Generative AI was used to generate store copy and game assets.
- Creator
- Dustin Runnells
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 26,952 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used to generate store copy and game assets.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Some visual assets used in the game's store presence (such as capsule images) were initially generated with the help of AI tools and then significantly modified and refined by the developer. No AI-generated content is used during gameplay. All in-game assets and mechanics are handcrafted.
The program uses no generative artificial intelligence, The store page contains AI generated images that we are working with artists to replace.
This game comes with a small local running language model to generate fish dialogue. No internet connection / API Keys required.
This game uses AI-generated audio for select in-game dialogue, designed to achieve a synthetic, machine-like sound aesthetic. Certain in-game artwork, including hint posters and environmental paintings, was also created with AI generation tools.
Building a game of this scale as a solo indie developer is a gigantic quest. To bring this vision to life, I utilized AI to help manage the immense development load. I have used AI to help create placeholder assets as visual guides to get the final look and feel, some initial base assets that have since been modified to be game-ready, and, in some rare cases, game elements that did not require further polishing. I have worked hard to ensure the overall quality is as high as possible, given the limitations with funding, personnel and time. What wasn't made with AI: The core game design, idea and execution. Some of the game code, performance optimizations, final polishing, and most final assets. Additionally, some of the development tools, such as the terrain optimizer/generator, targeting, turret, and explosion systems, have been under development as personal hobby projects for nearly a decade. The game was completely visualized, balanced, play tested, and designed by people (the fun part). What is heavily AI-generated: Audio: The audio concepts and prompts were written by me, generated using AI algorithms, and then manually polished where needed. Real human work was required to orchestrate, mix, time, and fit these audio clips seamlessly into the game. Some textures: In a few rare cases, a generated texture was used "as-is" and did not require any additional post-processing or optimization of any kind (excluding cropping or some basic photoshopping).
Some content in this game was created with the assistance of generative AI tools. This includes parts of the intro cinematic, background music, and a small number of visual assets. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure quality and consistency with the overall game experience.
The translations of this game into other languages were created using generative AI tools and reviewed by the development team.
AI was used during development to assist with translations for the game and store page.
As a solo developer, I used AI as my development partner on Tower's Gambit. It has helped me code faster and prototype things quickly. Every design decision, every mechanic, every pixel of this game reflects my vision — AI just helped me get there.
Some visual assets such as fictional product packaging, posters, decorative graphics, icons and marketing materials were created with the help of generative AI and then reviewed/edited before being included in the game.
AI was used during development to assist with brainstorming and iteration, while all final rooms, puzzles, and gameplay mechanics were designed by the developer.
Limited use of AI tools in the production of the game, like: translation of UI text to Chinese, Japanese, Korean.
Icons used in the UI in the game, Steam achievement icons and Steam Store Assets are made with generative AI art.
Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production.
Some visual and textual elements of this game were initially created using generative artificial intelligence tools as part of the development process. All content has subsequently been reviewed, edited, and manually refined by the team to ensure its quality, consistency, and suitability for the final game experience.
"Generative artificial intelligence was used in the design and production of some 2D entities (icons and sprites) within the game."
Pics are generated with AI
Some character and monster concepts were generated using generative AI, then manually modified and refined.
Game development was accelerated through use of AI code assistants to help create and test the software code. Language translations were provided by AI.
AI tools were used during development to assist with text localization, narrative drafting, and music prompt generation. All game design, pixel art, code, and final creative decisions are made by the developer.
AI tools were used to assist in creating some card illustrations during development. We will continuously optimize and update the game's visuals based on development progress.
In the development of Cubie, generative AI tools were used to assist in the creation of various 2D graphical assets and environmental artwork. Additionally, AI was utilized to support the localization process, ensuring a better experience for players in different languages. All AI-generated content has been manually reviewed and refined to maintain the game's artistic vision and quality.
I used AI-assisted tools to help create and animate characters, manually refining and adapting them to fit the game's art style. All other content, including world-building, UI, SFX, VFX, was either licensed from professional artists or created traditionally.
AI-Generated Content Disclosure: This game includes AI-generated and AI-assisted content. Most 2D art assets (including character/prop/environment illustrations, icons, and UI artwork) were created using generative AI tools and then reviewed and edited by the developer for consistency and quality. Most audio assets (including sound effects and some music/ambience, if applicable) were also created using AI generation tools and then post-processed (editing, mixing, and mastering) by the developer. All AI-generated content is curated and integrated by the developer, and the final in-game assets may include manual modifications and additional original work.
background music tracks were created with the assistance of generative AI. No AI-generated content is created during gameplay.
AI Disclosure This game was developed by a solo developer using AI-assisted tools for image generation and coding support. All creative direction, game design, narrative, and artistic vision were conceived and executed by the developer. AI tools were used to make solo development feasible — not to replace creativity, but to support it.
该游戏图像包含AI辅助
We use generative AI tools during our development process to assist in the creation of certain visual assets, such as concept art for environments and base textures for some 3D models. All AI-generated content is meticulously refined and integrated by our team to ensure it meets the artistic standards of Quantum Fight: Aero 2299. Our goal is to use these technologies as a support tool to enhance the game's atmosphere while maintaining full creative control over the final experience.
This game uses generative AI to power character dialogue. No AI is used for art assets, music, or pre-generated content.
Some pre-generated visual assets in Grimshaw's Blotto were created with the assistance of generative AI during development. The game does not generate AI content during gameplay.
3D Modeling Tool: Meshy (or Unity Asset store) Giant eye (2D Sprite): Nano Banana
This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer. All language translations were done using Claude. If there are any mistranslations, please contact me to fix them!
The promotional video visuals, character portrait concepts, and trailer voiceovers for this game were assisted by generative AI tools (such as Midjourney and ElevenLabs). All AI-generated assets have been strictly curated, manually edited, and composited by the developer to ensure they match the game's creative vision.
COVER TEXT TRANSLATE TEXT SOME AUDIO FILES
AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages.
A small number of visual elements in this game have been created using generative artificial intelligence. These AI-generated images are limited to a few specific artworks, while the vast majority of visuals, as well as all gameplay, story, and mechanics, are crafted by professional artists and staff.
Some images were AI-generated.
AI was used to generate art for textures and voiceovers for this game
AI was only used to translate the Steam store page
Textures for billboards are made with AI to showoff the "AI car company" The AI art is easily noticable and intentional Text to Speech software is used for the AI cars commands. this can be toggled off ingame LLM is used in the steampage description, THOUGH it has not written a single word of the description, it was just used to find proper words and sentences to make it look like it was written by the AI bot of the car.
This game includes some AI-generated visual assets, such as certain in-game images and store page artwork like the logo are ai. These assets are used for visual design purposes and do not impact gameplay or player interaction.
AI is used to create codes for the game, also used to create some graphical elements, like usage of upscayl to create larger map, some character may also created with ai. Texture etc is hand made, (see full disclosure in credits page within the game, this page also available in demo)
This game includes some AI-generated sound effects. All other content is human crafted.
Only used for some sound effects.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
The image used on the main menu and the images for marketing.
Some store page assets were edited with AI
This game uses generative AI to produce real-time, dialogue-based explanations, narrative content, and key summaries during gameplay (with optional AI-generated voice output). The generated content dynamically adapts based on player inputs, such as uploaded papers or text, as well as in-game choices, and is used solely for in-game presentation. Players are advised not to input sensitive personal information and to independently verify any important information.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dustwalker Store/marketing textart | Generative AI was used to generate store copy and game assets. | Dustin Runnells | - | May 23, 2026 | |
Florence Mirror In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | FLOREGO, EerieEchoGames | - | May 23, 2026 | |
The Crowd Decides In-game content art | Some visual assets used in the game's store presence (such as capsule images) were initially generated with the help of AI tools and then significantly modified and refined by the developer.
No AI-generated content is used during gameplay. All in-game assets and mechanics are handcrafted. | David C. | - | May 23, 2026 | |
Multi Screen VR Store/marketing art | The program uses no generative artificial intelligence, The store page contains AI generated images that we are working with artists to replace. | multiscreenvr@gmail.com | - | May 23, 2026 | |
Retro Pond Live AI text | This game comes with a small local running language model to generate fish dialogue. No internet connection / API Keys required. | msky | - | May 23, 2026 | |
Div Zero In-game content audioart | This game uses AI-generated audio for select in-game dialogue, designed to achieve a synthetic, machine-like sound aesthetic. Certain in-game artwork, including hint posters and environmental paintings, was also created with AI generation tools. | ImmersiveXLabs | - | May 23, 2026 | |
Red Conflict 2044 In-game content artaudio | Building a game of this scale as a solo indie developer is a gigantic quest. To bring this vision to life, I utilized AI to help manage the immense development load.
I have used AI to help create placeholder assets as visual guides to get the final look and feel, some initial base assets that have since been modified to be game-ready, and, in some rare cases, game elements that did not require further polishing. I have worked hard to ensure the overall quality is as high as possible, given the limitations with funding, personnel and time.
What wasn't made with AI:
The core game design, idea and execution. Some of the game code, performance optimizations, final polishing, and most final assets. Additionally, some of the development tools, such as the terrain optimizer/generator, targeting, turret, and explosion systems, have been under development as personal hobby projects for nearly a decade. The game was completely visualized, balanced, play tested, and designed by people (the fun part).
What is heavily AI-generated:
Audio: The audio concepts and prompts were written by me, generated using AI algorithms, and then manually polished where needed. Real human work was required to orchestrate, mix, time, and fit these audio clips seamlessly into the game.
Some textures: In a few rare cases, a generated texture was used "as-is" and did not require any additional post-processing or optimization of any kind (excluding cropping or some basic photoshopping). | NBS-Games | - | May 23, 2026 | |
Reclaim: Earth Protocol In-game content artaudiotext | Some content in this game was created with the assistance of generative AI tools. This includes parts of the intro cinematic, background music, and a small number of visual assets. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure quality and consistency with the overall game experience. | Lazy Avocado Studio | - | May 23, 2026 | |
Chip Away In-game content text | The translations of this game into other languages were created using generative AI tools and reviewed by the development team. | Domeldor | - | May 23, 2026 | |
Prehistoric Pit In-game content text | AI was used during development to assist with translations for the game and store page. | Moko | - | May 23, 2026 | |
Tower's Gambit Dev only code | As a solo developer, I used AI as my development partner on Tower's Gambit. It has helped me code faster and prototype things quickly. Every design decision, every mechanic, every pixel of this game reflects my vision — AI just helped me get there. | Donut Rampage | - | May 23, 2026 | |
Nerd Shop Simulator In-game content art | Some visual assets such as fictional product packaging, posters, decorative graphics, icons and marketing materials were created with the help of generative AI and then reviewed/edited before being included in the game. | Patrick Schlothmann | - | May 23, 2026 | |
Forbidden buttons Dev only | AI was used during development to assist with brainstorming and iteration, while all final rooms, puzzles, and gameplay mechanics were designed by the developer. | Kevin Bjorvand | - | May 23, 2026 | |
Riftweaver's Deck In-game content text | Limited use of AI tools in the production of the game, like: translation of UI text to Chinese, Japanese, Korean. | DB Creative | - | May 23, 2026 | |
Hel Survivor In-game content art | Icons used in the UI in the game, Steam achievement icons and Steam Store Assets are made with generative AI art. | KHQ | - | May 23, 2026 | |
Project Ants Dev only art | Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production. | Ant Team | - | May 23, 2026 | |
Road To Glory In-game content arttext | Some visual and textual elements of this game were initially created using generative artificial intelligence tools as part of the development process. All content has subsequently been reviewed, edited, and manually refined by the team to ensure its quality, consistency, and suitability for the final game experience. | UPLAY Online | - | May 23, 2026 | |
Revenge Of Destiny In-game content art | "Generative artificial intelligence was used in the design and production of some 2D entities (icons and sprites) within the game." | ULCgames | - | May 23, 2026 | |
Claim Denied! Store/marketing art | Pics are generated with AI | SunsixStudios | - | May 23, 2026 | |
GridFall: Nine-Grid In-game content art | Some character and monster concepts were generated using generative AI, then manually modified and refined. | SnowTide.Studio | - | May 23, 2026 | |
PhotoBricks In-game content codetext | Game development was accelerated through use of AI code assistants to help create and test the software code.
Language translations were provided by AI. | Berenott Digital | - | May 23, 2026 | |
Sorry, My King In-game content textaudio | AI tools were used during development to assist with text localization,
narrative drafting, and music prompt generation. All game design, pixel art,
code, and final creative decisions are made by the developer. | Game Crafters Collective | - | May 23, 2026 | |
Tabletop Survivors In-game content art | AI tools were used to assist in creating some card illustrations during development. We will continuously optimize and update the game's visuals based on development progress. | Rens Studio | - | May 23, 2026 | |
Cubie In-game content arttext | In the development of Cubie, generative AI tools were used to assist in the creation of various 2D graphical assets and environmental artwork. Additionally, AI was utilized to support the localization process, ensuring a better experience for players in different languages. All AI-generated content has been manually reviewed and refined to maintain the game's artistic vision and quality. | Radvi Games | - | May 23, 2026 | |
Solo Grinding In-game content art | I used AI-assisted tools to help create and animate characters, manually refining and adapting them to fit the game's art style.
All other content, including world-building, UI, SFX, VFX, was either licensed from professional artists or created traditionally. | SoloGearGames | - | May 23, 2026 | |
RoPos In-game content artaudio | AI-Generated Content Disclosure:
This game includes AI-generated and AI-assisted content. Most 2D art assets (including character/prop/environment illustrations, icons, and UI artwork) were created using generative AI tools and then reviewed and edited by the developer for consistency and quality.
Most audio assets (including sound effects and some music/ambience, if applicable) were also created using AI generation tools and then post-processed (editing, mixing, and mastering) by the developer.
All AI-generated content is curated and integrated by the developer, and the final in-game assets may include manual modifications and additional original work. | GoodVibes Pado | - | May 23, 2026 | |
Guild of Three In-game content audio | background music tracks were created with the assistance of generative AI.
No AI-generated content is created during gameplay. | BlueTale | - | May 23, 2026 | |
Seven Nights In The Dark Dev only artcode | AI Disclosure
This game was developed by a solo developer using AI-assisted tools for image generation and coding support. All creative direction, game design, narrative, and artistic vision were conceived and executed by the developer. AI tools were used to make solo development feasible — not to replace creativity, but to support it. | NYX Gaming Studio | - | May 23, 2026 | |
树人 In-game content art | 该游戏图像包含AI辅助 | Lostoar Studio | - | May 23, 2026 | |
Quantum Fight : Aero 2299 In-game content art | We use generative AI tools during our development process to assist in the creation of certain visual assets, such as concept art for environments and base textures for some 3D models. All AI-generated content is meticulously refined and integrated by our team to ensure it meets the artistic standards of Quantum Fight: Aero 2299. Our goal is to use these technologies as a support tool to enhance the game's atmosphere while maintaining full creative control over the final experience. | diverres jean-yves | - | May 23, 2026 | |
AI School Simulator In-game content text | This game uses generative AI to power character dialogue. No AI is used for art assets, music, or pre-generated content. | StarForge Software | - | May 23, 2026 | |
Grimshaw's Blotto In-game content art | Some pre-generated visual assets in Grimshaw's Blotto were created with the assistance of generative AI during development. The game does not generate AI content during gameplay. | GhostRZZR | - | May 23, 2026 | |
We are one body In-game content art | 3D Modeling Tool: Meshy (or Unity Asset store)
Giant eye (2D Sprite): Nano Banana | Yang9 | - | May 23, 2026 | |
Rogue Mate In-game content text | This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer.
All language translations were done using Claude. If there are any mistranslations, please contact me to fix them! | MiThiKaL Productions | - | May 23, 2026 | |
Football Ambition Store/marketing artaudio | The promotional video visuals, character portrait concepts, and trailer voiceovers for this game were assisted by generative AI tools (such as Midjourney and ElevenLabs). All AI-generated assets have been strictly curated, manually edited, and composited by the developer to ensure they match the game's creative vision. | Orion Pulse Digital | - | May 23, 2026 | |
COZY MOVING DAY Unclear textaudio | COVER
TEXT
TRANSLATE TEXT
SOME AUDIO FILES | SIENTURE | - | May 23, 2026 | |
Midnight Queue In-game content arttext | AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages. | CORISCO STUDIO | - | May 23, 2026 | |
Signal Scavenger In-game content art | A small number of visual elements in this game have been created using generative artificial intelligence. These AI-generated images are limited to a few specific artworks, while the vast majority of visuals, as well as all gameplay, story, and mechanics, are crafted by professional artists and staff. | Iraqi Games Studio | - | May 23, 2026 | |
Claire Darksage and the Penumbra Deaths Collector's Edition Unclear art | Some images were AI-generated. | IKIGames | - | May 23, 2026 | |
OBSERVE In-game content artaudio | AI was used to generate art for textures and voiceovers for this game | Chris Alvey | - | May 23, 2026 | |
After Hue In-game content text | AI was only used to translate the Steam store page | Afterthought | - | May 23, 2026 | |
Find AI Parking Spot In-game content artaudiotext | Textures for billboards are made with AI to showoff the "AI car company" The AI art is easily noticable and intentional
Text to Speech software is used for the AI cars commands. this can be toggled off ingame
LLM is used in the steampage description, THOUGH it has not written a single word of the description, it was just used to find proper words and sentences to make it look like it was written by the AI bot of the car. | LGS | - | May 23, 2026 | |
Subsurface In-game content art | This game includes some AI-generated visual assets, such as certain in-game images and store page artwork like the logo are ai. These assets are used for visual design purposes and do not impact gameplay or player interaction. | Tyler Powell Studios | - | May 23, 2026 | |
Region at War: The Shogun's Tale of War In-game content artcode | AI is used to create codes for the game, also used to create some graphical elements, like usage of upscayl to create larger map, some character may also created with ai. Texture etc is hand made, (see full disclosure in credits page within the game, this page also available in demo) | ngotak game studio | - | May 23, 2026 | |
Field Recordings In-game content audio | This game includes some AI-generated sound effects. All other content is human crafted. | DuskSoft | - | May 23, 2026 | |
Climber Toys: Together In-game content audio | Only used for some sound effects. | Violet Studios | 12 | May 23, 2026 | |
CTRLR.CLUB In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | CTRLR.CLUB | - | May 23, 2026 | |
Scrap Planet Store/marketing art | The image used on the main menu and the images for marketing. | Mathew Mander | - | May 23, 2026 | |
All or Nothing Store/marketing art | Some store page assets were edited with AI | DeeGee Games | - | May 23, 2026 | |
Paper2Galgame Live AI text | This game uses generative AI to produce real-time, dialogue-based explanations, narrative content, and key summaries during gameplay (with optional AI-generated voice output).
The generated content dynamically adapts based on player inputs, such as uploaded papers or text, as well as in-game choices, and is used solely for in-game presentation.
Players are advised not to input sensitive personal information and to independently verify any important information. | TamikiP | 87 | May 23, 2026 |