Partly coding and art assets.
- Creator
- Half Flower
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,497 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.
Partly coding and art assets.
The model creation and icon production in the game used a combination of AI and manual editing. All translations were generated by AI. The store page promotional images were generated by AI and then manually edited.
This game was made available in many languages thanks to generative AI. Creation of some assets was performed or aided by generative AI tools. If you ever beat an open-world game, you probably used more power than was used to generate all the assets in this game, including the ones that went unused. If you 100%'d that game, you used much, much more.
Some visual assets in Triad were created with the assistance of AI tools and further refined by the developer. Triad is a solo-developed project, and these tools helped make its creation possible. — Raph, developer of Triad
- Visual art: A portion of the pixel-art tiles and select character sprites were generated using PixelLab AI (pixellab.ai), then composited, edited, and integrated by the developer. - Audio: Background music tracks were generated with AI music tools, then exported and sequenced into the game. - Code & narrative writing: Game code and the in-game chronicler text (Brom's journal entries) were drafted with AI assistance (Anthropic's Claude) and edited by the developer.
Generative AI was used during the development process to create character illustrations for the cards. All AI-generated content has been reviewed, manually refined, and edited by our team to ensure it does not include any illegal or infringing material.
Generative AI tools are used to translate text into different languages and to create visual assets. All content is reviewed and manually edited before being included in the game.
AI has been used to generate 3D models based off of human-created concept art.
- Some 2D assets were generated partly with AI (with human pre and post passes). - Some languages were localized with AI. We intend to make a full human pass on all languages before 1.0 launch.
This game contains content created with the assistance of generative AI tools: Artwork: Some visual assets were generated using AI image tools as a starting point, then edited and refined by the developer. All final in-game artwork has been reviewed, modified, and approved by human hands. Music & Sound Effects: Background music and sound effects were created using AI-based music generation tools, then selected and curated by the developer. Localization: Translations for Japanese, Korean, Traditional Chinese, Spanish, and Russian were produced with AI translation tools and reviewed by the developer. Simplified Chinese and English were authored directly by the developer. Store Page Copy: Portions of the store page description were drafted with AI writing assistance and finalized by the developer. No generative AI runs during gameplay. The AI opponent in single-player mode uses rule-based logic, not generative AI.
Some visual assets including store page imagery and artwork were created with the assistance of AI image generation tools and refined by hand
Some pre-generated visual assets used for the Steam store page and promotional materials were created with the assistance of generative AI. No live-generated AI content is used during gameplay, and the game does not connect to external AI services while running.
Claude Code and Codex were used in game development, particularly for UI related work.
AI assisted with artwork and animating artwork.
As a solo developer, I used generative AI tools to assist with certain parts of development, including the creation of some visual assets. All generated content has been carefully reviewed, adjusted, and manually integrated to ensure artistic consistency, and overall game quality. No AI generated content is produced in real time during gameplay.
Some artwork was created with AI assistance.
All visual assets and sound effects in this game were created with the assistance of AI generation tools, then curated and integrated by the developer.
Some visual assets in this game were generated using AI. As a one‑person developer, I use these tools to accelerate production, but all images are reviewed, refined, and finalized by me to maintain a consistent artistic direction.
Some music tracks in Gridhammer were composed using AI music generation tools (Suno). All other game content including artwork, writing, and game design is human-created.
This game was developed with the assistance of generative AI tools, which were used to help create visual assets, code, and some audio elements. All generated content was reviewed, edited, and integrated by the developer to ensure consistency and quality. No generative AI is used during gameplay. All content is pre-generated and curated before release.
Generative AI is used only to create cartoon-style illustrated artwork for promotional materials and the game's store page. All other assets, including in-game art, models, design elements, and content, were created directly by the developers.
Smoke Town utilizes artificial intelligence in the following areas: We only use AI-generated content in our game as reference material for backgrounds, which are then refined and reviewed by humans. And also for interface translations. All AI-generated content has been human-reviewed and refined for quality and technical integration.
AI-generated images
AI tools were used during parts of the development process to assist with early-stage graphics and code. Every AI-assisted element has since been carefully reworked, improved, and integrated through hands-on development. The final product is shaped by deliberate design, creative iteration, and personal input to ensure a cohesive and original gameplay experience.
Some images in the game were created with the help of AI tools as part of the development process.
Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product. The game does not use AI to generate content during gameplay.
All store page and in-game translations were created with AI assistance as a starting point. As a solo developer, I only speak English and Ukrainian natively, so I recognize that AI translations may contain errors — I hope to improve them with native speaker feedback in the future. Store page artwork was generated with AI image tools and then manually composed and edited by the developer.
As a solo indie developer working with a limited art budget, I have used generative AI tools for some visual assets, primarily UI artwork. The gameplay systems, mechanics, programming, balancing, and overall game design are created and implemented by me. My long-term goal is to continue improving the game’s artwork and, as the game grows, work with professional artists to replace and further refine AI-assisted visual assets.
The translations of some language versions are generated by AI.
This game utilizes AI tools to assist in the creation of pre-generated visual and audio assets.
At the core of Power Up, we believe in pushing the boundaries of creativity by blending human artistry with cutting-edge technology. To deliver a truly immersive and high-energy experience, we have utilized Generative AI tools in the following areas: Music and Soundscapes: Some of the soundtracks and ambient audio elements in the game were composed or enhanced using AI-driven music generation tools. These were used as a foundational layer, then meticulously arranged and polished by our team to ensure they perfectly match the rhythm and atmosphere of the gameplay. Visual Assets and World-Building: Certain environmental textures, concept art, and UI elements were developed with the assistance of AI image generation to create a diverse and visually rich world. Narrative and Dialogue: AI tools were used to brainstorm dialogue variations and assist in localization, ensuring that the world feels alive and reactive to your progress. Developer’s Commitment: Every AI-generated asset has been hand-reviewed, edited, and refined by our developers. We use AI not as a replacement for human creativity, but as a "Power Up" for our team to bring you a larger, more polished, and more melodic gaming experience than ever before.
Scrapbot Outpost was created with assistance from AI tools. AI tools were used for portions of the design, writing, translating, brainstorming, and implementation process, and for the creation of most game art assets. Tools used during development include: - OpenAI ChatGPT - Claude Opus - PixelLab.ai All AI-assisted content was selected, reviewed, edited, and integrated by the developement team
EcoMoguls uses generative AI as part of a small-studio production workflow for some player-facing content, including visual assets, written material, and audio. All final content included in the game and on the store page has been selected, edited, and integrated by the developer to fit the game's design, tone, and educational goals.
AI tools have been used to enhance and tweak game assets, as well as for certain audio elements.
AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck".
Code and promotional images generated by AI were used.
The images in the game are generated by AI.
游戏在概念设计、Demo阶段及图标、动画、代码等辅助系统中,分别借助AI完成了部分创意构思与初步创作。
Generate music using sunoAI
I am a single Dev - with 5 dependents ( 3 have special needs and demand time) and a ZERO budget. I am unemployed trying to have a go. I wanted to make this game and it would of NEVER happened with out AI generated art.
Generative AI tools were used as part of a human-led design workflow for a limited portion of the game’s pre-generated artwork and promotional materials, including Steam store assets. Professional graphic designers directed, edited, and finalized all visual assets, which were reviewed before inclusion. No content is generated using AI while the game is running.
The game's visuals heavily utilize generative artificial intelligence, and we promise to replace the AI-generated art assets for every 10,000 copies sold. After reaching 100,000 copies sold, all in-game art assets will be hand-drawn.
Generative AI was used during the development process to assist with writing codes. All AI-generated text has been manually reviewed and edited.
Localization: I do not have the option to localize the game otherwise.
Developer’s Note: Due to the challenges of solo game development and being a newcomer to the industry, I utilized AI tools to assist in certain areas of production. This includes specific textures, minor 3D models, and parts of the programming logic. However, all voice acting and musical scores are original works, created as a gesture of support by my close friends.
BGMや一部アイコンの生成 3Dモデルの生成
This is a solo-developed project created with limited time and resources. Some assets (such as visuals or audio) were partially generated or assisted using AI tools to make development feasible. All such content has been manually reviewed and adjusted to fit the game's atmosphere and design.
AI tools were used only to assist in the creation of certain marketing artwork for the Steam store page. All in-game content, screenshots, and trailer were created without the use of generative AI.
Some shipped artwork and written content were created or assisted with generative AI tools during development. The game does not generate AI content during gameplay and does not connect to external AI services while you play.
Generative AI was used during development to assist with some in-game visual art (e.g. building and enemy concept iteration, color palette suggestions), code, and Steam marketing materials (store capsules, achievement icons). Final assets were reviewed and integrated by the developer. All music, sound design, and game design are hand-authored.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hutong Gambit In-game content artcode | Partly coding and art assets. | Half Flower | - | May 23, 2026 | |
Rogue Realm: Guardian Grids In-game content arttext | The model creation and icon production in the game used a combination of AI and manual editing. All translations were generated by AI. The store page promotional images were generated by AI and then manually edited. | YogurtGames | 96 | May 23, 2026 | |
Astromino In-game content textart | This game was made available in many languages thanks to generative AI. Creation of some assets was performed or aided by generative AI tools.
If you ever beat an open-world game, you probably used more power than was used to generate all the assets in this game, including the ones that went unused. If you 100%'d that game, you used much, much more. | Ben Hendel-Doying | - | May 23, 2026 | |
Triad: Elemental Saga In-game content art | Some visual assets in Triad were created with the assistance of AI tools and further refined by the developer.
Triad is a solo-developed project, and these tools helped make its creation possible.
— Raph, developer of Triad | Heritage Games | - | May 23, 2026 | |
Deephold In-game content artaudiotext | - Visual art: A portion of the pixel-art tiles and select character sprites were generated using PixelLab AI (pixellab.ai), then composited, edited, and integrated by the developer.
- Audio: Background music tracks were generated with AI music tools, then exported and sequenced into the game.
- Code & narrative writing: Game code and the in-game chronicler text (Brom's journal entries) were drafted with AI assistance (Anthropic's Claude) and edited by the developer. | Chuckwalla Works LLC | - | May 23, 2026 | |
Sovereign Hand : The Last Enclave In-game content art | Generative AI was used during the development process to create character illustrations for the cards. All AI-generated content has been reviewed, manually refined, and edited by our team to ensure it does not include any illegal or infringing material. | Unbent Studios | - | May 23, 2026 | |
Prevent WW3 In-game content textart | Generative AI tools are used to translate text into different languages and to create visual assets. All content is reviewed and manually edited before being included in the game. | NT7 Studio | - | May 23, 2026 | |
Varren's Expanse In-game content art | AI has been used to generate 3D models based off of human-created concept art. | Wonder Forge, Inc. | - | May 23, 2026 | |
Kegs of Eternity In-game content arttext | - Some 2D assets were generated partly with AI (with human pre and post passes).
- Some languages were localized with AI. We intend to make a full human pass on all languages before 1.0 launch. | Lone Piggy | - | May 23, 2026 | |
17 Steps In-game content artaudiotext | This game contains content created with the assistance of generative AI tools:
Artwork: Some visual assets were generated using AI image tools as a starting
point, then edited and refined by the developer. All final in-game artwork
has been reviewed, modified, and approved by human hands.
Music & Sound Effects: Background music and sound effects were created using
AI-based music generation tools, then selected and curated by the developer.
Localization: Translations for Japanese, Korean, Traditional Chinese, Spanish,
and Russian were produced with AI translation tools and reviewed by the
developer. Simplified Chinese and English were authored directly by the
developer.
Store Page Copy: Portions of the store page description were drafted with AI
writing assistance and finalized by the developer.
No generative AI runs during gameplay. The AI opponent in single-player mode
uses rule-based logic, not generative AI. | SmilingMiles | - | May 23, 2026 | |
klik. Store/marketing art | Some visual assets including store page imagery and artwork were created with the assistance of AI image generation tools and refined by hand | HydroYT | - | May 23, 2026 | |
PROMulti-TableTournament Store/marketing art | Some pre-generated visual assets used for the Steam store page and promotional materials were created with the assistance of generative AI. No live-generated AI content is used during gameplay, and the game does not connect to external AI services while running. | GONGXIN | 11 | May 23, 2026 | |
Brushwork Dev only code | Claude Code and Codex were used in game development, particularly for UI related work. | OateyGames | - | May 23, 2026 | |
Blessed To Die In-game content art | AI assisted with artwork and animating artwork. | Frame Forge Studios LLC | - | May 23, 2026 | |
Architect of War In-game content art | As a solo developer, I used generative AI tools to assist with certain parts of development, including the creation of some visual assets.
All generated content has been carefully reviewed, adjusted, and manually integrated to ensure artistic consistency, and overall game quality.
No AI generated content is produced in real time during gameplay. | Six Sided Studio | - | May 23, 2026 | |
宝箱怪大冒险 In-game content art | Some artwork was created with AI assistance. | MiniBaga | - | May 23, 2026 | |
Centurion's Gambit In-game content artaudio | All visual assets and sound effects in this game were created with the assistance of AI generation tools, then curated and integrated by the developer. | iebaz | - | May 23, 2026 | |
Mercenary Brotherhood In-game content art | Some visual assets in this game were generated using AI. As a one‑person developer, I use these tools to accelerate production, but all images are reviewed, refined, and finalized by me to maintain a consistent artistic direction. | SC Strategy Games | - | May 23, 2026 | |
Gridhammer In-game content audio | Some music tracks in Gridhammer were composed using AI music generation tools (Suno). All other game content including artwork, writing, and game design is human-created. | Pixel Forge Entertainment, LLC. | - | May 23, 2026 | |
SontusCrops In-game content artcodeaudio | This game was developed with the assistance of generative AI tools, which were used to help create visual assets, code, and some audio elements. All generated content was reviewed, edited, and integrated by the developer to ensure consistency and quality.
No generative AI is used during gameplay. All content is pre-generated and curated before release. | IndieNegra | - | May 23, 2026 | |
Don't Step Wrong 2 In-game content art | Generative AI is used only to create cartoon-style illustrated artwork for promotional materials and the game's store page. All other assets, including in-game art, models, design elements, and content, were created directly by the developers. | Feriado | - | May 23, 2026 | |
Smoke Town In-game content arttext | Smoke Town utilizes artificial intelligence in the following areas:
We only use AI-generated content in our game as reference material for backgrounds, which are then refined and reviewed by humans. And also for interface translations.
All AI-generated content has been human-reviewed and refined for quality and technical integration. | TSRV | - | May 23, 2026 | |
Argonauts Agency: Reflections from the Moon Collector's Edition Unclear art | AI-generated images | 8floor ltd | - | May 23, 2026 | |
Void Commander: Armada In-game content artcode | AI tools were used during parts of the development process to assist with early-stage graphics and code. Every AI-assisted element has since been carefully reworked, improved, and integrated through hands-on development.
The final product is shaped by deliberate design, creative iteration, and personal input to ensure a cohesive and original gameplay experience. | LordStarFish | - | May 23, 2026 | |
SoundFest: Music Festival Manager In-game content art | Some images in the game were created with the help of AI tools as part of the development process. | sunsixEstudios | - | May 23, 2026 | |
Roll & Slay : Dice Caster In-game content art | Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product.
The game does not use AI to generate content during gameplay. | ProjectSODA | - | May 23, 2026 | |
Tight Tactics In-game content textart | All store page and in-game translations were created with AI assistance as a starting point. As a solo developer, I only speak English and Ukrainian natively, so I recognize that AI translations may contain errors — I hope to improve them with native speaker feedback in the future.
Store page artwork was generated with AI image tools and then manually composed and edited by the developer. | Yellow bear | - | May 23, 2026 | |
RanaRangam: Where Chess Pieces Bleed In-game content art | As a solo indie developer working with a limited art budget, I have used generative AI tools for some visual assets, primarily UI artwork.
The gameplay systems, mechanics, programming, balancing, and overall game design are created and implemented by me.
My long-term goal is to continue improving the game’s artwork and, as the game grows, work with professional artists to replace and further refine AI-assisted visual assets. | Bogaram Rakesh | - | May 23, 2026 | |
扑克魔王 In-game content text | The translations of some language versions are generated by AI. | TangentTin | - | May 23, 2026 | |
Arcane Towerline In-game content artaudio | This game utilizes AI tools to assist in the creation of pre-generated visual and audio assets. | shimmer | - | May 23, 2026 | |
Power Up! In-game content audioarttext | At the core of Power Up, we believe in pushing the boundaries of creativity by blending human artistry with cutting-edge technology. To deliver a truly immersive and high-energy experience, we have utilized Generative AI tools in the following areas:
Music and Soundscapes: Some of the soundtracks and ambient audio elements in the game were composed or enhanced using AI-driven music generation tools. These were used as a foundational layer, then meticulously arranged and polished by our team to ensure they perfectly match the rhythm and atmosphere of the gameplay.
Visual Assets and World-Building: Certain environmental textures, concept art, and UI elements were developed with the assistance of AI image generation to create a diverse and visually rich world.
Narrative and Dialogue: AI tools were used to brainstorm dialogue variations and assist in localization, ensuring that the world feels alive and reactive to your progress.
Developer’s Commitment: Every AI-generated asset has been hand-reviewed, edited, and refined by our developers. We use AI not as a replacement for human creativity, but as a "Power Up" for our team to bring you a larger, more polished, and more melodic gaming experience than ever before. | 4 Flowers 1 Bug | - | May 23, 2026 | |
Scrapbot Outpost In-game content arttextcode | Scrapbot Outpost was created with assistance from AI tools.
AI tools were used for portions of the design, writing, translating, brainstorming, and implementation process, and for the creation of most game art assets.
Tools used during development include:
- OpenAI ChatGPT
- Claude Opus
- PixelLab.ai
All AI-assisted content was selected, reviewed, edited, and integrated by the developement team | Blackboard Studios | - | May 23, 2026 | |
EcoMoguls In-game content arttextaudio | EcoMoguls uses generative AI as part of a small-studio production workflow for some player-facing content, including visual assets, written material, and audio. All final content included in the game and on the store page has been selected, edited, and integrated by the developer to fit the game's design, tone, and educational goals. | The Analog Gaming Socity | - | May 23, 2026 | |
The Hidden Evils Club In-game content artaudio | AI tools have been used to enhance and tweak game assets, as well as for certain audio elements. | Loreland Studio | - | May 23, 2026 | |
Prism Deck Survivor Dev only code | AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck". | CryCauseDry | - | May 23, 2026 | |
防御前线 Store/marketing codeart | Code and promotional images generated by AI were used. | 爱喝可乐的咖啡 | - | May 23, 2026 | |
叠影接龙 In-game content art | The images in the game are generated by AI. | Ashphly | - | May 23, 2026 | |
最后的妙笔人 In-game content artcode | 游戏在概念设计、Demo阶段及图标、动画、代码等辅助系统中,分别借助AI完成了部分创意构思与初步创作。 | FU TAO | - | May 23, 2026 | |
水晶塔防 Unclear audio | Generate music using sunoAI | 铱恢鸢 | - | May 23, 2026 | |
RushLife In-game content art | I am a single Dev - with 5 dependents ( 3 have special needs and demand time) and a ZERO budget. I am unemployed trying to have a go.
I wanted to make this game and it would of NEVER happened with out AI generated art. | Toothless john | - | May 23, 2026 | |
The House Always Wins Store/marketing art | Generative AI tools were used as part of a human-led design workflow for a limited portion of the game’s pre-generated artwork and promotional materials, including Steam store assets. Professional graphic designers directed, edited, and finalized all visual assets, which were reviewed before inclusion. No content is generated using AI while the game is running. | PiGames | - | May 23, 2026 | |
蜃渊契兽师 In-game content art | The game's visuals heavily utilize generative artificial intelligence, and we promise to replace the AI-generated art assets for every 10,000 copies sold. After reaching 100,000 copies sold, all in-game art assets will be hand-drawn. | 睦柒工作室 | - | May 23, 2026 | |
Gambling Simulator Dev only code | Generative AI was used during the development process to assist with writing codes. All AI-generated text has been manually reviewed and edited. | Fato Games | - | May 23, 2026 | |
The Syndicate: Classified Operations In-game content text | Localization: I do not have the option to localize the game otherwise. | A and I Software | - | May 23, 2026 | |
Devil's Logic In-game content artcode | Developer’s Note:
Due to the challenges of solo game development and being a newcomer to the industry, I utilized AI tools to assist in certain areas of production. This includes specific textures, minor 3D models, and parts of the programming logic. However, all voice acting and musical scores are original works, created as a gesture of support by my close friends. | mrt | - | May 23, 2026 | |
卑怯な勇者を許さない!~魔王の娘とダンジョン作り~ In-game content audioart | BGMや一部アイコンの生成
3Dモデルの生成 | MeteorWing | - | May 23, 2026 | |
Directive 220 In-game content artaudio | This is a solo-developed project created with limited time and resources. Some assets (such as visuals or audio) were partially generated or assisted using AI tools to make development feasible.
All such content has been manually reviewed and adjusted to fit the game's atmosphere and design. | SethAngel | - | May 23, 2026 | |
Table of Fates In-game content art | AI tools were used only to assist in the creation of certain marketing artwork for the Steam store page.
All in-game content, screenshots, and trailer were created without the use of generative AI. | MjGames Studio | - | May 23, 2026 | |
重启人生 In-game content arttext | Some shipped artwork and written content were created or assisted with generative AI tools during development. The game does not generate AI content during gameplay and does not connect to external AI services while you play. | MR薛 | - | May 23, 2026 | |
Hold the Keep In-game content artcode | Generative AI was used during development to assist with some in-game visual art (e.g. building and enemy concept iteration, color palette suggestions), code, and Steam marketing materials (store capsules, achievement icons). Final assets were reviewed and integrated by the developer. All music, sound design, and game design are hand-authored. | Bemi Game Studios | - | May 23, 2026 |