AI was used to create the game logo.
- Creator
- CannizzaroSoftware
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,508 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.
AI was used to create the game logo.
Development was aided by generative AI for a subset of visual and audio assets.
The game to contain art assets generated by artificial intelligence
Some audiovisual assets were assisted by AI.
Some of the game's code and graphics were created with the help of artificial intelligence.
Some user interface elements, such as menus and HUD components, were generated using AI tools and subsequently reviewed and modified before being implemented in the game. AI was also used to assist in the game's creation, such as art, for example.
Some visual assets (pixel art sprites) and music tracks were created with the assistance of AI generation tools during development. All AI-generated content was reviewed and curated by the developer. No AI content is generated during gameplay.
Sound-tracks were created with the assistance of diffusion generation.
some concept art was adapted from ai prompts
AI Music: The BGM was sampled by AI using human-composed reference tracks and was ultimately refined by a sound designer.
Some visual assets in this game were created with the assistance of AI and further refined by the developer. The game does not use live-generated AI at runtime.
AI was used to upscale the concept art. AI was used for the final artwork / final drawing.
Art and music
Our crafting system depends on AI to generate new game data when you combine a combination of items not yet seen before, so you never run out of weapons to discover and experiment with. We also generate text and sprites for any new items created. Assets for the game also use image generation: the title screen and other UI elements use generated textures and graphics. These images have been touched up by a human and reused on our Steam page also.
AI image generation tools were used to create store page artwork (capsule images, banners). AI was also used to assist with localization for 12 supported languages. All AI-generated content was reviewed and edited by the developer. No AI was used for in-game visual assets, sound effects, or music.
Some art and localization were aided by AI.
Generative AI tools were used during development to help create early drafts of some game-related content (for example, concept ideas and text drafts). All such content was reviewed, edited, and approved by the developer before release. The shipped game does not generate AI content during gameplay and does not use any external AI services at runtime.
Some of the art assets were made using gen AI and retouched by a human artist. Some of the translations were made using gen AI and reviewed by a human native speaker.
AI-assisted creation of graphics AI-assisted creation of music AI-assisted localization
The game uses ai for some assets in the game.
The Steam library and store pages use AI generated graphic elements, but the game itself doesn't. All graphics in the game are hand made, created by our graphics designer in our self developed editor.
As a solo developer, I use AI selectively to support my workflow, not to replace creativity. For example, AI may be used to assist in generating or processing certain audio elements, which are then manually edited and curated before being included in the game. No 3D assets are AI-generated. AI is used purely as a tool to enhance development, and I aim to be transparent about its use.
The vast majority of the art and audio assets was manually crafted, planned and designed. Some textures, particle systems and shaders have been generated with the assistance of artificial intelligence.
Some visual assets and promotional materials were created or assisted with generative AI tools. All content was reviewed and edited by the developer.
Generative AI used for background music and some art assets (backgrounds and a few textures)
Artificial Intelligence tools were utilized during the foundational (base) creation stage for the game's visual assets. All generated outputs were then manually refined, re-processed, and enhanced by our artists through hours of dedicated Photoshop-Photopea work to ensure they align perfectly with the game's unique and original art style. We have utilized AI merely as a 'brush' guided by an artist’s touch; therefore, the resulting visuals should be evaluated as successful illustrations driven by human craftsmanship rather than simple AI-generated products.
Some code sections were generated using AI. We've used AI-generated images for our store page graphic assets. ※The in-game images were not created using AI.
Some of the music was composed using AI
This game uses artificial intelligence for translations into Spanish, German, Italian, and Simplified Chinese.
Primary audio soundtrack developed with Suno. Some effects using elevenlabs.
Generative AI (LLMs and Image Generation AI) was used in the following development processes: Translation & Text: AI was used to assist in writing store descriptions and translating in-game text into multiple languages (English, Chinese, etc.). Graphics: Steam store assets (Capsule images) and Achievement icons were generated using AI.
Generative AI tools (including Unity AI) were used to create the capsule art for our store page and certain icons within the game's user interface design.
Pre-Generated: Source code generated with AI coding assistance (Claude Code by Anthropic), directed and reviewed by the developer. A portion of visual assets generated with AI image tools, edited and integrated by the developer. Live-Generated: None.
Card art Images and Hero Portraits & Items
This game used Text to Speech programs to generate audio clips for high quality voice dialogues.
As part of the development process generative AI is used to assist designing art assets, sound effects and music.
AI helped with coding, testing and illustrating this game. There is no in-game AI.
Some visual assets and UI elements were originally created by a human designer and later refined with the assistance of AI tools to improve clarity and polish. In addition, some background music was created with the assistance of AI tools and then edited and integrated by the developer. All final assets were reviewed, modified, and implemented by the development team.
Football Conquerors uses generative AI tools during development for some pre-generated assets and iteration workflows, including concept visuals, selected card/store artwork drafts, music drafts, and writing/code assistance. All AI-assisted outputs are reviewed, edited, and approved by the developer before release. The released game does not generate player-facing content or code in real time during gameplay, and it does not require a live third-party generative AI service during play.
Grid Grind was created 100% using Cursor Ai for code.
AI was used to assist with coding.
The description of this game was formatted by the help of AI.
AI was used to help localise the UI.
This game includes content created with the assistance of AI tools. AI was used to assist in generating some store page text, parts of the game code, and background music. All AI-assisted content has been reviewed and curated by the developer before being included in the final product.
nothing you see is AI generated. Modern coding tools were used in the development process. If you detect any slop, that's my code.
The developers use AI to control bots during combat.
The game uses generative AI for a fraction of the content, including gore 3d models, sounds (they are really good), and music.
I'm a solo dev and the game is still in an early state of development. It contains AI generated assets that are being used as placeholders until I can replace them properly. This includes plugin illustrations, some module sprites, and a few sound effects. None of the current assets, including the ones I made with Paint, will be kept in the final game.
Some of the artwork within this game was created with the assistance of generative AI.
Some visual assets were made with AI assistance.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Meteor Swarm Old School Store/marketing art | AI was used to create the game logo. | CannizzaroSoftware | - | May 23, 2026 | |
Tokyo Wave Rush In-game content artaudio | Development was aided by generative AI for a subset of visual and audio assets. | Wave Rush | - | May 23, 2026 | |
Arcadox In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | 10 | May 23, 2026 | |
Stack Chaos: Alien Express In-game content artaudio | Some audiovisual assets were assisted by AI. | Vorago Studios | - | May 23, 2026 | |
Brick Survivors: Roguelite In-game content artcode | Some of the game's code and graphics were created with the help of artificial intelligence. | AnilinA | - | May 23, 2026 | |
Final Stand Waves In-game content art | Some user interface elements, such as menus and HUD components, were generated using AI tools and subsequently reviewed and modified before being implemented in the game. AI was also used to assist in the game's creation, such as art, for example. | Arkon Game Studio | - | May 23, 2026 | |
Creature Feature In-game content artaudio | Some visual assets (pixel art sprites) and music tracks were created with the assistance of AI generation tools during development. All AI-generated content was reviewed and curated by the developer. No AI content is generated during gameplay. | Rocky Forge Studios | - | May 23, 2026 | |
PyroKite In-game content audio | Sound-tracks were created with the assistance of diffusion generation. | Studio Zamudio One | - | May 23, 2026 | |
Splash monsters 1+2 Store/marketing art | some concept art was adapted from ai prompts | Penguinguy0001 | - | May 23, 2026 | |
Dungeon of Regret In-game content audio | AI Music: The BGM was sampled by AI using human-composed reference tracks and was ultimately refined by a sound designer. | Team 3rdPeople | - | May 23, 2026 | |
Run! And Don't Stop In-game content art | Some visual assets in this game were created with the assistance of AI and further refined by the developer. The game does not use live-generated AI at runtime. | Crimson Monolith Studios | - | May 23, 2026 | |
Dark march In-game content art | AI was used to upscale the concept art.
AI was used for the final artwork / final drawing. | HFirma | - | May 23, 2026 | |
Sisters' Aegis Unclear artaudio | Art and music | Macroverse | - | May 23, 2026 | |
Alchemy Survivors Live AI arttext | Our crafting system depends on AI to generate new game data when you combine a combination of items not yet seen before, so you never run out of weapons to discover and experiment with. We also generate text and sprites for any new items created.
Assets for the game also use image generation: the title screen and other UI elements use generated textures and graphics. These images have been touched up by a human and reused on our Steam page also. | Andrew Brown | 19 | May 23, 2026 | |
Orbitmine In-game content arttext | AI image generation tools were used to create store page artwork (capsule images, banners). AI was also used to assist with localization for 12 supported languages. All AI-generated content was reviewed and edited by the developer. No AI was used for in-game visual assets, sound effects, or music. | vibemaker1 | 490 | May 23, 2026 | |
Fresh Food Merge In-game content arttext | Some art and localization were aided by AI. | MIR GAMES | - | May 23, 2026 | |
Cat Adventure Dev only text | Generative AI tools were used during development to help create early drafts of some game-related content (for example, concept ideas and text drafts). All such content was reviewed, edited, and approved by the developer before release. The shipped game does not generate AI content during gameplay and does not use any external AI services at runtime. | Shamaka | - | May 23, 2026 | |
Idle Isekai Mining In-game content arttext | Some of the art assets were made using gen AI and retouched by a human artist.
Some of the translations were made using gen AI and reviewed by a human native speaker. | bitVillain | - | May 23, 2026 | |
RINO RUSH In-game content artaudiotext | AI-assisted creation of graphics
AI-assisted creation of music
AI-assisted localization | AHU Entertainment | 46 | May 23, 2026 | |
SlidefyingBadaBoom Penguin through a Slipstream: Rise of the Penguins 3 In-game content | The game uses ai for some assets in the game. | Bill Woo | - | May 23, 2026 | |
Stan the Dumpling Store/marketing art | The Steam library and store pages use AI generated graphic elements, but the game itself doesn't. All graphics in the game are hand made, created by our graphics designer in our self developed editor. | Roland Földes | - | May 23, 2026 | |
Stewart The Fox: Swing it! In-game content audio | As a solo developer, I use AI selectively to support my workflow, not to replace creativity. For example, AI may be used to assist in generating or processing certain audio elements, which are then manually edited and curated before being included in the game. No 3D assets are AI-generated. AI is used purely as a tool to enhance development, and I aim to be transparent about its use. | DeadEagle | - | May 23, 2026 | |
Pachinko Realms: Tiki-Taka In-game content art | The vast majority of the art and audio assets was manually crafted, planned and designed. Some textures, particle systems and shaders have been generated with the assistance of artificial intelligence. | Box of Rats | - | May 23, 2026 | |
Cosmo Crush Store/marketing art | Some visual assets and promotional materials were created or assisted with generative AI tools. All content was reviewed and edited by the developer. | Zi-Zi | - | May 23, 2026 | |
Mega Bunny Blast 3D In-game content audioart | Generative AI used for background music and some art assets (backgrounds and a few textures) | FortressSoft | - | May 23, 2026 | |
Min5 Min - Party Edition In-game content art | Artificial Intelligence tools were utilized during the foundational (base) creation stage for the game's visual assets. All generated outputs were then manually refined, re-processed, and enhanced by our artists through hours of dedicated Photoshop-Photopea work to ensure they align perfectly with the game's unique and original art style. We have utilized AI merely as a 'brush' guided by an artist’s touch; therefore, the resulting visuals should be evaluated as successful illustrations driven by human craftsmanship rather than simple AI-generated products. | Oğuz Muslu | - | May 23, 2026 | |
Zombie Survivors - last soldier - Store/marketing codeart | Some code sections were generated using AI.
We've used AI-generated images for our store page graphic assets.
※The in-game images were not created using AI. | SweetsEnjoyer | - | May 23, 2026 | |
TIKI-TIKI: TAKA-TAKA In-game content audio | Some of the music was composed using AI | Antilogic Games | - | May 23, 2026 | |
ArcaneBound In-game content text | This game uses artificial intelligence for translations into Spanish, German, Italian, and Simplified Chinese. | AsardialStudio | - | May 23, 2026 | |
Super Station Swarm In-game content audio | Primary audio soundtrack developed with Suno. Some effects using elevenlabs. | Alan OSullivan | - | May 23, 2026 | |
HOLER! In-game content textart | Generative AI (LLMs and Image Generation AI) was used in the following development processes:
Translation & Text: AI was used to assist in writing store descriptions and translating in-game text into multiple languages (English, Chinese, etc.).
Graphics: Steam store assets (Capsule images) and Achievement icons were generated using AI. | TANAKA TARO | - | May 23, 2026 | |
MadCar In-game content art | Generative AI tools (including Unity AI) were used to create the capsule art for our store page and certain icons within the game's user interface design. | Moonforge Studio | - | May 23, 2026 | |
SpaceFighter - The bullet hell In-game content artcode | Pre-Generated: Source code generated with AI coding assistance (Claude Code by Anthropic), directed and reviewed by the developer. A portion of visual assets generated with AI image tools, edited and integrated by the developer.
Live-Generated: None. | Michał JARO Jarosiński | - | May 23, 2026 | |
Spire of Ash In-game content art | Card art Images and Hero Portraits & Items | Aaron Lilla | 120 | May 23, 2026 | |
Stellar Smash In-game content audio | This game used Text to Speech programs to generate audio clips for high quality voice dialogues. | Andrei Marius Cristian | - | May 23, 2026 | |
Bug Drop In-game content artaudio | As part of the development process generative AI is used to assist designing art assets, sound effects and music. | These Are Serious Games | - | May 23, 2026 | |
Forest Fighters Dev only codeart | AI helped with coding, testing and illustrating this game. There is no in-game AI. | Lurix dev studio | - | May 23, 2026 | |
Pass the Bomb : Runner In-game content artaudio | Some visual assets and UI elements were originally created by a human designer and later refined with the assistance of AI tools to improve clarity and polish.
In addition, some background music was created with the assistance of AI tools and then edited and integrated by the developer.
All final assets were reviewed, modified, and implemented by the development team. | HOPIN | - | May 23, 2026 | |
Football Conquerors In-game content artaudiotextcode | Football Conquerors uses generative AI tools during development for some pre-generated assets and iteration workflows, including concept visuals, selected card/store artwork drafts, music drafts, and writing/code assistance.
All AI-assisted outputs are reviewed, edited, and approved by the developer before release.
The released game does not generate player-facing content or code in real time during gameplay, and it does not require a live third-party generative AI service during play. | Ravencorwind | - | May 23, 2026 | |
Grid Grind Dev only code | Grid Grind was created 100% using Cursor Ai for code. | End Boss Games LLC | - | May 23, 2026 | |
SAM Arena Dev only code | AI was used to assist with coding. | CodingBigTime | - | May 23, 2026 | |
Rapid Escalation Store/marketing text | The description of this game was formatted by the help of AI. | bruynhuisgames | - | May 23, 2026 | |
Dominos In-game content text | AI was used to help localise the UI. | Blue Moon Studios | - | May 23, 2026 | |
世紀末救急シティ In-game content textcodeaudio | This game includes content created with the assistance of AI tools.
AI was used to assist in generating some store page text, parts of the game code, and background music.
All AI-assisted content has been reviewed and curated by the developer before being included in the final product. | Kenji Tomita | - | May 23, 2026 | |
Primordio | nothing you see is AI generated.
Modern coding tools were used in the development process.
If you detect any slop, that's my code. | Philocypher | 12 | May 23, 2026 | |
Nerds Revenge Live AI | The developers use AI to control bots during combat. | Adrenaline Games | - | May 23, 2026 | |
Killware: Under Review In-game content artaudio | The game uses generative AI for a fraction of the content, including gore 3d models, sounds (they are really good), and music. | Game Kiosk Digital | - | May 23, 2026 | |
PinScape In-game content artaudio | I'm a solo dev and the game is still in an early state of development. It contains AI generated assets that are being used as placeholders until I can replace them properly. This includes plugin illustrations, some module sprites, and a few sound effects.
None of the current assets, including the ones I made with Paint, will be kept in the final game. | Arkemys | - | May 23, 2026 | |
스탈린의 대숙청 피하기 In-game content art | Some of the artwork within this game was created with the assistance of generative AI. | DNCG | - | May 23, 2026 | |
Zigdig In-game content art | Some visual assets were made with AI assistance. | stehudz | - | May 23, 2026 |