This work uses AI technology for certain art assets, which are subsequently refined by the developers.
- Creator
- NodeStudio
- 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.
This work uses AI technology for certain art assets, which are subsequently refined by the developers.
Word Space Blaster uses pre-rendered AI Art and Animations.
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
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.
The visual assets in this game, including character sprites, UI elements, and environmental items, were created with the assistance of Generative AI tools. All AI-generated content has been manually curated, edited, and modified by the developer—including manual rigging and frame-by-frame animation—to ensure a cohesive art style and high-quality gameplay experience.
Used AI to help with localizations
The developer uses AI tools (such as ChatGPT, Claude, and Cursor) to assist with writing code, drafting in-game text like card effect descriptions, and brainstorming narrative elements. Additionally, AI is utilized to provide draft localizations for various languages. However, all graphical assets (including character illustrations and monster designs) and audio are entirely human-made. No AI-generated images, pre-rendered graphics, or sound files are used in this game.
Some visual assets, promotional artwork, sound effects, and music were created with the assistance of AI generation tools.
CARGO CRUSH ZERO is developed with the assistance of AI tools throughout its production. Game code is implemented using Claude (Anthropic) as a development assistant. Background music is generated with AIVA. Visual assets are created using AI image generation tools and further edited by the developer. All creative direction, design decisions, and final output are overseen by the developer.
Defense of Kyrath uses AI-assisted tools in parts of its art and audio pipeline. Some character sprites, character voice lines, select background imagery, and background music are AI-generated, and refined or curated by the developer. All AI-generated content is pre-generated at authoring time. Terrain, environment art, and level layouts come from TiGen - a custom procedural generation pipeline that is purely algorithmic, not AI. All game design, writing, and gameplay systems are human-crafted.
AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists.
Used partially in coding and generating sounds
Currently only AI generated item is the Store graphics. It is, however, intended in the future for the game itself to contain AI generated graphics as well.
Some music and sound effects were generated using AI tools, then manually edited and refined by the developer
We are an indie team of two programmers. We are currently using AI-generated art so we can start testing the game right away. Thank you for your understanding.
Some textures and 3D models in this game were created using AI-assisted procedural rendering during development. The game does not generate any content with AI at runtime.
Generative AI was used during development to assist with initial pixel art drafts and multilingual translation drafts.
Used GenAI for the trailer, code, assets.
AI was used to generate the icon.
I'm Alex, a solo developer. Most of Sphere TD is handmade by me: towers, mods, UI, maps, game design, and core gameplay art. A small amount of AI assisted creation is used for flavor: optional map background images (off by default), and music tracks that combine indie production with AI assisted composition. I also have a no AI assets switch in Settings to toggle off generated content if you prefer.
Some visual assets were created with the assistance of AI image generation tools during development.
This game utilizes generative AI tools to assist in the creation of select 2D artwork, specifically some UI icons, league background themes, and store page promotional materials. Other in-game assets, such as enemy art and player icon and GUI, were acquired through licensed asset stores.
Some visual assets in this game, including backgrounds and certain enemy designs, were created using AI-assisted tools and then edited, modified, and integrated into the game by the developer.
Some visual assets (illustrations and portraits) and the music were created with the help of AI tools. The game code was developed with AI-assisted programming. All content was reviewed, curated, and approved by the developer.
The Steam store page banners and promotional materials were created with the help of generative AI tools. The in-game assets were either manually created or edited afterward, while certain marketing visuals (such as headers, capsules, and banners) contain AI-generated elements.
This game uses generative AI during development for certain 2D icons, concept art, placeholder graphics, and text. All AI-generated content has been manually reviewed, edited, and adapted by the developer before being included in the final game.
Generative AI tools were used to assist with localization translations. All AI-generated translations were reviewed and edited by the development team.
A lot of the artwork in Melovar's Tale, including the card, relic and character illustrations were created with the assistance of AI tools. All AI Generated items were reviewed, curated, and refined to ensure they meet the game visual and thematic standards. There isn't any AI content generated live during the game.
The core concepts, rules, and gameplay mechanics of The Bone Yard are entirely my own original creation. Because this is a solo passion project, I utilized generative AI as a development assistant to help bring my vision to life. AI tools were used to help brainstorm visual design elements, which I then curated and integrated into the game. I also used AI to assist with coding and text localization. The heart of the game, how it plays, how it feels, is 100% USDA Prime Human.
This game uses AI-generated promotional images.
AI was used to create certain graphics in the main menu and enemy textures in the game.
Some store imagery (capsule art) was created with AI image generation tools. Game text translations for non-English/Turkish languages were assisted by AI translation, with manual review
Generative AI tools were utilized during the pre-production and development phases to assist a solo developer in establishing the visual concepts, background art, and base textures for the cyber-apocalyptic world. All AI-generated base assets were subsequently reviewed, heavily curated, and manually integrated into the game engine to ensure they perfectly match the strict artistic direction and gameplay requirements of PROTOCOL: Zero-day.
Some of the music tracks in this game were initially generated using AI tools and then manually edited and refined by a human composer.
We use Ai-generated Character Concept
The developer has used generative artificial intelligence tools for assistance during development. This includes code generation and optimization, drafting and translating text for the store page, and creating promotional images and marketing assets. All generated elements have been manually reviewed and edited to fit the project's vision
Pictures and sound
Voices are currently AI generated.
Note: AI-assisted tools were used in the creation of the game's artwork.
All visual assets in this game — including character illustrations, environments, and card art — are designed and directed by a human artist, with AI tools used as an assistive means for iterative refinement and polish. The final in-game visuals are fully controlled by the designer. No AI-generated content involves copying from other games.
This game uses generative AI in the following limited ways: AI tools were used during development to assist in generating and organizing vocabulary word data. AI may have been used to help draft or structure non-final text content, which has been manually reviewed and edited by the developer. No generative AI is used in real-time gameplay, player interaction, or runtime content generation. This game does not use external AI services during gameplay.
Some of the graphics and all of the localizations was produced with the help of generative AI.
This game uses generative AI for the creation of some graphic and sound assets.
Some image assets in this game are generated by AI.
Music and Localisation.
This product uses AI tools to assist in generating code, art assets, and other content. All AI-generated materials have been significantly edited, modified, and polished by human developers to ensure originality, quality, and compliance with copyright regulations.
Some marketing assets and store page artwork were created with the assistance of AI image generation tools.
wall textures
The game does not contain AI-generated content. AI-generated content is used just for Steam Images.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Deep Space Survivor: Endless Starfield In-game content art | This work uses AI technology for certain art assets, which are subsequently refined by the developers. | NodeStudio | - | May 23, 2026 | |
Word Space Blaster In-game content art | Word Space Blaster uses pre-rendered AI Art and Animations. | a|REA 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 | |
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 | |
Capy Chaos In-game content art | The visual assets in this game, including character sprites, UI elements, and environmental items, were created with the assistance of Generative AI tools. All AI-generated content has been manually curated, edited, and modified by the developer—including manual rigging and frame-by-frame animation—to ensure a cohesive art style and high-quality gameplay experience. | Sleepy Cactus | - | May 23, 2026 | |
A.K.O - Arrow Keys Only In-game content text | Used AI to help with localizations | adarkfable | - | May 23, 2026 | |
Abraxas In-game content text | The developer uses AI tools (such as ChatGPT, Claude, and Cursor) to assist with writing code, drafting in-game text like card effect descriptions, and brainstorming narrative elements. Additionally, AI is utilized to provide draft localizations for various languages.
However, all graphical assets (including character illustrations and monster designs) and audio are entirely human-made. No AI-generated images, pre-rendered graphics, or sound files are used in this game. | SuperUser | - | May 23, 2026 | |
Void Balls In-game content artaudio | Some visual assets, promotional artwork, sound effects, and music were created with the assistance of AI generation tools. | LoopedInGames | - | May 23, 2026 | |
CARGO CRUSH ZERO In-game content artaudio | CARGO CRUSH ZERO is developed with the assistance of AI tools throughout its production. Game code is implemented using Claude (Anthropic) as a development assistant. Background music is generated with AIVA. Visual assets are created using AI image generation tools and further edited by the developer. All creative direction, design decisions, and final output are overseen by the developer. | MIKADO WORKS | - | May 23, 2026 | |
Defense of Kyrath In-game content artaudio | Defense of Kyrath uses AI-assisted tools in parts of its art and audio pipeline. Some character sprites, character voice lines, select background imagery, and background music are AI-generated, and refined or curated by the developer. All AI-generated content is pre-generated at authoring time. Terrain, environment art, and level layouts come from TiGen - a custom procedural generation pipeline that is purely algorithmic, not AI. All game design, writing, and gameplay systems are human-crafted. | Frosty Wren Studios | - | May 23, 2026 | |
Darkest Path Dev only art | AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists. | MegaKil Studios | - | May 23, 2026 | |
Blipzz In-game content codeaudio | Used partially in coding and generating sounds | Edwin Lee | - | May 23, 2026 | |
Match Deck: Football In-game content art | Currently only AI generated item is the Store graphics.
It is, however, intended in the future for the game itself to contain AI generated graphics as well. | One Joyful Day | - | May 23, 2026 | |
ASCII Survivors In-game content audio | Some music and sound effects were generated using AI tools, then manually edited and refined by the developer | IndigoVortex | - | May 23, 2026 | |
Cast & Conquer In-game content art | We are an indie team of two programmers. We are currently using AI-generated art so we can start testing the game right away. Thank you for your understanding. | AnnexAlea | - | May 23, 2026 | |
Dice Tavern: Farkle Roguelike In-game content art | Some textures and 3D models in this game were created using AI-assisted procedural rendering during development. The game does not generate any content with AI at runtime. | Cavi Studio | - | May 23, 2026 | |
Iron Bird In-game content arttext | Generative AI was used during development to assist with initial pixel art drafts and multilingual translation drafts. | Wonder Road | - | May 23, 2026 | |
Founders Save The World Store/marketing artcode | Used GenAI for the trailer, code, assets. | Sanjay Kumar Rajpoot | - | May 23, 2026 | |
Bladebound In-game content art | AI was used to generate the icon. | ZeroSeven | - | May 23, 2026 | |
Sphere TD In-game content artaudio | I'm Alex, a solo developer. Most of Sphere TD is handmade by me: towers, mods, UI, maps, game design, and core gameplay art.
A small amount of AI assisted creation is used for flavor: optional map background images (off by default), and music tracks that combine indie production with AI assisted composition.
I also have a no AI assets switch in Settings to toggle off generated content if you prefer. | Standard Issue Games | - | May 23, 2026 | |
Emberlorn Dev only art | Some visual assets were created with the assistance of AI image generation tools during development. | Hudson Borges | - | May 23, 2026 | |
Jackpot Colosseum In-game content art | This game utilizes generative AI tools to assist in the creation of select 2D artwork, specifically some UI icons, league background themes, and store page promotional materials. Other in-game assets, such as enemy art and player icon and GUI, were acquired through licensed asset stores. | Wumbo Games | - | May 23, 2026 | |
Jump King Clicker In-game content art | Some visual assets in this game, including backgrounds and certain enemy designs, were created using AI-assisted tools and then edited, modified, and integrated into the game by the developer. | Antique Box Studio | - | May 23, 2026 | |
Winter Hunts Us In-game content artaudio | Some visual assets (illustrations and portraits) and the music were created with the help of AI tools. The game code was developed with AI-assisted programming. All content was reviewed, curated, and approved by the developer. | Syslí Nora | - | May 23, 2026 | |
Floppy-Ear Chaos In-game content art | The Steam store page banners and promotional materials were created with the help of generative AI tools. The in-game assets were either manually created or edited afterward, while certain marketing visuals (such as headers, capsules, and banners) contain AI-generated elements. | SCRAPIEDEE S.R.L. | 46 | May 23, 2026 | |
Terrastone In-game content arttext | This game uses generative AI during development for certain 2D icons, concept art, placeholder graphics, and text. All AI-generated content has been manually reviewed, edited, and adapted by the developer before being included in the final game. | Polarpaw | - | May 23, 2026 | |
The Lost Froglins In-game content text | Generative AI tools were used to assist with localization translations. All AI-generated translations were reviewed and edited by the development team. | Emanuele Pavarotti | - | May 23, 2026 | |
Melovar's Tale In-game content art | A lot of the artwork in Melovar's Tale, including the card, relic and character illustrations were created with the assistance of AI tools. All AI Generated items were reviewed, curated, and refined to ensure they meet the game visual and thematic standards. There isn't any AI content generated live during the game. | Niad Chowdhury | - | May 23, 2026 | |
The Bone Crypt In-game content artcodetext | The core concepts, rules, and gameplay mechanics of The Bone Yard are entirely my own original creation. Because this is a solo passion project, I utilized generative AI as a development assistant to help bring my vision to life. AI tools were used to help brainstorm visual design elements, which I then curated and integrated into the game. I also used AI to assist with coding and text localization. The heart of the game, how it plays, how it feels, is 100% USDA Prime Human. | T-Squared Conglomerate | - | May 23, 2026 | |
猫鼠地牢 In-game content art | This game uses AI-generated promotional images. | Xunx | - | May 23, 2026 | |
Dealer's Domain: The Infinite Hand In-game content art | AI was used to create certain graphics in the main menu and enemy textures in the game. | Reece | - | May 23, 2026 | |
Neo Capitalist - Stock Market Survival Simulator In-game content arttext | Some store imagery (capsule art) was created with AI image generation tools. Game text translations for non-English/Turkish languages were assisted by AI translation, with manual review | Paper Plane Logic | - | May 23, 2026 | |
PROTOCOL: Zero-day In-game content art | Generative AI tools were utilized during the pre-production and development phases to assist a solo developer in establishing the visual concepts, background art, and base textures for the cyber-apocalyptic world. All AI-generated base assets were subsequently reviewed, heavily curated, and manually integrated into the game engine to ensure they perfectly match the strict artistic direction and gameplay requirements of PROTOCOL: Zero-day. | CRYPTOS Interactive | - | May 23, 2026 | |
Voxel Shooter In-game content audio | Some of the music tracks in this game were initially generated using AI tools and then manually edited and refined by a human composer. | Stase Games | - | May 23, 2026 | |
Brainrot Survivor Store/marketing art | We use Ai-generated Character Concept | Shakesbee Studio Inc. | - | May 23, 2026 | |
Tessellar Store/marketing codetextart | The developer has used generative artificial intelligence tools for assistance during development. This includes code generation and optimization, drafting and translating text for the store page, and creating promotional images and marketing assets. All generated elements have been manually reviewed and edited to fit the project's vision | Nightware Games | - | May 23, 2026 | |
Omen of the Godless Unclear artaudio | Pictures and sound | GraveBound Studios | - | May 23, 2026 | |
Sword & Banner In-game content audio | Voices are currently AI generated. | Bitrot Games | - | May 23, 2026 | |
我是卷王 In-game content art | Note: AI-assisted tools were used in the creation of the game's artwork. | Myers | - | May 23, 2026 | |
冥差(Hell Bailiff) In-game content art | All visual assets in this game — including character illustrations, environments, and card art — are designed and directed by a human artist, with AI tools used as an assistive means for iterative refinement and polish. The final in-game visuals are fully controlled by the designer. No AI-generated content involves copying from other games. | Yaeegy | - | May 23, 2026 | |
English Vocab Rush Dev only text | This game uses generative AI in the following limited ways:
AI tools were used during development to assist in generating and organizing vocabulary word data.
AI may have been used to help draft or structure non-final text content, which has been manually reviewed and edited by the developer.
No generative AI is used in real-time gameplay, player interaction, or runtime content generation.
This game does not use external AI services during gameplay. | Binary Logic Games | - | May 23, 2026 | |
Agartha Survivors In-game content arttext | Some of the graphics and all of the localizations was produced with the help of generative AI. | Michael Blair | - | May 23, 2026 | |
Dungeon Stew In-game content artaudio | This game uses generative AI for the creation of some graphic and sound assets. | Cave Witches Studio | - | May 23, 2026 | |
决战-勋章 In-game content art | Some image assets in this game are generated by AI. | SOT烈 | - | May 23, 2026 | |
Shadowlift: Zero Trace In-game content audiotext | Music and Localisation. | ROBOSARU Games | - | May 23, 2026 | |
Prism Age In-game content artcode | This product uses AI tools to assist in generating code, art assets, and other content. All AI-generated materials have been significantly edited, modified, and polished by human developers to ensure originality, quality, and compliance with copyright regulations. | IceStar | - | May 23, 2026 | |
TriVictor Store/marketing art | Some marketing assets and store page artwork were created with the assistance of AI image generation tools. | Armez Studio | - | May 23, 2026 | |
LowPolygonTeam Unclear | wall textures | Gorson Pitrón | - | May 23, 2026 | |
Prismachines Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images. | Flowcraft Games | - | May 23, 2026 |