Catch the Turtle Store/marketing art | The game's cover art was created using AI. | Hede | 11 | Mar 18, 2026 | |
Can deliver? Survival Kit Store/marketing art | The game's cover art was created using AI. | Hede | 11 | Mar 18, 2026 | |
Lumirider Store/marketing art | The capsule images are heavily edited, but are nonetheless based on AI-generated images. I plan to change this if the game generates enough interest. | Diocotron Games | - | Mar 18, 2026 | |
80s Horror Survivors In-game content artaudio | Some minor 2D decorative images and a limited number of ambient sound elements were generated using AI-assisted tools during development. These assets are primarily non-core visual or atmospheric elements. All core gameplay systems, design, programming, balance, mechanics, and the overall creative direction of the game were developed by the human development team. | Alligator Virtual | - | Mar 18, 2026 | |
PIECES OF THE DEEP 〜海底遺産回収録〜 In-game content art | This game uses generative AI in a limited, supportive role during parts of the development process.
Specifically, some background images and item images are based on assets generated with the help of generative AI and then manually edited and refined by the developer. Additionally, certain 3D models are created by modifying and adjusting AI-generated base models through manual work.
The use of generative AI is limited to the art creation process only. No generative AI is used during gameplay, and no game content is generated or altered by AI at runtime. | CoMuCreator | - | Mar 18, 2026 | |
Glyph Gambit: Endgame In-game content art | This game includes a small number of pre-generated visual assets created with the assistance of generative AI tools during development.
All gameplay systems, mechanics, balance, progression, and design decisions are fully human-designed and authored.
No generative AI is used during gameplay, and no content is generated dynamically or at runtime. | AutoIntellect | - | Mar 18, 2026 | |
Sushi Sewers In-game content artcodeaudio | AI was used to generate some assets, code and music | Tom | - | Mar 18, 2026 | |
Scorched Legacy Store/marketing art | Generative AI-assisted edits in photoshop were used in the creation of the cover image of this game. | Whitemarsh Games, LLC | - | Mar 18, 2026 | |
RLRacer Store/marketing codeart | The entire source code of this game was developed with the assistance of generative AI to overcome programming limitations. Additionally, the store assets (capsules, headers, and backgrounds) were created using generative AI tools. The development process, showing how AI was used as a tool to realize this project, is documented on the developer's YouTube channel (Momo_Ger). | Momo_Ger | - | Mar 18, 2026 | |
Frayline Unclear art | Art/Visual | Ferenc Novák | - | Mar 18, 2026 | |
MAZY Store/marketing art | To help with store visuals I used generative AI tools to assist in creating some promotional artwork and banners for the Steam page. All actual game content, gameplay and in-game assets were made without using AI. | Pierpiero | - | Mar 18, 2026 | |
Tied to the Beat In-game content audio | Some of the music were labelled as AI-generated by their original authors on Pixabay. | Javier Lianes García | 20 | Mar 18, 2026 | |
Meow Survivors Store/marketing art | The capsules were created using AI tools. | ILYA KURTAEV | 10 | Mar 18, 2026 | |
Game of Death Movieverse presents: Hellgame - Prologue In-game content art | We are using AI to generate Sprites of the Characters that are Based on Movie Characters, also to create parts of the ingame cutscenes. | Jack Rhodan | - | Mar 18, 2026 | |
Pumpkin Survivor In-game content artaudiotext | Utilized AI to refine drafts, generate some models, and compose the game's music | 多云转晴 | - | Mar 18, 2026 | |
Twisted Ball Pool Store/marketing text | AI was used to assist in writing marketing text and game descriptions. The game itself does not use AI in gameplay or affect player experience. | Skibo Games | - | Mar 18, 2026 | |
Evercrown In-game content artcode | AI is used to pre-develop concepts and as an aid. Its second role is to optimize and fix code errors. Finally, it generates most of the game's assets. | WBA | - | Mar 18, 2026 | |
小小魔法师 In-game content art | A small amount of image materials in this game are generated by AI to enrich the game content | 白辰 | - | Mar 18, 2026 | |
Blockenstein In-game content codeart | AI tools were used during development for coding assistance (Kiro AI). Store artwork and marketing images were created using Leonardo.ai. Achievement icons were created using PixelLab. No AI content is generated during gameplay - all in-game assets are static and pre-made. | Vandazel | - | Mar 18, 2026 | |
Soluna Explorers: Tether Curse of Slimus In-game content audiotextart | Some music is AI generated. Writing is also checked by AI.
Some art is also AI generated and personalized after. | Swineboss | - | Mar 18, 2026 | |
Undead Apocalypse: The Dawn Store/marketing art | Generative AI was used only to create background images for marketing materials. No AI-generated content is used in gameplay, game assets, or in-game systems. | Laszmoe | - | Mar 18, 2026 | |
MARINE.EXE - Desktop RPG In-game content art | Some graphics created with AI assistance. | Exopoint Initiative | - | Mar 18, 2026 | |
SpinObi : Just One More Wave In-game content artcode | Some in-game visual assets and code snippets were developed with the assistance of generative AI tools. These pre-generated elements were used to enhance the visual quality and technical foundation of the game. | Aosis Gaming | - | Mar 18, 2026 | |
Dying for Parts Dev only art | During the development process, AI-based tools are utilized to assist with the creation of visual content only. In all such cases, these tools serve strictly as a support mechanism, and the final product remains a direct reflection of the developer's original vision, design, and standards. | Twikia Studios | - | Mar 18, 2026 | |
Gravscape Dev only textcode | Generative AI was used during development to help with text editing and minor code debugging (mostly because I’m a solo indie dev and needed a hand).
AI is not used in the game itself - all gameplay systems, content, and behavior are handcrafted and not generated in real time. | Kirocet Studio | - | Mar 18, 2026 | |
Zombies & Battery Unclear artaudio | Some Sounds and 2d Image | Ransuz Studio | - | Mar 18, 2026 | |
Sura In-game content arttext | General AI Usage Disclosure: We use generative AI tools in the following areas of development:
Visual Assets: Some in-game textures and marketing banners were initially generated using AI and then manually polished by our artists.
Localization: AI was used to facilitate the initial translation process, followed by manual editing for linguistic accuracy.
We ensure that all AI-used processes comply with legal requirements and do not infringe on any third-party rights. | Crimson Blade | - | Mar 18, 2026 |