Some pre-generated background artwork used in F Of X was created using Google Gemini. No generative AI is used during gameplay.
- Creator
- SonarFlux
- Reviews
- -
- Added
- Aug 22, 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.
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Interactive or runtime AI features disclosed by the developer.
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Some pre-generated background artwork used in F Of X was created using Google Gemini. No generative AI is used during gameplay.
Portions of the localization, textures, and sound effects in this product were created with the assistance of artificial intelligence (AI).
AI was only used to generate scripts and coding for this game.
I used an AI tool to generate the game's music.
The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations. The programming code of the game is generated using AI.
Generative AI was used for in-game text localization with human supervision.
Most of the video materials, audio materials and some music for this game are generated by AI software.
This game uses generative AI to translate certain text, including in-game UI text and the data collection consent form. No generative AI was used for artwork or sound.
Steam store page logo and art made with ai tools
Generative AI tools were used during development to create concept art before being updated with art from human artist(s).
Pregenerated AI audio tools were used during development to generate character voice lines and background music tracks. All visual art, graphics, puzzle task and animations were created by hand without generative AI.
I am a solo indie developer with little coding experience. AI has helped me with the programming in my game, which has allowed me to build this game for you all. Game Development is a big passion of mine, and I could not do it without the assistance of AI.
Using AI to Generate Some Materials
During the development of Star Surge, generative AI tools were used to assist in designing certain in-game visuals (such as achievement icons) and promotional materials. AI was utilized as an aid to accelerate the visual production process, and all generated content was adjusted to fit the game's sci-fi theme. The core mechanics and coding of the game were developed entirely by hand.
AI was used to assist in the creation of some artwork along with UI/UX elements.
Some environmental/background music in this game was created or assisted using Suno AI, then selected and edited to fit the game’s atmosphere.
Generative AI was used in the creation of BFX/SFX audio assets. No generative AI was used for the game's artwork.
Portions of this game's written content were drafted with the assistance of Anthropic's Claude, under the direction of the developer, and were reviewed and edited by a human before inclusion. All artwork is procedurally rendered by the game's own code. No generative AI images are used. No AI content is generated during gameplay.
Some images and graphic elements used in the game were created with the assistance of generative artificial intelligence tools. These assets were subsequently selected, edited, and integrated into the game by the developers.
In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling.
AI was used for localization, while being manually reviewed, and as a time-saving step in the development of some image and model assets, for retopology, concepting, and inbetweening. The game contains no unmodified AI outputs.
Some music and sound in Perfectly Fair was created using AI tools (Suno AI, ElevenLabs) during development. All content is fixed in the final game; nothing is generated live during gameplay.
The store promotional images were created with the assistance of AI image generation tools. No AI-generated content is used in the game.
I'm a solo developer. The idea, design, writing, levels and world are my own work. I use AI to help me write code, and some environment art starts from AI-generated drafts that I then repaint and edit by hand in Procreate. Nothing is AI-generated while you play. The music is a real recording from the 1930s.
Some images and audio were generated using AI technology.
Generative AI was used during development to create certain promotional artwork and some environmental background art. All gameplay mechanics, programming, level design, characters, animations, UI, and game systems were created and curated by the developer. The game does not use live-generated AI content during gameplay.
Generative AI tools were used during development to create and refine some pre-generated 2D artwork used in the game and its marketing, including environmental backgrounds, character and item art, fossil and museum visuals, capsule and library artwork, and achievement imagery. All AI-assisted assets were selected, edited, and integrated by the developer before shipping. The game does not generate AI content during gameplay and does not connect to a live AI service.
Some in-game and marketing images were generated with AI.
AI was used in some developer workflows for programming and for translation to all languages other than English.
Some resources were created using AI for efficiency as a Solo Developer.
The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style. Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions.
Background elements, signs and graffitis are generated with AI.
Some of the store marketing images were created with AI assistance.
Some BGM are AI-generated. Additionally, some textures were AI-generated based on human designs and fully refined by hand. AI tools were also used for translation and general development assistance.
Generative AI was used as a base/concept for creating store page capsule graphics, which were subsequently hand-edited and post-processed in image editing software. No AI content is present in the game itself.
Generative AI was only used to assist with localization/translation. It was not used to create art, audio, or other game assets.
AI to translate.
Some background music tracks in the game were created with the assistance of generative AI audio tools
Generative AI tools were used to assist in creating and refining some promotional artwork for the Steam store page and related marketing materials. All AI-assisted assets were reviewed and edited by the developer. No generative AI content is used in the game itself, and no content is generated during gameplay.
The splash art for the boot screen is generated by AI.
Generative AI was not used to create any in-game content resources. AI was utilized solely for the translation of certain in-game dialogue and external content, such as our Steam page and community posts.
Generative AI was used in this game to assist with the creation of some character voiceovers and in the coding process. The game's visual and narrative design were created by our team.
This game uses generative AI for in-game images, background music, and translations.
This project is human-led and human-authored. The core concept, research direction, cultural framing, interactive decisions, visual judgement, source selection, and the final content of the work were all determined by me. AI was used as a supporting production tool, mainly for: debugging Unity and C# errors; suggesting code structure for prototype scripts; organising local folders and repository structure; searching for public references and technical resources; and drafting editable documentation outlines that I then reviewed and revised. AI was not used as an autonomous author. It did not decide the research direction, cultural interpretation, aesthetic intention, or final meaning of the work. AI-generated text and code were treated as working material - selected, edited, corrected, rejected, or rewritten. The personal reflection was written by me; no AI-generated text is presented as personal reflective writing.
During development, generative AI was used for programming assistance, drafting UI text and English localization, and assisting with the layout and composition of graphical assets for Steam. Any content incorporated into the final product was reviewed and edited by the developer. No AI-generated content is produced while the game is running.
Used only for cover images.
AI-assisted game development
Generative AI was used only to create the music featured in the game’s trailer.
Some of the game's artwork (such as background images) and store/marketing assets were created with the assistance of generative AI tools, and all of them were reviewed and adjusted by the developer. Some in-game descriptive texts were also drafted with AI assistance and manually verified. All AI-assisted content is pre-rendered — the game does not generate any content or code with AI during gameplay. Trailer narration uses VOICEVOX text-to-speech (VOICEVOX: Zundamon).
English and Russian voice acting is done using AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
F Of X In-game content art | Some pre-generated background artwork used in F Of X was created using Google Gemini. No generative AI is used during gameplay. | SonarFlux | - | Aug 22, 2026 | |
Museum 8 textaudio | Portions of the localization, textures, and sound effects in this product were created with the assistance of
artificial intelligence (AI). | Overay Inc. | - | Aug 22, 2026 | |
Capicú Dev only code | AI was only used to generate scripts and coding for this game. | Esthefania Morantes | - | Aug 22, 2026 | |
SmallHero Maze 3D In-game content audio | I used an AI tool to generate the game's music. | Manuel Hauss | - | Aug 22, 2026 | |
裁员审核中 In-game content artcode | The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations.
The programming code of the game is generated using AI. | Sheng Danjie | - | Aug 22, 2026 | |
電脳防衛戦記 In-game content text | Generative AI was used for in-game text localization with human supervision. | HiPe Studio | - | Aug 22, 2026 | |
Black Pyramid In-game content artaudio | Most of the video materials, audio materials and some music for this game are generated by AI software. | HANGZHOU MOSHAN TECHNOLOGY CO.,LTD. | - | Aug 22, 2026 | |
Carriers Together In-game content text | This game uses generative AI to translate certain text, including in-game UI text and the data collection consent form. No generative AI was used for artwork or sound. | HooTootyGames | - | Aug 20, 2026 | |
Worm In Rotating Land Store/marketing art | Steam store page logo and art made with ai tools | Valkeala Software | - | Aug 20, 2026 | |
Tintle's Great Colorful Adventure Dev only art | Generative AI tools were used during development to create concept art before being updated with art from human artist(s). | Midnight Pounce Studios | - | Aug 20, 2026 | |
Life of Pawn: Chocolate and Marshmallow In-game content audio | Pregenerated AI audio tools were used during development to generate character voice lines and background music tracks. All visual art, graphics, puzzle task and animations were created by hand without generative AI. | BrokenTeaCups | - | Aug 19, 2026 | |
LIMINAL ROOMS Dev only code | I am a solo indie developer with little coding experience. AI has helped me with the programming in my game, which has allowed me to build this game for you all. Game Development is a big passion of mine, and I could not do it without the assistance of AI. | brissanna | - | Aug 19, 2026 | |
aliveCAPTCHA Unclear | Using AI to Generate Some Materials | bakaStudio | - | Aug 19, 2026 | |
Star Surge In-game content art | During the development of Star Surge, generative AI tools were used to assist in designing certain in-game visuals (such as achievement icons) and promotional materials. AI was utilized as an aid to accelerate the visual production process, and all generated content was adjusted to fit the game's sci-fi theme. The core mechanics and coding of the game were developed entirely by hand. | Typhoon | - | Aug 19, 2026 | |
Golfing Is Easy In-game content art | AI was used to assist in the creation of some artwork along with UI/UX elements. | S.L.Kool Games | - | Aug 19, 2026 | |
梦境森林 In-game content audio | Some environmental/background music in this game was created or assisted using Suno AI, then selected and edited to fit the game’s atmosphere. | 北冥有鱼 | - | Aug 17, 2026 | |
YellowJacket In-game content audio | Generative AI was used in the creation of BFX/SFX audio assets. No generative AI was used for the game's artwork. | BusyPotato | - | Aug 16, 2026 | |
Total Synthesis In-game content text | Portions of this game's written content were drafted with the assistance of Anthropic's Claude, under the direction of the developer, and were reviewed and edited by a human before inclusion. All artwork is procedurally rendered by the game's own code. No generative AI images are used. No AI content is generated during gameplay. | Sinter Labs LLC | - | Aug 16, 2026 | |
Seleto's in Puzzle Land In-game content art | Some images and graphic elements used in the game were created with the assistance of generative artificial intelligence tools. These assets were subsequently selected, edited, and integrated into the game by the developers. | Seleto Ronister Productions | - | Aug 16, 2026 | |
Neubo In-game content art | In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling. | Neubound Games | - | Aug 14, 2026 | |
NIGHTSWEEPER In-game content textart | AI was used for localization, while being manually reviewed, and as a time-saving step in the development of some image and model assets, for retopology, concepting, and inbetweening.
The game contains no unmodified AI outputs. | Ryan Wheeler | - | Aug 14, 2026 | |
Perfectly Fair In-game content audio | Some music and sound in Perfectly Fair was created using AI tools (Suno AI, ElevenLabs) during development. All content is fixed in the final game; nothing is generated live during gameplay. | STORMY RISE | - | Aug 14, 2026 | |
Lover Completion Plan Store/marketing art | The store promotional images were created with the assistance of AI image generation tools. No AI-generated content is used in the game. | OldWood_u | - | Aug 14, 2026 | |
LILITH In-game content artcode | I'm a solo developer. The idea, design, writing, levels and world are my own work. I use AI to help me write code, and some environment art starts from AI-generated drafts that I then repaint and edit by hand in Procreate. Nothing is AI-generated while you play. The music is a real recording from the 1930s. | Mustafa Tugay Sert | - | Aug 13, 2026 | |
竹知了 In-game content artaudio | Some images and audio were generated using AI technology. | 竹知了 | - | Aug 13, 2026 | |
Kamenkik and Friends In-game content art | Generative AI was used during development to create certain promotional artwork and some environmental background art. All gameplay mechanics, programming, level design, characters, animations, UI, and game systems were created and curated by the developer. The game does not use live-generated AI content during gameplay. | Kamencic Games | - | Aug 13, 2026 | |
Fossil Bound In-game content art | Generative AI tools were used during development to create and refine some pre-generated 2D artwork used in the game and its marketing, including environmental backgrounds, character and item art, fossil and museum visuals, capsule and library artwork, and achievement imagery. All AI-assisted assets were selected, edited, and integrated by the developer before shipping. The game does not generate AI content during gameplay and does not connect to a live AI service. | Fossil Studios | - | Aug 12, 2026 | |
Tilefall In-game content art | Some in-game and marketing images were generated with AI. | Echelon Productions | - | Aug 11, 2026 | |
AfterImage In-game content codetext | AI was used in some developer workflows for programming and for translation to all languages other than English. | Wolf Studios | - | Aug 11, 2026 | |
Bluso Hero and the Copper Heart Dev only | Some resources were created using AI for efficiency as a Solo Developer. | El Abrigo de Paulo | - | Aug 11, 2026 | |
摩登迷城 In-game content artcode | The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions. | BION | - | Aug 11, 2026 | |
Handsy In-game content art | Background elements, signs and graffitis are generated with AI. | SIA Blinkovio | - | Aug 11, 2026 | |
Froggy Logic Store/marketing art | Some of the store marketing images were created with AI assistance. | Qianyu Tiancheng | - | Aug 11, 2026 | |
Harvesys: Farming Factory In-game content audioarttext | Some BGM are AI-generated. Additionally, some textures were AI-generated based on human designs and fully refined by hand. AI tools were also used for translation and general development assistance. | W77Games | - | Aug 8, 2026 | |
Claustrum Store/marketing art | Generative AI was used as a base/concept for creating store page capsule graphics, which were subsequently hand-edited and post-processed in image editing software. No AI content is present in the game itself. | HelDen Games | - | Aug 8, 2026 | |
Bottle Cracks In-game content text | Generative AI was only used to assist with localization/translation.
It was not used to create art, audio, or other game assets. | Alunova Studios | - | Aug 8, 2026 | |
Snake Extended In-game content text | AI to translate. | Noninoni | - | Aug 7, 2026 | |
Once Before Us In-game content audio | Some background music tracks in the game were created with the assistance of generative AI audio tools | Palindrome Games | - | Aug 6, 2026 | |
Emotion Mask In-game content art | Generative AI tools were used to assist in creating and refining some promotional artwork for the Steam store page and related marketing materials. All AI-assisted assets were reviewed and edited by the developer. No generative AI content is used in the game itself, and no content is generated during gameplay. | Left Jun | - | Aug 5, 2026 | |
Off Grid In-game content art | The splash art for the boot screen is generated by AI. | HeliosRK | - | Aug 5, 2026 | |
Dreaming In-game content text | Generative AI was not used to create any in-game content resources. AI was utilized solely for the translation of certain in-game dialogue and external content, such as our Steam page and community posts. | Forget-Us-Not Team | - | Aug 2, 2026 | |
Bloody Pineapple In-game content audiocode | Generative AI was used in this game to assist with the creation of some character voiceovers and in the coding process. The game's visual and narrative design were created by our team. | Exodeep Studio | - | Aug 1, 2026 | |
Are You Chicken? In-game content artaudiotext | This game uses generative AI for in-game images, background music, and translations. | ギュルダンゲームズ | - | Aug 1, 2026 | |
Kairos-与时偕行 Dev only codetext | This project is human-led and human-authored. The core concept, research direction, cultural framing, interactive decisions, visual judgement, source selection, and the final content of the work were all determined by me.
AI was used as a supporting production tool, mainly for: debugging Unity and C# errors; suggesting code structure for prototype scripts; organising local folders and repository structure; searching for public references and technical resources; and drafting editable documentation outlines that I then reviewed and revised.
AI was not used as an autonomous author. It did not decide the research direction, cultural interpretation, aesthetic intention, or final meaning of the work. AI-generated text and code were treated as working material - selected, edited, corrected, rejected, or rewritten. The personal reflection was written by me; no AI-generated text is presented as personal reflective writing. | Jiakang Lin | - | Aug 1, 2026 | |
Parallel Photon Protocol In-game content codetextart | During development, generative AI was used for programming assistance, drafting UI text and English localization, and assisting with the layout and composition of graphical assets for Steam. Any content incorporated into the final product was reviewed and edited by the developer. No AI-generated content is produced while the game is running. | Musewell | - | Jul 30, 2026 | |
Merge Co. Store/marketing art | Used only for cover images. | SilverSet Studios LTD. | - | Jul 29, 2026 | |
Protocol: Assimilation Unclear | AI-assisted game development | Lodi Gaming | - | Jul 29, 2026 | |
Mike the Hooper audio | Generative AI was used only to create the music featured in the game’s trailer. | Steel Arrow | - | Jul 27, 2026 | |
日本地図 都市パズル In-game content arttext | Some of the game's artwork (such as background images) and store/marketing assets were created with the assistance of generative AI tools, and all of them were reviewed and adjusted by the developer. Some in-game descriptive texts
were also drafted with AI assistance and manually verified. All AI-assisted content is pre-rendered — the game does not generate any content or code with AI during gameplay. Trailer narration uses VOICEVOX text-to-speech (VOICEVOX:
Zundamon). | LIMO | - | Jul 25, 2026 | |
Puzzle Park 2 In-game content audio | English and Russian voice acting is done using AI | SVGames | - | Jul 25, 2026 |