As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
- Creator
- Max Q Games
- Reviews
- -
- Added
- Oct 7, 2026
Public Steam disclosure research 25,380 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.
As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
Swarm Below was built with help from an AI assistant. Its 3D models (built by scripts in Blender), its synthesized music and sound effects, and parts of the store page text and art were created with AI assistance under the developer's direction. Nothing is generated by AI while you play.
Music generated with artificial intelligence assistance
AI aided the production of the game.
Alpine Fall uses generative AI tools during development to assist with the creation of pre-generated visual, 3D, voice/audio, cinematic, and promotional content. All AI-assisted content is reviewed, curated, and integrated by the developer before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
Was only used to make the store description fo the the game.
Generative AI tools were used during development to assist with the creation of selected visual assets, concept artwork, and development content. AI-assisted programming tools were also used during development. All content included in the final game is reviewed, selected, edited, and integrated by the development team. The game does not generate AI content during gameplay.
Pre-generated AI tools assisted with development, including code, interface copy and localization, in-game comic illustrations, and promotional key art, logo, and icon drafts. The developer reviewed and edited all AI-assisted output before inclusion. The game does not generate AI content while running.
Generative AI tools were used during development to assist in creating select assets, including a character's voiceover audio, UI design elements, and specific artwork. All generated content was manually edited, refined, and integrated by the developer to ensure quality and stylistic consistency.
Gemwise includes pre-generated music, visual artwork, and localized text created with generative AI tools. These assets were selected, edited, processed, integrated, and reviewed by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI was used during development to create in-game text, including item descriptions, interface copy, narrative text and localization. The Steam trailer also includes pre-generated AI cinematic visuals and music. No content is generated by AI during gameplay.
AI assisted during rapid iteration developments for References, Connection Logic, and some Assets.
AI tools were used to help plan, research, and organize the creation of this game.
During development, generative AI tools including OpenAI image generation and Higgsfield assisted with pre-generated visual source material for characters, enemies, bosses, animation strips, world props and floors, menu and capsule art, icons, and achievement art. AI coding assistants also contributed to production code, QA tooling, documentation, player-facing copy, and localization drafts. The developer selected, edited, cleaned, composited, animated, integrated, and QA-reviewed the resulting material. All player-visible content is fixed in the shipped build: no prompt, generative model, or external generation service runs at runtime, and the game has no live-generated AI feature.
AI-Based Translation
Backdrops have been outsourced by other artists on the demo build. AI checker highlights this as being AI generated.
The track announcer and color commentator voices, including the horse-name calls, use AI text-to-speech voices (ElevenLabs), pre-generated during development and built into the game - no AI voice generation happens while you play. All game design, race simulation, wagering math, career systems, UI, code, and the horse and track roster were built by the developer.
AI tools (Anthropic Claude) assisted the developer with the code, the vector art, the texts and translations, and the synthesized music and sound effects. Everything was directed and reviewed by the developer. No AI runs in the game and nothing is generated at runtime.
AI tools were used during development to help write code, store and in-game text, translations, and the code that draws some icons. All output was reviewed and edited by the developer. The game does not generate any content with AI while you play.
Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay.
I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets. I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it.
I have used Claude Code to create the game itself code and assets.
The Rend is made by a small indie team, with core character art, animation, and design created by human artists we've worked with and credited. We use generative AI tools in a supporting role for environment art direction and variation, additional views and variations of existing character designs, and some temporary UI artwork, such as achievement badges that haven't received their final art yet. No content is generated by AI during gameplay. All AI-assisted content is directed, reviewed, and edited by our team. As development continues, we'll keep working with artists and developers to improve the game's art and overall experience.
AI-assisted tools were used during development to create some visual assets, including some artwork. These assets are included as pre-generated game content.
Some sprite artwork was created with generative AI tools during development. SPLIT-S does not generate AI content during gameplay or connect to external AI services.
Some artwork in the game and its Steam store and marketing materials was created or refined with generative AI tools before release. Some music tracks were generated offline with ACE-Step. These are fixed, pre-generated assets. The game does not generate AI content during gameplay or connect to an external AI service.
AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during development to help create promotional artwork for Crazy Delivery.
Generative AI tools were used during development to assist with the creation and editing of some text content and graphical materials used in the game and its related assets.
Some of what you see and hear in Semblature was made with AI tools. Nothing is generated while you play. There is no model in the game, nothing is created at runtime, and the game never sends anything you do to an AI service. Art: No AI-generated imagery currently ships. All in-game art is drawn procedurally by the game's own code, and the store assets (capsules, library art, icons) are the same. No diffusion imagery is used in any of them. An AI image pipeline exists in development; if generated art ships in a future build, this section will be updated before release with the tools and process. Music: No music has shipped in a build yet. If AI-generated music ships, this answer will be updated with the tool and process before release. Puzzles: A puzzle's shape, what it teaches, and where it falls on the difficulty curve was designed with an AI coding assistant under my direction. The puzzles you play are produced from that design by a deterministic program, and a solver proves it has exactly one solution. The teaching cards and rule text were drafted the same way and edited by me. Store copy is drafted with an AI writing assistant and edited by me.
Translations of UI text
AI-Generated Content Disclosure – CONJURARIUN CONJURARIUN uses AI-generated content in certain elements of the game. AI-generated images were used for some visual assets, including artwork featured in the game. Additionally, AI-generated music was used in the main menu. All AI-generated content was reviewed, selected, and integrated by the development team as part of the game's creative process. The gameplay, programming, mechanics, and overall game development were created and implemented by the developer.
The English, Finnish and German texts on the store page and in the game are written by our team; all other languages are translated with AI.
Generative AI tools were used to assist with code development. All art, music, and design are human-made.
Artificial intelligence was used to generate our Steam achievement icons and some of our localizations. We're a small independent team of two self-taught developers. If you'd like to help us replace this content on a voluntary basis, please contact us on Discord or email us at contact@milkycocogames.com.
Clearly Cribbage is my first game as a developer. I used AI tools to help with coding, debugging, testing, and working through design ideas while I learned to build it. The opening studio image, game logo and icon, and some Steam artwork were made with AI image generation under my direction. Some of the licensed music in the game is also identified by its creators as AI-generated. I chose what to use and made the final decisions about the game. No generative AI creates content while you play.
The English and German localization of in-game text was generated with the help of an AI language model (Claude) and reviewed by the developer. Store page texts were also drafted with AI assistance. All art, music and sound are made by humans or taken from licensed CC0/CC BY asset packs. No AI content is generated live while playing.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
I used ai for some complex implementations.
Void Runners was developed with the help of AI coding tools. The game's art, music and sound effects are generated procedurally by code written with those tools; no AI model runs in the game, and no content is generated live while you play.
Generative AI was used to create character artwork and other images.
The vast majority of this game—including original game design, programming, character creation, dialogue, custom audio, and overall creative direction—was fully developed and crafted by the author. Artificial Intelligence tools were used strictly as an auxiliary production aid for: Audio & Sound: Selective background music tracks and specific ambient sound effects to complement the game's soundscape. All core gameplay, visual assets, character designs, and mechanics are 100% original, hand-crafted work.
The in-game texts and their translations into 29 languages were created with the help of generative AI.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
This game was made by a solo developer with the help of generative AI tools. AI was used to create the store page images and videos, the in-game audio and visual assets, language translations, and the majority of the code. The game concept, design, and every gameplay decision are my own, and I reviewed and refined all AI-generated content.
AI was used to generate the art, music, sound effects, the captains' short vocal reactions, the game text and the translations, all curated and reviewed by hand. Nothing is generated at runtime.
The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages. The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets.. The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
Some icons and 3D model textures were created using AI.
Many assets in the game were generated with AI including weapons, models, and textures. AI systems were also used to create tooling for development.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Apex Armada In-game content artaudiocode | As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game. | Max Q Games | - | Oct 7, 2026 | |
Swarm Below In-game content artaudiotext | Swarm Below was built with help from an AI assistant. Its 3D models (built by scripts in Blender), its synthesized music and sound effects, and parts of the store page text and art were created with AI assistance under the developer's direction. Nothing is generated by AI while you play. | Swarm Below | - | Oct 7, 2026 | |
Geodancer In-game content audio | Music generated with artificial intelligence assistance | AW LABS | - | Oct 7, 2026 | |
Arena Invaders Unclear | AI aided the production of the game. | PD Design Studio | - | Oct 7, 2026 | |
AlpineFall In-game content artaudiotext | Alpine Fall uses generative AI tools during development to assist with the creation of pre-generated visual, 3D, voice/audio, cinematic, and promotional content. All AI-assisted content is reviewed, curated, and integrated by the developer before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay. | Su Games | - | Oct 7, 2026 | |
Guns & Gambits Store/marketing text | Was only used to make the store description fo the the game. | SHIFT. Games | - | Oct 7, 2026 | |
Riftwater Dev only artcode | Generative AI tools were used during development to assist with the creation of selected visual assets, concept artwork, and development content. AI-assisted programming tools were also used during development. All content included in the final game is reviewed, selected, edited, and integrated by the development team. The game does not generate AI content during gameplay. | TP108 Studio | - | Oct 7, 2026 | |
Clocking Out In-game content arttextcode | Pre-generated AI tools assisted with development, including code, interface copy and localization, in-game comic illustrations, and promotional key art, logo, and icon drafts. The developer reviewed and edited all AI-assisted output before inclusion. The game does not generate AI content while running. | LEONARDOCODE | - | Oct 7, 2026 | |
Seven Gate : Lost Hunter In-game content audioart | Generative AI tools were used during development to assist in creating select assets, including a character's voiceover audio, UI design elements, and specific artwork. All generated content was manually edited, refined, and integrated by the developer to ensure quality and stylistic consistency. | Cyrus Games Studio | - | Oct 7, 2026 | |
Gemwise In-game content audioarttext | Gemwise includes pre-generated music, visual artwork, and localized text created with generative AI tools. These assets were selected, edited, processed, integrated, and reviewed by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Triox Studio | - | Oct 7, 2026 | |
Mythaka In-game content textartaudio | Generative AI was used during development to create in-game text, including item descriptions, interface copy, narrative text and localization. The Steam trailer also includes pre-generated AI cinematic visuals and music. No content is generated by AI during gameplay. | Ampersand Game Studios | - | Oct 7, 2026 | |
WICK: Wizards into Cards that Kill Unclear | AI assisted during rapid iteration developments for References, Connection Logic, and some Assets. | SpellLab Studio | - | Oct 7, 2026 | |
My Adenture as a Slime Dev only | AI tools were used to help plan, research, and organize the creation of this game. | Somethin Somethin Studios | - | Oct 7, 2026 | |
Dawnforge Nightfall In-game content artcodetext | During development, generative AI tools including OpenAI image generation and Higgsfield assisted with pre-generated visual source material for characters, enemies, bosses, animation strips, world props and floors, menu and capsule art, icons, and achievement art. AI coding assistants also contributed to production code, QA tooling, documentation, player-facing copy, and localization drafts. The developer selected, edited, cleaned, composited, animated, integrated, and QA-reviewed the resulting material. All player-visible content is fixed in the shipped build: no prompt, generative model, or external generation service runs at runtime, and the game has no live-generated AI feature. | Tinkerburst Studio | - | Oct 7, 2026 | |
Homeguard In-game content text | AI-Based Translation | Pull of the Deep | - | Oct 7, 2026 | |
Demonfall Unclear art | Backdrops have been outsourced by other artists on the demo build. AI checker highlights this as being AI generated. | Rebirth Studios | - | Oct 6, 2026 | |
Longshot Downs In-game content audio | The track announcer and color commentator voices, including the horse-name calls, use AI text-to-speech voices (ElevenLabs), pre-generated during development and built into the game - no AI voice generation happens while you play. All game design, race simulation, wagering math, career systems, UI, code, and the horse and track roster were built by the developer. | Carrollton Interactive | - | Oct 6, 2026 | |
Ruleball In-game content artcodeaudiotext | AI tools (Anthropic Claude) assisted the developer with the code, the vector art, the texts and translations, and the synthesized music and sound effects. Everything was directed and reviewed by the developer. No AI runs in the game and nothing is generated at runtime. | Tinkerburst Studio | - | Oct 6, 2026 | |
Give Us Back Gravity In-game content codetextart | AI tools were used during development to help write code, store and in-game text, translations, and the code that draws some icons. All output was reviewed and edited by the developer. The game does not generate any content with AI while you play. | Frotrue | - | Oct 6, 2026 | |
宇宙創世記カグラ ~素粒子協奏曲~ In-game content arttext | Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay. | Cham-gaming | - | Oct 6, 2026 | |
FlyFuture Live AI codetext | I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets.
I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it. | FuzeXO | - | Oct 6, 2026 | |
Sudoku Unlimited In-game content artcode | I have used Claude Code to create the game itself code and assets. | Pinch Games | - | Oct 6, 2026 | |
The Rend: Trials of the Drift In-game content art | The Rend is made by a small indie team, with core character art, animation, and design created by human artists we've worked with and credited.
We use generative AI tools in a supporting role for environment art direction and variation, additional views and variations of existing character designs, and some temporary UI artwork, such as achievement badges that haven't received their final art yet. No content is generated by AI during gameplay.
All AI-assisted content is directed, reviewed, and edited by our team. As development continues, we'll keep working with artists and developers to improve the game's art and overall experience. | Ludicrous Film and Games | - | Oct 6, 2026 | |
Summoner Shop Simulator In-game content art | AI-assisted tools were used during development to create some visual assets, including some artwork. These assets are included as pre-generated game content. | Odd Ritual Games | - | Oct 6, 2026 | |
SPLIT-S In-game content art | Some sprite artwork was created with generative AI tools during development. SPLIT-S does not generate AI content during gameplay or connect to external AI services. | 8it | - | Oct 6, 2026 | |
Shark Tales: Reef Rogues In-game content artaudio | Some artwork in the game and its Steam store and marketing materials was created or refined with generative AI tools before release. Some music tracks were generated offline with ACE-Step. These are fixed, pre-generated assets. The game does not generate AI content during gameplay or connect to an external AI service. | RadDad Basement Studio | - | Oct 6, 2026 | |
Slide or Fry In-game content artaudiotext | AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not connect to external AI services. | Ring Forge | - | Oct 6, 2026 | |
Crazy Delivery Store/marketing art | Generative AI tools were used during development to help create promotional artwork for Crazy Delivery. | Studio Bing-Huan | - | Oct 6, 2026 | |
Skeleton Crew: Castle Heist In-game content textart | Generative AI tools were used during development to assist with the creation and editing of some text content and graphical materials used in the game and its related assets. | Courtney Keyes Studios | - | Oct 6, 2026 | |
Semblature: A Deduction Game In-game content arttextcode | Some of what you see and hear in Semblature was made with AI tools. Nothing is generated while you play. There is no model in the game, nothing is created at runtime, and the game never sends anything you do to an AI service.
Art: No AI-generated imagery currently ships. All in-game art is drawn procedurally by the game's own code, and the store assets (capsules, library art, icons) are the same. No diffusion imagery is used in any of them. An AI image pipeline exists in development; if generated art ships in a future build, this section will be updated before release with the tools and process.
Music: No music has shipped in a build yet. If AI-generated music ships, this answer will be updated with the tool and process before release.
Puzzles: A puzzle's shape, what it teaches, and where it falls on the difficulty curve was designed with an AI coding assistant under my direction. The puzzles you play are produced from that design by a deterministic program, and a solver proves it has exactly one solution. The teaching cards and rule text were drafted the same way and edited by me.
Store copy is drafted with an AI writing assistant and edited by me. | Perpolita | - | Oct 6, 2026 | |
Blubber In-game content text | Translations of UI text | Crooked Hill Games | - | Oct 6, 2026 | |
Conjurariun In-game content artaudio | AI-Generated Content Disclosure – CONJURARIUN
CONJURARIUN uses AI-generated content in certain elements of the game. AI-generated images were used for some visual assets, including artwork featured in the game. Additionally, AI-generated music was used in the main menu.
All AI-generated content was reviewed, selected, and integrated by the development team as part of the game's creative process. The gameplay, programming, mechanics, and overall game development were created and implemented by the developer. | Leonardo Ferreira da silva | - | Oct 6, 2026 | |
Reactor 13 In-game content text | The English, Finnish and German texts on the store page and in the game are written by our team; all other languages are translated with AI. | Vaaran Game Studio | - | Oct 5, 2026 | |
Overlap Dev only code | Generative AI tools were used to assist with code development. All art, music, and design are human-made. | MilesThePiles | - | Oct 5, 2026 | |
DROWSE In-game content arttext | Artificial intelligence was used to generate our Steam achievement icons and some of our localizations.
We're a small independent team of two self-taught developers. If you'd like to help us replace this content on a voluntary basis, please contact us on Discord or email us at contact@milkycocogames.com. | MILKY COCO GAMES | - | Oct 5, 2026 | |
Clearly Cribbage In-game content artaudiocode | Clearly Cribbage is my first game as a developer. I used AI tools to help with coding, debugging, testing, and working through design ideas while I learned to build it.
The opening studio image, game logo and icon, and some Steam artwork were made with AI image generation under my direction. Some of the licensed music in the game is also identified by its creators as AI-generated. I chose what to use and made the final decisions about the game.
No generative AI creates content while you play. | Koedy Burkel | - | Oct 4, 2026 | |
Please Stay Dead In-game content text | The English and German localization of in-game text was generated with the help of an AI language model (Claude) and reviewed by the developer. Store page texts were also drafted with AI assistance. All art, music and sound are made by humans or taken from licensed CC0/CC BY asset packs. No AI content is generated live while playing. | Minds2Bros | - | Oct 4, 2026 | |
Curb Hoppers Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Curb Hoppers Studio | - | Oct 4, 2026 | |
Ashes of Animara Dev only code | I used ai for some complex implementations. | Zimix | - | Oct 4, 2026 | |
Void Runners In-game content artaudiocode | Void Runners was developed with the help of AI coding tools. The game's art, music and sound effects are generated procedurally by code written with those tools; no AI model runs in the game, and no content is generated live while you play. | Aaron Reisman | - | Oct 4, 2026 | |
SUSHISNK In-game content art | Generative AI was used to create character artwork and other images. | Kariya_Zucchini | - | Oct 4, 2026 | |
Recess of the Dead In-game content audio | The vast majority of this game—including original game design, programming, character creation, dialogue, custom audio, and overall creative direction—was fully developed and crafted by the author.
Artificial Intelligence tools were used strictly as an auxiliary production aid for:
Audio & Sound: Selective background music tracks and specific ambient sound effects to complement the game's soundscape.
All core gameplay, visual assets, character designs, and mechanics are 100% original, hand-crafted work. | Cobalt Rook Works | - | Oct 4, 2026 | |
Gold Master: A Game Company Tycoon In-game content text | The in-game texts and their translations into 29 languages were created with the help of generative AI. | Flagstaff Studio | - | Oct 4, 2026 | |
Razor Squadron In-game content artcode | Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay. | BlueGamer Productions | - | Oct 4, 2026 | |
Plow-A-Lot In-game content artaudiotextcode | This game was made by a solo developer with the help of generative AI tools. AI was used to create the store page images and videos, the in-game audio and visual assets, language translations, and the majority of the code. The game concept, design, and every gameplay decision are my own, and I reviewed and refined all AI-generated content. | Unity Gain, LLC | - | Oct 4, 2026 | |
Doubloon: Pirate Dice Roguelike In-game content artaudiotext | AI was used to generate the art, music, sound effects, the captains' short vocal reactions, the game text and the translations, all curated and reviewed by hand. Nothing is generated at runtime. | Windvix Games | - | Oct 4, 2026 | |
Crystalysis In-game content artaudiotext | The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages.
The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets..
The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer. | trikyname | - | Oct 4, 2026 | |
EternalCircuitBoard In-game content artaudiotext | AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI. | HS Games | - | Oct 4, 2026 | |
LAKESIDE HEAVEN In-game content art | Some icons and 3D model textures were created using AI. | team GAngnier | - | Oct 4, 2026 | |
Ray Ray Zombies In-game content art | Many assets in the game were generated with AI including weapons, models, and textures. AI systems were also used to create tooling for development. | Wow Cool Games | - | Oct 4, 2026 |