The music and much of the artwork in Rift Ward were created with generative AI tools, then chosen and edited.
- Creator
- Shamak
- Reviews
- -
- Added
- Sep 30, 2026
Public Steam disclosure research 25,376 disclosures tracked
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Code help, debugging and other development work.
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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.
The music and much of the artwork in Rift Ward were created with generative AI tools, then chosen and edited.
AI was used generate and polish store page graphic assets
Pre-generated content: the pixel art (characters, animations, tiles, props, UI frames) and the store capsule art were made with the help of an AI pixel-art tool, then selected, edited and assembled by the developer. Store page texts and their translations were drafted with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play. Music, sound effects and fonts are licensed assets made by people.
Used for character voice acting and for generating and editing graphical images.
Some of the visual and audio assets in Subject 4471 were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, curated, and edited by the developer to ensure it is appropriate, and the developer has taken steps to ensure it holds the rights necessary to use this content. This game does not generate any AI content in real time during gameplay.
Content produced with AI assistance: script functions and audio.
During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay.
Some images shipped in the game were created with generative AI during development and then selected and reviewed by the developer. No other shipped content was generated by AI.
AI was used for some translations and music.
Some visual and text content in KAZENRA was created or refined with the assistance of generative AI tools during development. All such content was reviewed, selected, edited, and integrated by the developer before release. The game does not generate AI content during gameplay.
Generative AI tools were used during the development of Clean Your Garden for part of the 2D art (bug illustrations, backgrounds, weapon and achievement icons, and store art), to assist with writing code, and to assist with translating the game's text into English. All of it was reviewed, edited and integrated by hand. The game does not generate any content with AI while you play: no model runs at runtime. --- Durante el desarrollo de Clean Your Garden se han usado herramientas de IA generativa para parte del arte 2D (ilustraciones de bichos, fondos, iconos de armas y de logros, e imágenes de la ficha), para asistir en la escritura del código, y para asistir en la traducción de los textos al inglés. Todo ese material ha sido revisado, editado e integrado a mano. El juego no genera contenido con IA durante la partida: no hay ningún modelo ejecutándose en tiempo real.
Some music, sound effects were created with the assistance of generative AI. No AI content is generated during gameplay.
浣熊的設計與建模過程中有使用AI生成輔助,加快製作速度與溝通效率,後續調整了許多使其適配我們的遊戲本身。
some code and text translation used AI
The game to contain art assets generated by artificial intelligence
A small number of in-game sound effects were produced with AI assistance.
Pre-generated generative AI was used to create some 2D visual assets, including selected in-game sign textures and store/marketing artwork. No generative AI is used during gameplay.
localization assistance.
・Some of the posters were created using generative AI (ChatGPT and Gemini). ・Some of the voices were created using generative AI (Ondoku). ・The translations were created using generative AI (Gemini).
A handful of key art pieces, concept illustrations, and store-page graphics were generated with AI image-generation software to help communicate. This use of AI is limited strictly to marketing materials.
Generative AI was used during development to assist in creating and modifying some visual assets, including characters, monsters, environments, items, and promotional images for the store page. Some in-game music was also created using generative AI. These materials were selected and integrated into the game and promotional content by the development team.
只用于制作宣传素材
This game contains some images, videos, audio, text, and 3D assets created using generative AI. Generative AI is not used to generate content or code in real time during gameplay.
The Art 2d art in the main menu was AI generated through chat gpt.
Pre-generated generative AI was used in the development of game code, visual assets, character portraits, promotional artwork, and portions of text and localization.
AI-Assisted Language Translation
Localization only.
Ia was only used for create the main menu song and the main menu cover image.
Video, some textures, and 3D models
Dawn of Irkalla includes pre-generated AI-assisted content used during development, including some 3D models, images, and code assistance. The game's level design, story, lore, gameplay, music, and many other assets were created by us or sourced from licensed third parties.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Generative AI tools were used during development to assist with debugging. AI-assisted content included in the final game was reviewed and edited by the developer. No content is generated by AI during gameplay.
The game contains voice over generated with AI tools. This was done to protect the privacy of the creators.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's own code.
Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players.
AI tools assisted in developing certain visual and audio elements, design references, and translations. The development team reviewed and finalized all published content.
Levels, game design, boss patterns and story are entirely hand-made in a custom level editor built by the developer. The game code is written with AI coding assistants under the developer's direction. Character and environment sprites started as AI-generated sprite sheets and were hand-retouched frame by frame. Music is created with Suno. Most sound effects are synthesized procedurally by code written with an AI coding assistant, then selected and tuned by the developer; a few come from CC0 and royalty-free libraries (Kenney, OpenGameArt, Mixkit). No AI runs at play time.
Pre-generated content only; nothing is generated while playing. The painted room backgrounds, the doorway arches, character and creature sprites and the key art (title picture, also the basis of the store capsules) were created with a generative image model (OpenAI gpt-image-2) and then hand-composed, cropped, colour-matched and fitted with collision by the developer. Code, level design and texts were written with AI assistance (Anthropic Claude) under human direction and testing; music is synthesised by the game's own code (no AI audio). — DE: Ausschliesslich vorgenerierte Inhalte, nichts wird während des Spielens erzeugt. Die gemalten Raumhintergründe, Torbögen, Figuren- und Kreaturen-Sprites sowie die Schlüsselgrafik (Titelbild, Grundlage der Shop-Kapseln) wurden mit einem generativen Bildmodell (OpenAI gpt-image-2) erzeugt und anschliessend vom Entwickler von Hand komponiert, beschnitten, farblich abgestimmt und mit Kollision belegt. Code, Leveldesign und Texte sind mit KI-Unterstützung (Anthropic Claude) unter menschlicher Leitung und Prüfung entstanden; die Musik wird vom Spielcode selbst synthetisiert (kein KI-Audio).
Due to budget constraints, I’ve had to rely on AI to create the soundtrack and translate the game into languages I don’t speak (all languages except English and Spanish). I know it’s not the same as working with professional musicians and translators, and I’d really like to change that in the future. If the game is well received and gets enough support, I’ll be more than happy to invest part of that support into working with professionals and replacing these AI-generated elements. Thank you for giving the game a chance and for supporting this indie project.
This software used generative AI assistance during development and publishing: programming code development assistance (large language models such as DeepSeek), store page promotional artwork generated with ChatGPT, and localization of the interface languages. The software does NOT use any AI at runtime, does not generate any AI content while running, and does not connect to any external AI service.
We use generative AI for localization support. All AI assisted translations are reviewed and edited by human translators before being included in the game.
Generative AI capabilities have been used in game development content to enhance development efficiency.
Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay.
Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play.
Utilize AI for localized translation and pre-rendering
Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects. The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs. The game does not generate AI content while running.
AI was used only for localization from English to other languages.
Steam store page logo and cover art made with ai tools. Game menu icon made with ai tool
I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools. I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows: I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements. For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks. Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game. I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction. I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game. No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing.
AI was used as an assistant to create tooling for faster game development
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Rift Ward In-game content artaudio | The music and much of the artwork in Rift Ward were created with generative AI tools, then chosen and edited. | Shamak | - | Sep 30, 2026 | |
Mindcell Store/marketing art | AI was used generate and polish store page graphic assets | VenomizedArt | - | Sep 30, 2026 | |
Brinewrack In-game content arttext | Pre-generated content: the pixel art (characters, animations, tiles, props, UI frames) and the store capsule art were made with the help of an AI pixel-art tool, then selected, edited and assembled by the developer. Store page texts and their translations were drafted with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play. Music, sound effects and fonts are licensed assets made by people. | Ninebark | - | Sep 30, 2026 | |
Crimson Sanity In-game content artaudio | Used for character voice acting and for generating and editing graphical images. | SignNarva | - | Sep 30, 2026 | |
Subject 4471 In-game content artaudio | Some of the visual and audio assets in Subject 4471 were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, curated, and edited by the developer to ensure it is appropriate, and the developer has taken steps to ensure it holds the rights necessary to use this content. This game does not generate any AI content in real time during gameplay. | KalisGo | - | Sep 30, 2026 | |
斩厄令 In-game content codeaudio | Content produced with AI assistance: script functions and audio. | 阿六Mr.Liu000 | - | Sep 30, 2026 | |
島地在幹嘛(What the Isle) Dev only codearttext | During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay. | 斯斯工作室 | - | Sep 30, 2026 | |
Kill Through In-game content art | Some images shipped in the game were created with generative AI during development and then selected and reviewed by the developer. No other shipped content was generated by AI. | Holy Terra team | - | Sep 29, 2026 | |
Handymen Together In-game content textaudio | AI was used for some translations and music. | Simplicity Games | - | Sep 29, 2026 | |
KAZENRA In-game content arttext | Some visual and text content in KAZENRA was created or refined with the assistance of generative AI tools during development. All such content was reviewed, selected, edited, and integrated by the developer before release. The game does not generate AI content during gameplay. | Mecun Games | - | Sep 28, 2026 | |
Clean Your Garden In-game content arttextcode | Generative AI tools were used during the development of Clean Your Garden
for part of the 2D art (bug illustrations, backgrounds, weapon and
achievement icons, and store art), to assist with writing code, and to
assist with translating the game's text into English. All of it was
reviewed, edited and integrated by hand.
The game does not generate any content with AI while you play: no model
runs at runtime.
---
Durante el desarrollo de Clean Your Garden se han usado herramientas de IA
generativa para parte del arte 2D (ilustraciones de bichos, fondos, iconos
de armas y de logros, e imágenes de la ficha), para asistir en la escritura
del código, y para asistir en la traducción de los textos al inglés. Todo
ese material ha sido revisado, editado e integrado a mano.
El juego no genera contenido con IA durante la partida: no hay ningún
modelo ejecutándose en tiempo real. | Jorge Torre Pérez | - | Sep 28, 2026 | |
Tindalos In-game content audio | Some music, sound effects were created with the assistance of generative AI. No AI content is generated during gameplay. | FFSKYChocobo | - | Sep 28, 2026 | |
惡搞浣熊 In-game content art | 浣熊的設計與建模過程中有使用AI生成輔助,加快製作速度與溝通效率,後續調整了許多使其適配我們的遊戲本身。 | 惡搞浣熊 | - | Sep 28, 2026 | |
Void and Fighter In-game content codetext | some code and text translation used AI | Never Knows Game | - | Sep 28, 2026 | |
Slope Rivals In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | Sep 28, 2026 | |
The White Lamb: No Shelter In-game content audio | A small number of in-game sound effects were produced with AI assistance. | Zashmuha | - | Sep 28, 2026 | |
Lost in the Blizzard Abyss In-game content art | Pre-generated generative AI was used to create some 2D visual assets, including selected in-game sign textures and store/marketing artwork. No generative AI is used during gameplay. | RFK Immersive Spirit Works | - | Sep 27, 2026 | |
Looping Fields Beyond In-game content text | localization assistance. | Zakharov Viacheslav | - | Sep 27, 2026 | |
すずちな水族館 / Suzuchina Aquarium In-game content artaudiotext | ・Some of the posters were created using generative AI (ChatGPT and Gemini).
・Some of the voices were created using generative AI (Ondoku).
・The translations were created using generative AI (Gemini). | SuzuchinaGames | - | Sep 27, 2026 | |
Spirits: Wake Up! Store/marketing art | A handful of key art pieces, concept illustrations, and store-page graphics were generated with AI image-generation software to help communicate. This use of AI is limited strictly to marketing materials. | DodoModo | - | Sep 27, 2026 | |
Armed Monsters In-game content artaudio | Generative AI was used during development to assist in creating and modifying some visual assets, including characters, monsters, environments, items, and promotional images for the store page. Some in-game music was also created using generative AI. These materials were selected and integrated into the game and promotional content by the development team. | 蛋生遊戲 | - | Sep 27, 2026 | |
牛马沉默之绝世传奇 In-game content art | 只用于制作宣传素材 | 牛马沉默 | - | Sep 27, 2026 | |
チョーリーを探せ! In-game content artaudiotextcode | This game contains some images, videos, audio, text, and 3D assets created using generative AI. Generative AI is not used to generate content or code in real time during gameplay. | wasshon | - | Sep 27, 2026 | |
The Anomalarian In-game content art | The Art 2d art in the main menu was AI generated through chat gpt. | Sion Kruger | - | Sep 27, 2026 | |
Thirst or Bust In-game content artcodetext | Pre-generated generative AI was used in the development of game code, visual assets, character portraits, promotional artwork, and portions of text and localization. | XiaoFei | - | Sep 27, 2026 | |
Stackers In-game content text | AI-Assisted Language Translation | Maxbong | - | Sep 27, 2026 | |
Dread Below In-game content text | Localization only. | Run Radiant | - | Sep 27, 2026 | |
Hack And Slash Fury 2: Lancelot Betrayal In-game content audioart | Ia was only used for create the main menu song and the main menu cover image. | juan_poder_azure | - | Sep 27, 2026 | |
Grip of the mind In-game content art | Video, some textures, and 3D models | Pavel Nikolov | - | Sep 26, 2026 | |
Dawn of Irkalla Dev only artcode | Dawn of Irkalla includes pre-generated AI-assisted content used during development, including some 3D models, images, and code assistance. The game's level design, story, lore, gameplay, music, and many other assets were created by us or sourced from licensed third parties. | GreenMind Media Inc | - | Sep 26, 2026 | |
Tsukumo SNAP! In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 25, 2026 | |
SOOT Dev only | Generative AI tools were used during development to assist with debugging. AI-assisted content included in the final game was reviewed and edited by the developer. No content is generated by AI during gameplay. | GR0GZ_GAMES | - | Sep 25, 2026 | |
Leikkaus In-game content audio | The game contains voice over generated with AI tools. This was done to protect the privacy of the creators. | Leikkaus Team | - | Sep 25, 2026 | |
Wildfire Command '98 In-game content text | I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's own code. | MonkeyCat Games | - | Sep 25, 2026 | |
Deadly Stock Store/marketing arttext | Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players. | Future_studio | - | Sep 25, 2026 | |
Eyes Behind 2 In-game content artaudiotext | AI tools assisted in developing certain visual and audio elements, design references, and translations. The development team reviewed and finalized all published content. | chambazGames | - | Sep 25, 2026 | |
Kira the Fox: Crystals of Harmony In-game content artaudiocode | Levels, game design, boss patterns and story are entirely hand-made in a custom level editor built by the developer. The game code is written with AI coding assistants under the developer's direction. Character and environment sprites started as AI-generated sprite sheets and were hand-retouched frame by frame. Music is created with Suno. Most sound effects are synthesized procedurally by code written with an AI coding assistant, then selected and tuned by the developer; a few come from CC0 and royalty-free libraries (Kenney, OpenGameArt, Mixkit). No AI runs at play time. | Chant Premier | - | Sep 25, 2026 | |
Wurzeltiefe In-game content arttextcode | Pre-generated content only; nothing is generated while playing. The painted room backgrounds, the doorway arches, character and creature sprites and the key art (title picture, also the basis of the store capsules) were created with a generative image model (OpenAI gpt-image-2) and then hand-composed, cropped, colour-matched and fitted with collision by the developer. Code, level design and texts were written with AI assistance (Anthropic Claude) under human direction and testing; music is synthesised by the game's own code (no AI audio). — DE: Ausschliesslich vorgenerierte Inhalte, nichts wird während des Spielens erzeugt. Die gemalten Raumhintergründe, Torbögen, Figuren- und Kreaturen-Sprites sowie die Schlüsselgrafik (Titelbild, Grundlage der Shop-Kapseln) wurden mit einem generativen Bildmodell (OpenAI gpt-image-2) erzeugt und anschliessend vom Entwickler von Hand komponiert, beschnitten, farblich abgestimmt und mit Kollision belegt. Code, Leveldesign und Texte sind mit KI-Unterstützung (Anthropic Claude) unter menschlicher Leitung und Prüfung entstanden; die Musik wird vom Spielcode selbst synthetisiert (kein KI-Audio). | AEV Studios | - | Sep 25, 2026 | |
Avoid the Void In-game content audiotext | Due to budget constraints, I’ve had to rely on AI to create the soundtrack and translate the game into languages I don’t speak (all languages except English and Spanish).
I know it’s not the same as working with professional musicians and translators, and I’d really like to change that in the future. If the game is well received and gets enough support, I’ll be more than happy to invest part of that support into working with professionals and replacing these AI-generated elements.
Thank you for giving the game a chance and for supporting this indie project. | Keycrown Studio | - | Sep 25, 2026 | |
CaveTunnel AntiMotion Store/marketing codearttext | This software used generative AI assistance during development and publishing: programming code development assistance (large language models such as DeepSeek), store page promotional artwork generated with ChatGPT, and localization of the interface languages. The software does NOT use any AI at runtime, does not generate any AI content while running, and does not connect to any external AI service. | TJH | - | Sep 25, 2026 | |
MISPLACED In-game content text | We use generative AI for localization support. All AI assisted translations are reviewed and edited by human translators before being included in the game. | BlueBlackSnake | - | Sep 25, 2026 | |
The Two Otters Dev only | Generative AI capabilities have been used in game development content to enhance development efficiency. | For Dawn Studio | - | Sep 25, 2026 | |
The Miner's Routine In-game content art | Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay. | Aleksandr Pogrebitskii | - | Sep 25, 2026 | |
City Walker Store/marketing text | Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play. | Prado Games | - | Sep 25, 2026 | |
影袭 In-game content text | Utilize AI for localized translation and pre-rendering | 倍科莱游戏 | - | Sep 25, 2026 | |
Troublelings In-game content audio | Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects.
The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs.
The game does not generate AI content while running. | BRJ | - | Sep 25, 2026 | |
BOTCLOPS In-game content text | AI was used only for localization from English to other languages. | KytanDev | - | Sep 25, 2026 | |
Demonator In-game content art | Steam store page logo and cover art made with ai tools.
Game menu icon made with ai tool | Marcello Studios | - | Sep 24, 2026 | |
DIGGING NERA In-game content artaudiotext | I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools.
I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows:
I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements.
For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks.
Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game.
I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction.
I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game.
No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing. | PC FORGE EXPERIENCE | - | Sep 24, 2026 | |
Death's Hour Dev only | AI was used as an assistant to create tooling for faster game development | TA Games | - | Sep 24, 2026 |