Generative AI assisted with portions of the artwork, audio, code, and store promotional materials during development. These outputs were reviewed, adjusted, and integrated by the development team.
- Creator
- LittleSun Studio
- Reviews
- -
- Added
- Oct 7, 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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Generative AI assisted with portions of the artwork, audio, code, and store promotional materials during development. These outputs were reviewed, adjusted, and integrated by the development team.
Generative AI Usage Disclosure Generative AI tools were used during the development of One Last Shot! to generate or assist with the game’s code, character designs, and visual assets. This includes AI-assisted programming, refactoring, and debugging, as well as AI-generated or AI-assisted character concepts, card artwork, backgrounds, UI elements, and other visual assets. All AI-generated or AI-assisted content included in the released version was reviewed, edited, integrated, and tested by the development team. The game does not use live generative AI during gameplay, and no text, images, audio, or other content is generated at runtime through an external AI service.
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.
Generative AI was used to translate the game's text from Japanese into the other supported languages (English, Simplified Chinese, Traditional Chinese, Russian, German and French). The original Japanese text was written by a human.
During the development stage of this game, some of the art materials and text were created using artificial intelligence.
We used AI for some coding questions and brainstorming. Everything made by an artist and approved by a human!
AI tools were used to assist with some of the programming, under the direction and review of the game's developer. AI was also used in the translation process for non-English languages. All art and music were created by human artists.
Ai services are used to create some of the artwork and sounds in Lumentide.
Generative AI tools were utilized during development to assist in creating certain visual assets, including store page capsule graphics, promotional imagery, and selected in-game 2D UI/icon elements. All generated content was curated, edited, and integrated by the developer.
AI was used for the character portraits and monster assets in the game.
Artificial intelligence has been used in visual and music production, as well as to accelerate coding. The development team has been responsible for final touches and decisions since the very beginning of the game's design.
Various visual and audio assets, translations, and promotional materials were created with the assistance of generative AI tools. All AI-assisted content was selected, reviewed, and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
AI-generated art
Generative AI was used to create some visual assets, including UI artwork and icons. No AI content is generated during gameplay.
Game music was pre-generated using AI tools and edited during development. Select non-English/German text localizations were pre-translated using AI translation tools and reviewed.
Some content in this game was created with the help of AI tools during development: the English and Japanese translations, the store page text, and parts of the pixel art, which is drawn in code written with an AI coding assistant. The game does not use AI to generate any content while you play.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
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.
Art Design
Pre-generated AI-assisted illustrations are used in some in-game artwork and in Steam store and library artwork, including capsule images, the logo, and achievement icons. Gameplay screenshots were captured directly from the game. The game does not generate AI content during play.
AI was used to accelerate some of the development workflow.
AI was used on the translation and localization of the game into several languages.
Translations were made with AI assistance then reviewed by native speakers. Corrections from players are welcome.
AI tools were used during development to assist in creating and iterating on some pre-generated assets. These assets were subsequently selected, edited, integrated, and reviewed by the developers before inclusion in the game. The game does not generate AI content during gameplay.
Some audio was AI assisted
Pre-generated AI content: Some promotional artwork used on the Steam store page was created with generative AI and subsequently edited by the developer
localization
AI coding tools help write and maintain the game's plugin code, and parts of the in-game text like NPC combinatorial string banks and translations were written with AI assistance, all being reviewed manully by the developer.
I used ai for some complex implementations.
AI assistance used for some visuals.
Generative AI was used to create character artwork and other images.
Generative AI was used as part of the process of creating some sprites and visual assets, which were then edited and adapted by the team to keep them consistent with the game's final art style.
Generative AI is used throughout the development of PenRogue, including code, character artwork, backgrounds, UI assets, music, sound effects, and text. AI-generated content is reviewed, selected, and integrated by the developer.
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.
AI tools assisted with a small number of icon images and most text localization. Localized text may be replaced in future updates with higher-quality, human-translated versions.
Bloodloader was made by one developer with generative AI tools in the pipeline. Character, enemy and item sprites, tiles, icons and the store key art began as AI generations (PixelLab) and were selected, cleaned up, recoloured and assembled by the developer. Sound effects and music were generated with ElevenLabs and edited into final effects and seamless loops. Some in-game text was drafted with AI assistance and edited by the developer. Nothing is generated while you play.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
HOW THIS GAME WAS MADE Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls. Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine. Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full. And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service.
We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play. - 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result. - Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text. - Studio logo: Built from basic shapes as code written with the same assistant. All sound effects and music are recorded and made by the developer.
All visual assets, audio, text, and promotional materials in this game were created using generative AI tools. The developer selected, edited, refined, and integrated the generated content into the final game. The game does not use generative AI to generate content in real time during gameplay.
Some 2D artwork used in the game and on the store page was created with generative image tools and then selected, edited, composited, and integrated by the developer. This includes selected backgrounds, character or enemy illustrations, card-related artwork, logos, and promotional assets. The game does not generate new content from player input at runtime, and no generative AI system is used for gameplay decisions or player interactions.
The store page and the hero portraits in the game use AI-generated content.
AI tools assisted with some of the game's art and writing.
AI tools assisted the creation or processing of some backgrounds, title illustrations, upgrade-card artwork and localized text during development. These assets are prepared in advance. The game does not call generative AI services at runtime.
Generative AI was used during development to create some promotional artwork, including Steam store capsule images and logo variations. Generative AI is not used during gameplay, and no AI-generated content is created in real time.
Illustrations and store art were created with Google Nano Banana 2 AI image generation, then selected, edited and assembled by the developer. Background music was created with Stable Audio 2.5. No AI content is generated during gameplay.
This game has been made by a solo developper with the help of AI. Gamers deserve dozens of hours of fun at a cheap price, that's what the use of AI should aim for, and that's what this game is about. Zero information collected.
This game has utilized generative AI for development.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
Case Opened is made by a solo developer with no art budget to spare. Some of the art that ships in the game was created with generative AI: the Adhesives (stickers), the portraits of the appraisal targets, and some weapon masks. The weapon themes ARE NOT AI-generated. No AI generates content while you play. Our goal is to raise funds to hire artists and replace this art before the full release.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
哥布林背包 In-game content artaudiocode | Generative AI assisted with portions of the artwork, audio, code, and store promotional materials during development. These outputs were reviewed, adjusted, and integrated by the development team. | LittleSun Studio | - | Oct 7, 2026 | |
一镜到底! In-game content artcode | Generative AI Usage Disclosure
Generative AI tools were used during the development of One Last Shot! to generate or assist with the game’s code, character designs, and visual assets. This includes AI-assisted programming, refactoring, and debugging, as well as AI-generated or AI-assisted character concepts, card artwork, backgrounds, UI elements, and other visual assets.
All AI-generated or AI-assisted content included in the released version was reviewed, edited, integrated, and tested by the development team. The game does not use live generative AI during gameplay, and no text, images, audio, or other content is generated at runtime through an external AI service. | Coach Gao | - | 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 | |
マイセリウムクイーン In-game content text | Generative AI was used to translate the game's text from Japanese into the other supported languages (English, Simplified Chinese, Traditional Chinese, Russian, German and French). The original Japanese text was written by a human. | MushroomPunk | - | Oct 7, 2026 | |
直面天命 Unclear arttext | During the development stage of this game, some of the art materials and text were created using artificial intelligence. | Jumping Frog Studio | - | Oct 7, 2026 | |
Sore Losers Dev only code | We used AI for some coding questions and brainstorming. Everything made by an artist and approved by a human! | Eclipse Development Team | - | Oct 7, 2026 | |
Contested Space In-game content codetext | AI tools were used to assist with some of the programming, under the direction and review of the game's developer. AI was also used in the translation process for non-English languages. All art and music were created by human artists. | Null & Void Games LLC | - | Oct 7, 2026 | |
Lumentide In-game content artaudio | Ai services are used to create some of the artwork and sounds in Lumentide. | SonicDMG Games | - | Oct 7, 2026 | |
Final Stand: Zombie Roguelite In-game content art | Generative AI tools were utilized during development to assist in creating certain visual assets, including store page capsule graphics, promotional imagery, and selected in-game 2D UI/icon elements. All generated content was curated, edited, and integrated by the developer. | Atc Games | - | Oct 7, 2026 | |
孤岛核心 In-game content art | AI was used for the character portraits and monster assets in the game. | 黯月游戏工作室 | - | Oct 6, 2026 | |
Star Purr In-game content artaudiocode | Artificial intelligence has been used in visual and music production, as well as to accelerate coding.
The development team has been responsible for final touches and decisions since the very beginning of the game's design. | Arada Games | - | Oct 6, 2026 | |
DEMON JACKPOT In-game content artaudiotext | Various visual and audio assets, translations, and promotional materials were created with the assistance of generative AI tools. All AI-assisted content was selected, reviewed, and integrated by the developer.
No generative AI is used during gameplay, and the game does not generate content in real time. | Root | - | Oct 6, 2026 | |
Wagon Keep Unclear art | AI-generated art | Tribus Games Indie | - | Oct 6, 2026 | |
OrcWay Hogacy In-game content art | Generative AI was used to create some visual assets, including UI artwork and icons. No AI content is generated during gameplay. | CROCUS GAMES | - | Oct 6, 2026 | |
Hold Morale In-game content audiotext | Game music was pre-generated using AI tools and edited during development. Select non-English/German text localizations were pre-translated using AI translation tools and reviewed. | Velovyn Games | - | Oct 6, 2026 | |
Tiny TD In-game content textart | Some content in this game was created with the help of AI tools during development: the English and Japanese translations, the store page text, and parts of the pixel art, which is drawn in code written with an AI coding assistant. The game does not use AI to generate any content while you play. | Boninall | - | Oct 6, 2026 | |
Leek Survivors art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Leek Survivors 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 | |
Grind or Die art | Art Design | Bowden Game Studios | - | Oct 6, 2026 | |
Embersworn In-game content art | Pre-generated AI-assisted illustrations are used in some in-game artwork and in Steam store and library artwork, including capsule images, the logo, and achievement icons. Gameplay screenshots were captured directly from the game. The game does not generate AI content during play. | Embersworn Studio | - | Oct 6, 2026 | |
All Machines Must Die Dev only | AI was used to accelerate some of the development workflow. | SmallIndieDev | - | Oct 6, 2026 | |
Blockmania In-game content text | AI was used on the translation and localization of the game into several languages. | Buru Arcade | - | Oct 6, 2026 | |
Robin In-game content text | Translations were made with AI assistance then reviewed by native speakers. Corrections from players are welcome. | Franek | - | Oct 6, 2026 | |
Ranked Rock Paper Scissors In-game content art | AI tools were used during development to assist in creating and iterating on some pre-generated assets. These assets were subsequently selected, edited, integrated, and reviewed by the developers before inclusion in the game. The game does not generate AI content during gameplay. | zomgbab | - | Oct 6, 2026 | |
Baccarata In-game content audio | Some audio was AI assisted | Paper Comet Studios | - | Oct 6, 2026 | |
Brute Tusk : Feral Store/marketing art | Pre-generated AI content:
Some promotional artwork used on the Steam store page was created with generative AI and subsequently edited by the developer | Piri Piri Games | - | Oct 6, 2026 | |
Dice Knight In-game content text | localization | Summit Games Interactive | - | Oct 6, 2026 | |
Hypernet Explorer In-game content textcode | AI coding tools help write and maintain the game's plugin code, and parts of the in-game text like NPC combinatorial string banks and translations were written with AI assistance, all being reviewed manully by the developer. | Nocoldiz | - | Oct 5, 2026 | |
Ashes of Animara Dev only code | I used ai for some complex implementations. | Zimix | - | Oct 4, 2026 | |
Wild Heroes: Fight Together Unclear art | AI assistance used for some visuals. | Smobu | - | Oct 4, 2026 | |
SUSHISNK In-game content art | Generative AI was used to create character artwork and other images. | Kariya_Zucchini | - | Oct 4, 2026 | |
Slimebound In-game content art | Generative AI was used as part of the process of creating some sprites and visual assets, which were then edited and adapted by the team to keep them consistent with the game's final art style. | Frostrune Studios | - | Oct 4, 2026 | |
PenRogue In-game content artaudiotextcode | Generative AI is used throughout the development of PenRogue, including code, character artwork, backgrounds, UI assets, music, sound effects, and text. AI-generated content is reviewed, selected, and integrated by the developer. | Magnos Games | - | 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 | |
Vitamin Prism In-game content arttext | AI tools assisted with a small number of icon images and most text localization. Localized text may be replaced in future updates with higher-quality, human-translated versions. | Cocoa Cake Studio | - | Oct 4, 2026 | |
Bloodloader In-game content artaudiotext | Bloodloader was made by one developer with generative AI tools in the pipeline. Character, enemy and item sprites, tiles, icons and the store key art began as AI generations (PixelLab) and were selected, cleaned up, recoloured and assembled by the developer. Sound effects and music were generated with ElevenLabs and edited into final effects and seamless loops. Some in-game text was drafted with AI assistance and edited by the developer. Nothing is generated while you play. | Nukeborn Studio | - | Oct 4, 2026 | |
Stone & Throne In-game content artaudio | The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running. | CTE Gaming | - | Oct 4, 2026 | |
Lane Siege In-game content arttextcode | HOW THIS GAME WAS MADE
Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls.
Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine.
Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full.
And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service. | TitaniumJoeTi.TTV | - | Oct 4, 2026 | |
Stonebloom In-game content arttext | We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play.
- 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result.
- Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text.
- Studio logo: Built from basic shapes as code written with the same assistant.
All sound effects and music are recorded and made by the developer. | CoffeeK Studio | - | Oct 4, 2026 | |
The Painting War: Three Thrones In-game content artaudiotext | All visual assets, audio, text, and promotional materials in this game were created using generative AI tools. The developer selected, edited, refined, and integrated the generated content into the final game. The game does not use generative AI to generate content in real time during gameplay. | SunDay | - | Oct 4, 2026 | |
卡牌大师 In-game content art | Some 2D artwork used in the game and on the store page was created with generative image tools and then selected, edited, composited, and integrated by the developer. This includes selected backgrounds, character or enemy illustrations, card-related artwork, logos, and promotional assets. The game does not generate new content from player input at runtime, and no generative AI system is used for gameplay decisions or player interactions. | Gaster | - | Oct 4, 2026 | |
守城录:六阵 — 三国卡牌构筑塔防 In-game content art | The store page and the hero portraits in the game use AI-generated content. | Meowridian Studio | - | Oct 4, 2026 | |
Magehold Fairwinds In-game content arttext | AI tools assisted with some of the game's art and writing. | Pixel Play Studio | - | Oct 3, 2026 | |
Deep Space Siege In-game content arttext | AI tools assisted the creation or processing of some backgrounds, title illustrations, upgrade-card artwork and localized text during development. These assets are prepared in advance. The game does not call generative AI services at runtime. | Zery | - | Oct 3, 2026 | |
Zakuzaku Rogue Store/marketing art | Generative AI was used during development to create some promotional artwork, including Steam store capsule images and logo variations. Generative AI is not used during gameplay, and no AI-generated content is created in real time. | nekosuko | - | Oct 3, 2026 | |
Kaiten - Sushi Deckbuilder In-game content artaudio | Illustrations and store art were created with Google Nano Banana 2 AI image generation, then selected, edited and assembled by the developer. Background music was created with Stable Audio 2.5. No AI content is generated during gameplay. | Chi Yin So | - | Oct 3, 2026 | |
Dodo Zombies Unclear | This game has been made by a solo developper with the help of AI. Gamers deserve dozens of hours of fun at a cheap price, that's what the use of AI should aim for, and that's what this game is about. Zero information collected. | akerimus | - | Oct 3, 2026 | |
Evercoil Dev only | This game has utilized generative AI for development. | burnout | - | Oct 3, 2026 | |
It'll Hold In-game content arttext | Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play. | CORS Services | - | Oct 3, 2026 | |
Case Opened In-game content art | Case Opened is made by a solo developer with no art budget to spare. Some of the art that ships in the game was created with generative AI: the Adhesives (stickers), the portraits of the appraisal targets, and some weapon masks. The weapon themes ARE NOT AI-generated. No AI generates content while you play. Our goal is to raise funds to hire artists and replace this art before the full release. | Under20 | - | Oct 3, 2026 |