Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered.
- Creator
- Desdedalt
- 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.
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Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered.
Some store page artwork and marketing images were created with the assistance of AI image generation tools. No AI is used during gameplay.
A photo in the game trailer and some voices lines are generated using AI voice tools.
Some text content and store descriptions were generated with the help of artificial intelligence.
We use AI tools to create some parts of the UI.
3D Models and Graphics were AI generated.
AI tools have been used to enhance and tweak game assets, as well as for certain audio elements.
Some of the game's art assets were created with the assistance of generative AI tools.
The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI.
Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios. Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work. We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows.
Generative AI has been used to populate the Steam Store Page with graphics, for BGM and occasionally during coding
Uses assets and tools made partially or fully with AI.
During early development, some voice lines are generated using AI technology as part of the prototyping process. These elements are subject to change and may be replaced with fully produced voice acting in future updates. The rest of the game content is created manually or using properly licensed assets.
Generate music using sunoAI
Some visual assets, including loading screen images and menu screen artwork, were developed with the assistance of AI image generation tools. AI video generation tools were also used to assist in the production of opening, ending, and promotional trailer videos. All content was created and directed by the developer, with AI serving as a supporting tool to realize the game's creative vision.
During the development of this game, a portion of the image resources and background music was created using generative AI.
AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support.
We used generative AI tools to assist in composing the soundtrack and for translating the game content (localization).
All art and music in the game other than icons and sound effects were generated with AI. While I would prefer to ship the game with human artistry, I do not have the means at this time. I use AI agents to aid in development of Visseron Idle as well. I am the brains, it is my hands when I need it.
AI was used to help fine-tuning some graphics and animations, also to create some background graphics. AI was used to create voices and to fine tune music.
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.
Artificial intelligence was used in some of the art, music, sound effects, and translation.
Gen AI was used as a dev tool to help with implementing code and in game content. Game design, mechanics, and creative direction were not by AI.
Used AI to help with localizations
Pre-Generated Content (AI-assisted art): Some promotional and marketing artwork & game arts of the tiles & the facilities was created with the assistance of AI image generation tools used as a starting point, subsequently edited and modified by the developer. All in-game characters & effects are hand-crafted by the developer.
Generative AI was used as an assistive tool during development for parts of some 3D models, sound assets, and portions of the code. All such content was reviewed, modified where needed, and curated by the developer before release.
No real-time generative AI in the client. Static in-game and store art/audio may include material initially produced with generative AI, revised and approved by the developer before release.
Used partially in coding and generating sounds
How does this game use generative AI? -Musical Content: The soundtrack was generated using AI tools (Suno), then curated and produced to match the game's atmosphere and biomes. -Visual Content and Assets: AI tools were used as a base for some illustrations and visual elements. All of these assets have been manually reviewed, edited, and refined by the developer to ensure final quality and consistency with the project's art style.
As a solo developer I chose to use AI generation for my UI elements and Main menu artwork.
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 tools were utilized to assist with text correction and translation. Additionally, AI was used to refine certain artwork, as well as to generate certain audio elements. All other aspects of the project, from creative direction and story to core gameplay and scripting, represent the dedicated, hand-crafted effort of a solo developer.
Music and Sounds are mostly generated.
AI was used to create an image
This game was built extensively with generative AI. AI tools were used to assist with code development, pixel art generation, music composition, sound effect creation, voice acting, dialogue writing, story design, and game design.
Some visual assets were created with the assistance of AI image generation tools during development.
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 was used to assist in the development and optimization of the game's source code.
Some content in this game, including text and certain assets, was created with the assistance of AI tools during development. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency.
AI is used for some of the experiences art, voices, and textures.
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.
Generative AI has been utilized to assist in content development, including 3d modeling and icon generation.
AI was used to create certain graphics in the main menu and enemy textures in the game.
Visual and music assets in the game were created or assisted using generative AI tools during development. All content has been reviewed, edited, and integrated by the developer.
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 images are generated using AI.
AI was used during development to generate placeholders, graphics & variation of existing developer-made assets.
Some of the art assets in this game were created with the assistance of generative AI. All assets have undergone manual selection and post-production adjustments to ensure consistency with the overall game style.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Supernova Deliveries In-game content artcode | Generative AI was used for base sprites and code. All assets were manually edited and adapted to match the game's aesthetic and ensure originality. Content is static and pre-rendered. | Desdedalt | - | May 23, 2026 | |
explodes Store/marketing art | Some store page artwork and marketing images were created with the assistance of AI image generation tools. No AI is used during gameplay. | explodes dev | - | May 23, 2026 | |
Exium: Theia In-game content audio | A photo in the game trailer and some voices lines are generated using AI voice tools. | Steamtrack Studios | - | May 23, 2026 | |
Cornerfall Store/marketing text | Some text content and store descriptions were generated with the help of artificial intelligence. | Wisparro | - | May 23, 2026 | |
君は本当に家に帰りたいと思った事があるか In-game content art | We use AI tools to create some parts of the UI. | SolidSeed Co.,Ltd. | - | May 23, 2026 | |
Plastic Battle Rush In-game content art | 3D Models and Graphics were AI generated. | LERN-E | - | 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 | |
BULLET GIRL:ZOMBIE DEFENSE In-game content art | Some of the game's art assets were created with the assistance of generative AI tools. | Sojourner. Game | - | May 23, 2026 | |
Hook and Gun In-game content audio | The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI. | Giant Beak Games | - | May 23, 2026 | |
Aetheris Core In-game content artaudiocode | Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios.
Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work.
We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows. | Kavik Studios | - | May 23, 2026 | |
Shapemonger In-game content artaudiocode | Generative AI has been used to populate the Steam Store Page with graphics, for BGM and occasionally during coding | Topito Games | - | May 23, 2026 | |
The Remaining Unclear | Uses assets and tools made partially or fully with AI. | Krabbe Studios | - | May 23, 2026 | |
The Dark Realms of Chrysalis In-game content audio | During early development, some voice lines are generated using AI technology as part of the prototyping process. These elements are subject to change and may be replaced with fully produced voice acting in future updates. The rest of the game content is created manually or using properly licensed assets. | Infinity Studio Creations | - | May 23, 2026 | |
水晶塔防 Unclear audio | Generate music using sunoAI | 铱恢鸢 | - | May 23, 2026 | |
Save Princess Torosso In-game content art | Some visual assets, including loading screen images and menu screen artwork, were developed with the assistance of AI image generation tools. AI video generation tools were also used to assist in the production of opening, ending, and promotional trailer videos. All content was created and directed by the developer, with AI serving as a supporting tool to realize the game's creative vision. | KOKOPAZU STUDIO | - | May 23, 2026 | |
Pravitas In-game content artaudio | During the development of this game, a portion of the image resources and background music was created using generative AI. | VT Games | - | May 23, 2026 | |
Void Strike Dev only code | AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support. | BareboneDev | - | May 23, 2026 | |
Egg Smash In-game content audiotext | We used generative AI tools to assist in composing the soundtrack and for translating the game content (localization). | Layoff Studio | - | May 23, 2026 | |
Visseron Idle In-game content artaudio | All art and music in the game other than icons and sound effects were generated with AI. While I would prefer to ship the game with human artistry, I do not have the means at this time.
I use AI agents to aid in development of Visseron Idle as well. I am the brains, it is my hands when I need it. | HammaLlama | 34 | May 23, 2026 | |
The Last Zeppelin In-game content artaudio | AI was used to help fine-tuning some graphics and animations, also to create some background graphics.
AI was used to create voices and to fine tune music. | Innopede GmbH | - | May 23, 2026 | |
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 | |
Keyboard Warrior: Type to Destroy In-game content artaudiotext | Artificial intelligence was used in some of the art, music, sound effects, and translation. | 赛博风 | - | May 23, 2026 | |
Hollow Ward In-game content code | Gen AI was used as a dev tool to help with implementing code and in game content. Game design, mechanics, and creative direction were not by AI. | Take A Nuke | - | May 23, 2026 | |
A.K.O - Arrow Keys Only In-game content text | Used AI to help with localizations | adarkfable | - | May 23, 2026 | |
RIFT DIGGER In-game content art | Pre-Generated Content (AI-assisted art):
Some promotional and marketing artwork & game arts of the tiles & the facilities was created with the assistance of AI image generation tools used as a starting point, subsequently edited and modified by the developer. All in-game characters & effects are hand-crafted by the developer. | Osama Ahmed | - | May 23, 2026 | |
Black Resonance: Obelisk Siege In-game content artaudiocode | Generative AI was used as an assistive tool during development for parts of some 3D models, sound assets, and portions of the code. All such content was reviewed, modified where needed, and curated by the developer before release. | Dark Frequency Studio | - | May 23, 2026 | |
Battle For Lumani In-game content artaudio | No real-time generative AI in the client. Static in-game and store art/audio may include material initially produced with generative AI, revised and approved by the developer before release. | Gary Dawkins | - | May 23, 2026 | |
Blipzz In-game content codeaudio | Used partially in coding and generating sounds | Edwin Lee | - | May 23, 2026 | |
Sylv and the Ancient Tree In-game content audioart | How does this game use generative AI?
-Musical Content: The soundtrack was generated using AI tools (Suno), then curated and produced to match the game's atmosphere and biomes.
-Visual Content and Assets: AI tools were used as a base for some illustrations and visual elements. All of these assets have been manually reviewed, edited, and refined by the developer to ensure final quality and consistency with the project's art style. | Kelkorne | - | May 23, 2026 | |
Seed Defender In-game content art | As a solo developer I chose to use AI generation for my UI elements and Main menu artwork. | Bushwookie | - | 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 | |
Barely a Hero In-game content textartaudio | AI tools were utilized to assist with text correction and translation. Additionally, AI was used to refine certain artwork, as well as to generate certain audio elements.
All other aspects of the project, from creative direction and story to core gameplay and scripting, represent the dedicated, hand-crafted effort of a solo developer. | Adorable Abyss Studio | - | May 23, 2026 | |
Dwarf the Dungeonist In-game content audio | Music and Sounds are mostly generated. | Robert Kortowski | - | May 23, 2026 | |
Hyper-Drive Unclear art | AI was used to create an image | Beowolf Games | - | May 23, 2026 | |
Warlords of the Dying Age In-game content artaudiotextcode | This game was built extensively with generative AI. AI tools were used to assist with code development, pixel art generation, music composition, sound effect creation, voice acting, dialogue writing, story design, and game design. | Kronarc Engine Collective | - | 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 | |
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 | |
Behold! My Beef Knife Dev only code | Generative AI was used to assist in the development and optimization of the game's source code. | Dog in the Shell | - | May 23, 2026 | |
DOO DOO VILLAGE In-game content textart | Some content in this game, including text and certain assets, was created with the assistance of AI tools during development. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency. | DOO DOO OPPA | - | May 23, 2026 | |
REK In-game content artaudio | AI is used for some of the experiences art, voices, and textures. | REK | - | 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 | |
Beyond Orbit In-game content art | Generative AI has been utilized to assist in content development, including 3d modeling and icon generation. | Beyond Orbit Games | - | 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 | |
Ossan Hamster In-game content artaudio | Visual and music assets in the game were created or assisted using generative AI tools during development. All content has been reviewed, edited, and integrated by the developer. | Karol Staszewski | - | 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 | |
Brainrot Tung Tung Sahur Store/marketing art | Some of the images are generated using AI. | Onlygames S.R.L. | - | May 23, 2026 | |
Crownhold In-game content art | AI was used during development to generate placeholders, graphics & variation of existing developer-made assets. | Tobias Mikula | 354 | May 23, 2026 | |
幻域 Fantasy Domain In-game content art | Some of the art assets in this game were created with the assistance of generative AI. All assets have undergone manual selection and post-production adjustments to ensure consistency with the overall game style. | YiLing Games | - | May 23, 2026 |