Pre-generated AI artwork, music and sound effects. No live AI generation during gameplay.
- Creator
- chi yin so
- Reviews
- -
- Added
- Oct 1, 2026
Public Steam disclosure research 25,376 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.
Pre-generated AI artwork, music and sound effects. No live AI generation during gameplay.
Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service.
Pre-generated AI-assisted art and text are used. Tencent Hunyuan 3D helped create initial models and textures; OpenAI image tools helped create UI art and reference images. Assets were edited and optimized for the game. Some fixed UI text, incident captions and translations were drafted with AI assistance. No AI content is generated during gameplay.
I’m a solo developer, and artificial intelligence was used in the creation of this game.
Generative AI tools were used to create and refine promotional artwork and startup/loading artwork based on our game’s character designs. The startup artwork is included in the game.
作品に登場するキャラクターイラスト・CGの一部制作過程で、生成AIツールを使用しています。すべての画像は開発者が選定・調整を行った上でゲームに使用しています。
VO production was developed with the assistance of voice generation software.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay.
Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play.
Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it.
The game's code, which procedurally generates all 3D models, textures, sound effects and music at runtime, was written with the help of an AI coding assistant, as were the store description, marketing images and trailer. No AI generation happens while the game is running.
music made by suno
Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool. Modeling: A handfull of props where generated using AI. Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language.
AI was used to make some scripts and some voice lines
We combined hands-on development with AI tools to help speed up our workflow, including work on artwork, music, text, and translations. Our team designed and built the game, guided its creative direction, and edited and refined the visuals to match TIP or RIP’s cartoon style.
Translations to all languages except English and Spanish were generated by AI.
Generative AI tools were used during development to help create portions of the artwork and promotional imagery, prerecorded voice-over, and some game text and localization. These materials are prepared in advance. The game does not generate AI content during gameplay or connect to external generative AI services.
Generative AI is used only for translations in this game.
Generative AI was used during development to assist with the creation and refinement of some visual assets, including character artwork, environmental artwork, icons, and promotional imagery. AI-assisted assets were reviewed, edited, and integrated by the developer to maintain a consistent visual style. Generative AI is not used during gameplay and does not generate content in real time.
No art or audio in DEAD TIME is AI-generated: the music and sound effects are CC0 files from Freesound and Kenney, the characters and animations come from Adobe Mixamo, and every set, prop and the logo itself are drawn procedurally by the game's own code. Generative AI was used as a writing assistant for text: the host's lines, the rules manual, the interface strings, their translation into the game's 12 languages, and this store description. Nothing is generated while you play, and the game never connects to an AI service.
Localisation was done through AI.
Generative AI tools were used during development to help write portions of the game's code and create some UI elements and store promotional materials. These materials were created before release. The game does not generate content with AI during gameplay.
Some visual, audio and written content was created with the help of AI tools and then reworked and finalized by the developer. Nothing is generated while you play.
- Localization (translation) of in-game text from the original Japanese into [English, Chinese, etc.]The original Japanese text was written by the developer without AI. All AI-generated translations were reviewed and adjusted by the developer before being included in the game. If you find any translation issues, please let us know via the Steam discussions.
Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay.
Generative AI was used during development to help create visual assets, including characters, cats, environments, story illustrations, animations, and promotional artwork, as well as portions of the writing and localization. These materials were reviewed and edited before inclusion. All AI-assisted content is prepared in advance; the game does not generate AI content during gameplay.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
Completed in collaboration with Codex
AI-Assisted Scripting. AI-assisted in parts of the Art & Visual Assets. AI-Assisted Music & Vocal Production.
AI was used for three things only: the first draft of the character models, the two main-menu music tracks, and the game and studio logos. No AI runs while you play. Everything you actually play was designed, built and balanced by the developer: the growing-tagger rule and the charged slap at the heart of the game; 6 game modes; 12 maps that each play by their own rules — a rolling ship, a flooding water tower, an arena that collapses ring by ring, lava that launches you skyward; 10 characters with 10 distinct powers, tuned one by one; bots with three difficulty levels that make the game fully playable solo; 2–10 player online play; a level and shop progression; match photos, match history and replays; and a 15-language localization. The character models were then hand-edited, rigged, height-matched and animated by the developer. The trailer and all screenshots are real gameplay. Sound effects and fonts come from CC0 / open-licensed sources.
Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans.
Generative AI was used during development to create certain pre-generated visual assets and character textures included in the game, as well as to assist with translation into certain languages (French, German, and Spanish). These assets are created during development and are integrated into the game; there is no real-time AI content generation during gameplay.
The main menu music is an AI generated version of an Australian classic. This can be toggled off.
All graphics in the game are hand-pixelled. The soundtrack was created with generative AI. Some images for the Steam store and library were expanded using AI to fit the required aspect ratios. No content is generated by AI during gameplay.
AI-generated images were used as references for only some of the art assets. The final assets were created by hand.
The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services.
Some of the game's 3D models were created using generative AI (Tripo3D). The English localization and store page text were also prepared with the help of an AI assistant and reviewed by hand. The audio and gameplay were made without generative AI. Часть 3D-моделей в игре создана с помощью генеративного ИИ (Tripo3D). Английская локализация и тексты для страницы в магазине также подготовлены с помощью ИИ-ассистента и вычитаны вручную. Звук и геймплей созданы без генеративного ИИ.
Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play.
The text on the store page was translated using generative AI.
The game uses generative AI to create some of the 2D pixel-art sprites and character animations. All such content is manually reviewed and edited before being included in the game.
Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime.
Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game: - Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats. - The match music loop and the match sound effects: audio generation, edited and loudness-normalised. - The announcer voice in the trailer: voice generation. No AI runs while you play. The game is fully offline and generates nothing at runtime.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI was used to generate sounds as well as images in the game.
This game started with my own ideas. Its development, design, sound, and graphics were all created using AI. AI-generated content was created during development. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI capabilities have been used in game development content to enhance development efficiency.
Generative AI tools were used during development to assist with some pre-generated 2D visual assets, marketing artwork, and localized text. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content or code during play and does not connect to external AI services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Stone Age Games In-game content artaudio | Pre-generated AI artwork, music and sound effects. No live AI generation during gameplay. | chi yin so | - | Oct 1, 2026 | |
PoopMan: Sewer Survivor In-game content arttext | Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service. | PoopMan Productions | - | Oct 1, 2026 | |
Friendship Boat In-game content arttext | Pre-generated AI-assisted art and text are used. Tencent Hunyuan 3D helped create initial models and textures; OpenAI image tools helped create UI art and reference images. Assets were edited and optimized for the game. Some fixed UI text, incident captions and translations were drafted with AI assistance. No AI content is generated during gameplay. | Kibernet | - | Oct 1, 2026 | |
KOI-KOI! Unclear | I’m a solo developer, and artificial intelligence was used in the creation of this game. | KOI-KOI PRODUCTION | - | Oct 1, 2026 | |
Silly Souls In-game content art | Generative AI tools were used to create and refine promotional artwork and startup/loading artwork based on our game’s character designs. The startup artwork is included in the game. | Pasta Desert Studios | - | Oct 1, 2026 | |
野球拳 In-game content art | 作品に登場するキャラクターイラスト・CGの一部制作過程で、生成AIツールを使用しています。すべての画像は開発者が選定・調整を行った上でゲームに使用しています。 | ダイアナソフト | - | Oct 1, 2026 | |
JanuszCorp. In-game content audio | VO production was developed with the assistance of voice generation software. | Onion Industries | - | Oct 1, 2026 | |
THE NUGGET In-game content artaudio | The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards. | OverLKD Studio | - | Oct 1, 2026 | |
Cook Or Get Cooked In-game content artaudio | Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay. | Fruitdish | - | Oct 1, 2026 | |
Zooccer In-game content artaudiotextcode | Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play. | Domp Studio | - | Oct 1, 2026 | |
Shark Bait In-game content artaudiotextcode | Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it. | Fire Tornado Studio | - | Oct 1, 2026 | |
Bums Race Rats In-game content artaudiocode | The game's code, which procedurally generates all 3D models, textures, sound effects and music at runtime, was written with the help of an AI coding assistant, as were the store description, marketing images and trailer. No AI generation happens while the game is running. | RatMaxxing | - | Oct 1, 2026 | |
Counting Sand in the Sahara Unclear audio | music made by suno | nameless zombie | - | Sep 30, 2026 | |
Trick or Eat In-game content arttext | Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool.
Modeling: A handfull of props where generated using AI.
Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language. | Nether Tree Games | - | Sep 30, 2026 | |
Biden Blast In-game content codeaudio | AI was used to make some scripts and some voice lines | B.B.B.Games | - | Sep 30, 2026 | |
TIP or RIP In-game content artaudiotext | We combined hands-on development with AI tools to help speed up our workflow, including work on artwork, music, text, and translations. Our team designed and built the game, guided its creative direction, and edited and refined the visuals to match TIP or RIP’s cartoon style. | Tiny Pause | - | Sep 30, 2026 | |
Golden Trivia Show In-game content text | Translations to all languages except English and Spanish were generated by AI. | Majorariatto | - | Sep 30, 2026 | |
Quiz Bang! In-game content artaudiotext | Generative AI tools were used during development to help create portions of the artwork and promotional imagery, prerecorded voice-over, and some game text and localization. These materials are prepared in advance. The game does not generate AI content during gameplay or connect to external generative AI services. | Joyolt Studio | - | Sep 28, 2026 | |
Just Pancake Simulator In-game content text | Generative AI is used only for translations in this game. | ovov games | - | Sep 28, 2026 | |
Doughjo In-game content art | Generative AI was used during development to assist with the creation and refinement of some visual assets, including character artwork, environmental artwork, icons, and promotional imagery. AI-assisted assets were reviewed, edited, and integrated by the developer to maintain a consistent visual style. Generative AI is not used during gameplay and does not generate content in real time. | Bill McFadden | - | Sep 28, 2026 | |
DEAD TIME In-game content text | No art or audio in DEAD TIME is AI-generated: the music and sound effects are CC0 files from Freesound and Kenney, the characters and animations come from Adobe Mixamo, and every set, prop and the logo itself are drawn procedurally by the game's own code.
Generative AI was used as a writing assistant for text: the host's lines, the rules manual, the interface strings, their translation into the game's 12 languages, and this store description. Nothing is generated while you play, and the game never connects to an AI service. | Sheep Arcade | - | Sep 28, 2026 | |
Hurl In-game content text | Localisation was done through AI. | Kiss A Fish | - | Sep 28, 2026 | |
Hide & Swipe Store/marketing codeart | Generative AI tools were used during development to help write portions of the game's code and create some UI elements and store promotional materials. These materials were created before release. The game does not generate content with AI during gameplay. | AWeekGame | - | Sep 28, 2026 | |
Don't Let Him Cook In-game content artaudiotext | Some visual, audio and written content was created with the help of AI tools and then reworked and finalized by the developer. Nothing is generated while you play. | @games | - | Sep 28, 2026 | |
AQUA FALL In-game content text | - Localization (translation) of in-game text from the original Japanese into [English, Chinese, etc.]The original Japanese text was written by the developer without AI. All AI-generated translations were reviewed and adjusted by the developer before being included in the game. If you find any translation issues, please let us know via the Steam discussions. | tatsumaki games | - | Sep 28, 2026 | |
Object P-1: Beyond the Threshold — Idle Store/marketing artaudiocode | Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay. | Ural Birds | - | Sep 27, 2026 | |
午后有喵 -Afternoon Paws- In-game content arttext | Generative AI was used during development to help create visual assets, including characters, cats, environments, story illustrations, animations, and promotional artwork, as well as portions of the writing and localization. These materials were reviewed and edited before inclusion. All AI-assisted content is prepared in advance; the game does not generate AI content during gameplay. | Leon Studio | - | Sep 27, 2026 | |
Detonator Squad In-game content arttextcodeaudio | Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay. | Stephen Pryde | - | Sep 27, 2026 | |
In My Pants general | Completed in collaboration with Codex | Pnuts_Big | - | Sep 27, 2026 | |
Nothing But Cats In-game content artaudio | AI-Assisted Scripting.
AI-assisted in parts of the Art & Visual Assets.
AI-Assisted Music & Vocal Production. | Actual indie game | - | Sep 27, 2026 | |
MEGA TAG PANIC In-game content artaudiotext | AI was used for three things only: the first draft of the character models, the two main-menu music tracks, and the game and studio logos. No AI runs while you play.
Everything you actually play was designed, built and balanced by the developer: the growing-tagger rule and the charged slap at the heart of the game; 6 game modes; 12 maps that each play by their own rules — a rolling ship, a flooding water tower, an arena that collapses ring by ring, lava that launches you skyward; 10 characters with 10 distinct powers, tuned one by one; bots with three difficulty levels that make the game fully playable solo; 2–10 player online play; a level and shop progression; match photos, match history and replays; and a 15-language localization. The character models were then hand-edited, rigged, height-matched and animated by the developer. The trailer and all screenshots are real gameplay. Sound effects and fonts come from CC0 / open-licensed sources. | Big Dot Games | - | Sep 27, 2026 | |
MEMOLOGY: CHINESE MEMES In-game content art | Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans. | Piece Of Voxel | - | Sep 27, 2026 | |
Poop Killer - The Golden Fart In-game content arttext | Generative AI was used during development to create certain pre-generated visual assets and character textures included in the game, as well as to assist with translation into certain languages (French, German, and Spanish). These assets are created during development and are integrated into the game; there is no real-time AI content generation during gameplay. | 616 GAMES | - | Sep 27, 2026 | |
Marco, Polo, SHOTGUN! In-game content audio | The main menu music is an AI generated version of an Australian classic. This can be toggled off. | Red Dave | - | Sep 27, 2026 | |
Ostfriesland Games In-game content audioart | All graphics in the game are hand-pixelled. The soundtrack was created with generative AI. Some images for the Steam store and library were expanded using AI to fit the required aspect ratios. No content is generated by AI during gameplay. | m01n studios | - | Sep 27, 2026 | |
Give Me Five Dev only art | AI-generated images were used as references for only some of the art assets. The final assets were created by hand. | Dystop1a | - | Sep 26, 2026 | |
Astral Inc. Store/marketing art | The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay. | adamjr | - | Sep 26, 2026 | |
Tsukumo SNAP! In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 25, 2026 | |
Trump please calm down In-game content art | Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services. | 烟雨平生 | - | Sep 25, 2026 | |
Courier Chaos In-game content arttext | Some of the game's 3D models were created using generative AI (Tripo3D). The English localization and store page text were also prepared with the help of an AI assistant and reviewed by hand. The audio and gameplay were made without generative AI.
Часть 3D-моделей в игре создана с помощью генеративного ИИ (Tripo3D). Английская локализация и тексты для страницы в магазине также подготовлены с помощью ИИ-ассистента и вычитаны вручную. Звук и геймплей созданы без генеративного ИИ. | J Games | - | Sep 25, 2026 | |
My Friend is Blind In-game content arttext | Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play. | SStudio | - | Sep 25, 2026 | |
Pixel Party Program In-game content text | The text on the store page was translated using generative AI. | tdhr | - | Sep 25, 2026 | |
Pubertator In-game content art | The game uses generative AI to create some of the 2D pixel-art sprites and character animations. All such content is manually reviewed and edited before being included in the game. | Victoria Games | - | Sep 25, 2026 | |
Maybe Hero In-game content text | Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime. | Stormy Games | - | Sep 25, 2026 | |
Studs Up! Win Ugly In-game content artaudiotext | Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game:
- Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats.
- The match music loop and the match sound effects: audio generation, edited and loudness-normalised.
- The announcer voice in the trailer: voice generation.
No AI runs while you play. The game is fully offline and generates nothing at runtime. | Gand | - | Sep 25, 2026 | |
I Was Reincarnated as a Bosozoku Hamster, So I Became a Racing Champion to Return Home In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 25, 2026 | |
Apocalypse Intern In-game content artaudio | AI was used to generate sounds as well as images in the game. | WizardHistory | - | Sep 25, 2026 | |
마왕님, 마왕성은 누가 지켜요? In-game content artaudiotext | This game started with my own ideas. Its development, design, sound, and graphics were all created using AI. AI-generated content was created during development. The game does not generate AI content during gameplay or connect to external AI services. | DK.Lee | - | Sep 25, 2026 | |
The Two Otters Dev only | Generative AI capabilities have been used in game development content to enhance development efficiency. | For Dawn Studio | - | Sep 25, 2026 | |
WarmSpot In-game content arttext | Generative AI tools were used during development to assist with some pre-generated 2D visual assets, marketing artwork, and localized text. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content or code during play and does not connect to external AI services. | BT Studio | - | Sep 25, 2026 |