部分背景音乐使用人工智能辅助合成
- Creator
- 寒悦Hannyueh
- Reviews
- -
- Added
- Sep 22, 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.
部分背景音乐使用人工智能辅助合成
Stick Life is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws, the achievement icons and parts of this store page were made with the help of generative AI tools, then played, reviewed and edited by the developer. Nothing is generated by AI while you play.
AI (Images v.2.5 by OpenAI: chatGPT v.5.6) was used to: - generate the game logo; - generate textures for physical materials (bricks, stones, etc.); - generate backgrounds; - generate diamonds, balls, stands, teleports; - generate text labels; This game does not use AI to live-generate content or code during gameplay. All AI assets have undergone human post-processing.
Generative AI tools were used during development to help refine some of the game's content and development tasks. No content is generated by AI in real-time during gameplay.
Generative AI tools were used during development to assist with the creation of some visual assets, textures, and promotional artwork. All AI-assisted content was reviewed, selected, edited where appropriate, and integrated by the developer.
Some art, music and the non-English translations were created with the help of AI tools during development, then edited by hand. Everything ships as static files; nothing is generated while you play.
Railminer was developed in collaboration with generative AI.
Generative AI was used for artwork creation and localization.
This game uses AI tools in the following ways: Music: Composed using Suno. Code: Written and debugged with AI assistance. Art: Created with AI assistance. All AI-assisted content was reviewed, edited, and finalized by the developer.
Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand.
Some 3D models and some icons in the game were created with generative AI tools. Steam store images were created with generative AI. All translations were produced with generative AI.
We used AI to generate several parts of the game and the models.
During development, generative artificial intelligence tools were used to create some pre-rendered static images featured in the game and in the Store page materials (illustrations and promotional graphics). All content was selected, reviewed and integrated manually by the developer. The game does not use generative AI during gameplay and does not generate content in real time.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist with visual assets, music and programming. Generated outputs were reviewed, edited and integrated by the developer to fit the game’s design and creative direction.
SMASH & GRAB uses generative AI for pre-generated content that is reviewed and edited by the team before it ships. Card portraits and their collectible variants, the rival figures and props, the key art, and the store capsules were produced with image and 3D generation tools (Meshy, OpenArt) from our own prompts and references. Voice lines use synthetic voices from ElevenLabs; no real person's voice was cloned. The music beds were generated with ElevenLabs, and the store trailer was assembled from AI-generated clips (Kling via OpenArt). Card names, bios, and other in-game text were drafted with a large language model and edited by the team. Nothing is generated while you play: the game does not create content live.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
AI was used to generate sounds as well as images in the game.
The game includes a limited number of developer-reviewed AI-assisted 2D atmospheric illustrations used as static, non-interactive UI/background art. They are not gameplay screenshots, playable characters, dialogue, code, or user-generated content. Interactive levels, gameplay systems, text, and the in-game 3D presentation are authored or assembled by the developer using project-owned and separately tracked third-party assets.
Some artwork and localization in Grave Company were created with the assistance of generative AI. This content was reviewed and adjusted by the development team before release.
Crimson Nova is designed by me and made using AI tools. Character art, backgrounds and full-screen illustrations were generated with AI image tools, then selected, edited, composited and animated by me. Voices and music were generated with AI audio tools, then edited and mixed by me. The seven non-English text versions are AI translations. The game does not generate any content while it is being played.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Generative AI tools were used during development to assist with coding, music, dialogue writing, and texture assets. All content has been reviewed and approved by the developer.
This game uses generative AI for: in-game product packaging (bento, ice cream, chips, cup noodles, gummies, gum, chocolate, candy, dried snacks, stationery, sundries, bath salts, hair care and hair color, coffee/tea boxes, drink and can labels, magazine covers, newspaper pages, and so on); full-screen art (title background, intro and epilogue illustrations, character icons, the morning results screen, the store floor plan, skill cards, skill icons, and effect overlays); some UI elements (panels, buttons, tabs); outdoor art and props (night sky panorama, vending machines, signage, banner flags, pavement, building walls, the traffic signal textures and the textures of small props by the entrance); the store capsule art and achievement icons; some 3D models (the radio by the register, the parking wheel stops, the trash bins by the entrance, three parked cars, the traffic lights, the coffee machine, the oden pot, the bun steamer and the bread crates, generated with Meshy and finished by the developer in Blender); and the background music (title and in-store tracks, also used in the trailer), generated with Suno and selected and arranged by the developer. All generated assets were reviewed and edited by the developer to avoid resembling real trademarks, people, or works. No content is generated by AI at runtime.
Some in-game 2D art assets were created with the assistance of generative AI tools, then curated and integrated by the developer. The game does not generate content with AI during gameplay and does not connect to external AI services.
The assets on the store page are created with AI assistance.
This game uses generative AI as part of the development process. ChatGPT was used for planning, specification review, and the creation of some base visual assets, while Codex was used to assist with code generation, implementation, and testing. Some visual assets were generated as base material and then edited and refined in tools such as Photoshop. SOUNDRAW was used for some background music, and ElevenLabs was used for some sound effects. All AI-generated content was created during development. The game does not use generative AI to create content in real time during gameplay. Final design, editing, implementation, and selection decisions were made by the developer.
Store descriptions, in-game text (the hive's log) and their translations are drafted with an AI assistant and reviewed and edited by the developer. No AI-generated images, audio or 3D assets: all visuals are captured from the game, built on licensed third-party assets.
The store images are generated using AI
We used AI in both the game's art and code, but we still made it with a lot of care and love for the fun of it — we hope you enjoy it.
This game was vibe coded in C++ with Claude Code Opus 5, and some GPT-6 Astra while I operated Unreal Engine 5.7. Many of the assets were purchased at fab.com, and the voices are from elevenlabs.io. Call it shovelware if you like, I had fun shoveling.
Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services.
Generative AI was used for some of the artwork and text: the 3D representation of the motorcycles, the achievement icons, the artwork on this page, and text in the game and store, including the English version. All of it is pre-rendered - created during development, not while you play. No AI runs while the game is running: the race simulation and vehicle physics are computed on the server, the engine sound is synthesised in the game itself, and the circuit layouts are based on real geodata from OpenStreetMap contributors (ODbL).
Generative AI was used during development to assist with the creation of some visual assets, as well as marketing materials. AI-generated assets were reviewed, edited, and integrated by the developer as part of the game's overall art direction. Generative AI is not used to generate content or code during gameplay.
Pre-generated AI-assisted content: portions of the game's 2D art, music, sound effects, NPC voice lines, and promotional artwork were created with AI generation tools during development, then reviewed and finalized by the developer. No AI content is generated at runtime.
Generative AI tools were used during development to assist with the creation of some visual assets, promotional artwork, and selected localization or text drafts. All AI-assisted content was reviewed by the developer and, where needed, edited before being included in the game or its Steam store materials. The game does not generate AI content during gameplay and does not connect to external AI services.
Features generated texturework.
Some sound effects were pre-generated using ElevenLabs, then selected and edited by the developer. The game’s UI and visual elements are rendered directly in code and do not use separate AI-generated image assets. Generative AI assisted with the design and implementation of the UI and rendering code. The game does not call generative AI models or generate content in real time during gameplay.
Generative AI was used as a design assistant for the title logo. The generated layout was reviewed, edited, and incorporated by the developer. No content is generated during gameplay.
Music production is AI assisted and human curated. The game "engine" itself is engineered/verified with LLM assistance. Visual assets are handmade.
Used only to generate some images.
AI was used to improve the graphics and code. All the ideas came from me or from my experiences in my daily clinical and academic life.
AI was used to help code and program the game.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Generative AI tools were used during development to assist with the creation of some visual assets and localization. All AI-assisted content was reviewed and edited by the developer before being included in the game. No content is generated by AI during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
回南天 The Ferry In-game content audio | 部分背景音乐使用人工智能辅助合成 | 寒悦Hannyueh | - | Sep 22, 2026 | |
Stick Life: The Daily Grind In-game content arttextcode | Stick Life is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws, the achievement icons and parts of this store page were made with the help of generative AI tools, then played, reviewed and edited by the developer. Nothing is generated by AI while you play. | Drangus Studios | - | Sep 22, 2026 | |
Pyramids In-game content arttext | AI (Images v.2.5 by OpenAI: chatGPT v.5.6) was used to:
- generate the game logo;
- generate textures for physical materials (bricks, stones, etc.);
- generate backgrounds;
- generate diamonds, balls, stands, teleports;
- generate text labels;
This game does not use AI to live-generate content or code during gameplay.
All AI assets have undergone human post-processing. | GraphXGames | - | Sep 22, 2026 | |
AeroBloom Dev only | Generative AI tools were used during development to help refine some of the game's content and development tasks. No content is generated by AI in real-time during gameplay. | Quito Digital Works | - | Sep 22, 2026 | |
Meepertonville In-game content art | Generative AI tools were used during development to assist with the creation of some visual assets, textures, and promotional artwork. All AI-assisted content was reviewed, selected, edited where appropriate, and integrated by the developer. | SunlightTrippin | - | Sep 22, 2026 | |
Chesstics In-game content artaudiotext | Some art, music and the non-English translations were created with the help of AI tools during development, then edited by hand. Everything ships as static files; nothing is generated while you play. | Florian Strasser | - | Sep 22, 2026 | |
Railminer Unclear | Railminer was developed in collaboration with generative AI. | ChritzleCraft | - | Sep 22, 2026 | |
Waymark In-game content arttext | Generative AI was used for artwork creation and localization. | Polaris Lore | - | Sep 22, 2026 | |
PATH IT In-game content audioartcode | This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer. | HuntForge | - | Sep 22, 2026 | |
The Doringbult Detective In-game content art | Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand. | STANDER Games | - | Sep 22, 2026 | |
One More Claw In-game content arttext | Some 3D models and some icons in the game were created with generative AI tools. Steam store images were created with generative AI. All translations were produced with generative AI. | YogurtGames | - | Sep 22, 2026 | |
Unlucky In-game content art | We used AI to generate several parts of the game and the models. | Piece Of Web | - | Sep 22, 2026 | |
Nonogram Duel In-game content art | During development, generative artificial intelligence tools were used to create some pre-rendered static images featured in the game and in the Store page materials (illustrations and promotional graphics).
All content was selected, reviewed and integrated manually by the developer.
The game does not use generative AI during gameplay and does not generate content in real time. | Alessio Perilli | - | Sep 22, 2026 | |
Chromaline Shuttle art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Chromaline Shuttle Studio | - | Sep 22, 2026 | |
Copperburrow Company art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Copperburrow Company Studio | - | Sep 22, 2026 | |
Zombie Junction art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Zombie Junction Studio | - | Sep 22, 2026 | |
Ourself In-game content arttext | The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play. | BOGITY LLC | - | Sep 22, 2026 | |
Tide Pools In-game content artaudiocode | Generative AI tools were used during development to assist with visual assets, music and programming. Generated outputs were reviewed, edited and integrated by the developer to fit the game’s design and creative direction. | MrBongoBong | - | Sep 22, 2026 | |
Smash & Grab In-game content artaudiotext | SMASH & GRAB uses generative AI for pre-generated content that is reviewed and edited by the team before it ships. Card portraits and their collectible variants, the rival figures and props, the key art, and the store capsules were produced with image and 3D generation tools (Meshy, OpenArt) from our own prompts and references. Voice lines use synthetic voices from ElevenLabs; no real person's voice was cloned. The music beds were generated with ElevenLabs, and the store trailer was assembled from AI-generated clips (Kling via OpenArt). Card names, bios, and other in-game text were drafted with a large language model and edited by the team. Nothing is generated while you play: the game does not create content live. | Hashbang Games | - | Sep 22, 2026 | |
Paws & Patches art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Paws & Patches Studio | - | Sep 22, 2026 | |
Last Delivery In-game content artaudio | AI was used to generate sounds as well as images in the game. | PizzaForPeople | - | Sep 22, 2026 | |
猛鬼搬家公司 In-game content art | The game includes a limited number of developer-reviewed AI-assisted 2D atmospheric illustrations used as static, non-interactive UI/background art. They are not gameplay screenshots, playable characters, dialogue, code, or user-generated content. Interactive levels, gameplay systems, text, and the in-game 3D presentation are authored or assembled by the developer using project-owned and separately tracked third-party assets. | Bannye | - | Sep 22, 2026 | |
Grave Company In-game content arttext | Some artwork and localization in Grave Company were created with the assistance of generative AI. This content was reviewed and adjusted by the development team before release. | Clauzen Entertainment | - | Sep 22, 2026 | |
Crimson Nova: The Star Gear Jobs In-game content artaudiotext | Crimson Nova is designed by me and made using AI tools. Character art, backgrounds and full-screen illustrations were generated with AI image tools, then selected, edited, composited and animated by me. Voices and music were generated with AI audio tools, then edited and mixed by me. The seven non-English text versions are AI translations. The game does not generate any content while it is being played. | Broken Visor | - | Sep 22, 2026 | |
Battleborne Isles art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Battleborne Isles Studio | - | Sep 22, 2026 | |
Cannonwake Clash Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Cannonwake Clash Studio | - | Sep 22, 2026 | |
Globecide In-game content artaudiotext | Generative AI tools were used during development to assist with coding, music, dialogue writing, and texture assets. All content has been reviewed and approved by the developer. | EEE Games | - | Sep 22, 2026 | |
Tidy Till Dawn In-game content artaudio | This game uses generative AI for: in-game product packaging (bento, ice cream, chips, cup noodles, gummies, gum, chocolate, candy, dried snacks, stationery, sundries, bath salts, hair care and hair color, coffee/tea boxes, drink and can labels, magazine covers, newspaper pages, and so on); full-screen art (title background, intro and epilogue illustrations, character icons, the morning results screen, the store floor plan, skill cards, skill icons, and effect overlays); some UI elements (panels, buttons, tabs); outdoor art and props (night sky panorama, vending machines, signage, banner flags, pavement, building walls, the traffic signal textures and the textures of small props by the entrance); the store capsule art and achievement icons; some 3D models (the radio by the register, the parking wheel stops, the trash bins by the entrance, three parked cars, the traffic lights, the coffee machine, the oden pot, the bun steamer and the bread crates, generated with Meshy and finished by the developer in Blender); and the background music (title and in-store tracks, also used in the trailer), generated with Suno and selected and arranged by the developer. All generated assets were reviewed and edited by the developer to avoid resembling real trademarks, people, or works. No content is generated by AI at runtime. | KK WORKS | - | Sep 22, 2026 | |
Hit the Anvil In-game content art | Some in-game 2D art assets were created with the assistance of generative AI tools, then curated and integrated by the developer. The game does not generate content with AI during gameplay and does not connect to external AI services. | 7degree3 | - | Sep 22, 2026 | |
江湖沉默 Store/marketing art | The assets on the store page are created with AI assistance. | 江湖沉默 | - | Sep 22, 2026 | |
Hex Reverse In-game content artaudiocode | This game uses generative AI as part of the development process. ChatGPT was used for planning, specification review, and the creation of some base visual assets, while Codex was used to assist with code generation, implementation, and testing.
Some visual assets were generated as base material and then edited and refined in tools such as Photoshop. SOUNDRAW was used for some background music, and ElevenLabs was used for some sound effects.
All AI-generated content was created during development. The game does not use generative AI to create content in real time during gameplay. Final design, editing, implementation, and selection decisions were made by the developer. | IsaoWorks | - | Sep 22, 2026 | |
Hive Earth: Idle Invasion In-game content text | Store descriptions, in-game text (the hive's log) and their translations are drafted with an AI assistant and reviewed and edited by the developer.
No AI-generated images, audio or 3D assets: all visuals are captured from the game, built on licensed third-party assets. | Massimiliano Scarpetta | - | Sep 22, 2026 | |
Mortal Xiuxian Store/marketing art | The store images are generated using AI | StarMatrix Labs | - | Sep 22, 2026 | |
POCKET MONSTERS AUTOBATTLER In-game content artcode | We used AI in both the game's art and code, but we still made it with a lot of care and love for the fun of it — we hope you enjoy it. | Mokujin | - | Sep 22, 2026 | |
Leonard Sibelius Dev only code | This game was vibe coded in C++ with Claude Code Opus 5, and some GPT-6 Astra while I operated Unreal Engine 5.7. Many of the assets were purchased at fab.com, and the voices are from elevenlabs.io. Call it shovelware if you like, I had fun shoveling. | Walt Parkman | - | Sep 22, 2026 | |
Desktop Tide In-game content arttext | Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services. | Moonwrought Studio | - | Sep 22, 2026 | |
Moto Racing Manager In-game content arttext | Generative AI was used for some of the artwork and text: the 3D representation
of the motorcycles, the achievement icons, the artwork on this page, and text in
the game and store, including the English version. All of it is pre-rendered -
created during development, not while you play.
No AI runs while the game is running: the race simulation and vehicle physics
are computed on the server, the engine sound is synthesised in the game itself,
and the circuit layouts are based on real geodata from OpenStreetMap
contributors (ODbL). | MRM Games | - | Sep 22, 2026 | |
Sandpipers! The Sea-Quell In-game content art | Generative AI was used during development to assist with the creation of some visual assets, as well as marketing materials. AI-generated assets were reviewed, edited, and integrated by the developer as part of the game's overall art direction. Generative AI is not used to generate content or code during gameplay. | David Dresner | - | Sep 22, 2026 | |
铸剑者 In-game content artaudiotext | Pre-generated AI-assisted content: portions of the game's 2D art, music, sound effects, NPC voice lines, and promotional artwork were created with AI generation tools during development, then reviewed and finalized by the developer. No AI content is generated at runtime. | SUN | - | Sep 22, 2026 | |
废土小饭馆 In-game content arttext | Generative AI tools were used during development to assist with the creation of some visual assets, promotional artwork, and selected localization or text drafts. All AI-assisted content was reviewed by the developer and, where needed, edited before being included in the game or its Steam store materials.
The game does not generate AI content during gameplay and does not connect to external AI services. | Bannye | - | Sep 22, 2026 | |
Shelf Stacker: Toy Store In-game content art | Features generated texturework. | QB Interactive | - | Sep 22, 2026 | |
QuadRaid In-game content audioartcode | Some sound effects were pre-generated using ElevenLabs, then selected and edited by the developer. The game’s UI and visual elements are rendered directly in code and do not use separate AI-generated image assets. Generative AI assisted with the design and implementation of the UI and rendering code. The game does not call generative AI models or generate content in real time during gameplay. | DoplayStudio | - | Sep 22, 2026 | |
蒼海 -AOMI- In-game content art | Generative AI was used as a design assistant for the title logo. The generated layout was reviewed, edited, and incorporated by the developer. No content is generated during gameplay. | OZ | - | Sep 22, 2026 | |
Beefarunna In-game content audiocode | Music production is AI assisted and human curated. The game "engine" itself is engineered/verified with LLM assistance.
Visual assets are handmade. | zinkem | - | Sep 22, 2026 | |
A Needle In A Haystack: Sorting Game Unclear art | Used only to generate some images. | Thinflow Games | - | Sep 22, 2026 | |
Chefarzt Dev only artcode | AI was used to improve the graphics and code. All the ideas came from me or from my experiences in my daily clinical and academic life. | eiz9r industries | - | Sep 22, 2026 | |
Ping Ball! Dev only code | AI was used to help code and program the game. | PLLVGS | - | Sep 22, 2026 | |
Grocery Store Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 22, 2026 | |
Farmer Life Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 22, 2026 | |
CROVA CHAIN In-game content arttext | Generative AI tools were used during development to assist with the creation of some visual assets and localization. All AI-assisted content was reviewed and edited by the developer before being included in the game. No content is generated by AI during gameplay. | 방구석 개발진 | - | Sep 22, 2026 |