I created achievement logos with AI and store logos with Ai, all in game images are created with actual game play and does not use Ai, game privacy and manual were formatted and verified using Ai.
- Creator
- Darren Keathley
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 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.
I created achievement logos with AI and store logos with Ai, all in game images are created with actual game play and does not use Ai, game privacy and manual were formatted and verified using Ai.
It helps me create game assets, which I then refine myself.
AI was used in the game's thumbnail and was not used in the game's code or any other development resources. However, the aforementioned thumbnail and all other game resources were created by the developer.
I used AI to localize my game. No art, no sounds, no code was generated using AI
The gameplay background music is AI Generated.
Some store page images were generated using AI tools and then edited by artists
Some of the game's visual assets and store page artwork were created using AI-assisted tools during development. No AI-generated content is created during gameplay. All gameplay behavior, mechanics and code are manually created.
Sound and one image had been generated by AI. If you want to collaborate to change that please contact the creator.
AI tools were used for the music.
In-game music and localization were created using AI.
Contains AI-generated content (images and sound), no AI generated code.
This game was developed by a solo developer using AI-assisted tools to support parts of the creative and technical workflow, including marketing materials, store page assets, music, and portions of code. All AI-assisted outputs were reviewed, refined, and integrated by the developer. No AI systems are used to generate content during gameplay.
AI has been used to help develop the game's cover art.
AI tools were used for language translation and ensuring linguistic accuracy.
Enemy models and textures were initially generated with AI and later manually refined by the development team.
AI has been used to help develop the game's cover art.
The images used for the header, store, library, and those related to logos and marketing were created with generative artificial intelligence.
LLM was used when writing the code and translating the game.
As a solo developer, I use AI selectively to speed up my workflow, not to replace creativity, but to support it. For example, I may use AI to assist with generating or processing certain audio files, which are then carefully edited and curated before being included in the game. No 3D assets AI-generated. I believe in using AI as a tool to enhance development, not automate it, and I strive to be transparent about its use.
Some audio files used in the game are temporary AI-generated placeholders and will be replaced in the final version.
I just made two paintings for the left wall of the hub world because I wanted to make something pretty myself but didn't have the artistic skills to draw it, although insignificant, I chose to check this box to avoid any problems.
This game was made by a solo developer aka human being. Some visual and audio assets were built with AI support, then refined, edited and animated by hand. Also, code analysis and debugging (no pun intended) was done with the support of AI.
I use generative AI tools to assist with creating some pre-rendered assets for our Steam store materials and certain in-game UI graphics. All AI-assisted outputs are reviewed and edited before use. No AI-generated content is created live at runtime.
A small number of sound effects were generated using AI. Please note all voice acting in the game was created and performed by human actors. AI was also used to translate the game from English to other languages.
AI is used to parse results relating to the question they are asking. When playing a game, the results are tailored to the specific game. We also used a bit in the trailer.
AI translation with manual edited language localization; A few icon pictures;
This game utilizes generative artificial intelligence to create pre-rendered visual assets such as pixel art sprites, including maps, weapons, and other environmental elements. The AI-assisted design process was employed to produce aesthetically cohesive and stylistically refined graphics that align with the game’s overall visual identity. In this context, AI serves not merely as a tool, but as a creative catalyst that enhances and expands the manual art pipeline. AI was used solely for the generation of static content and not for real-time gameplay or dynamic in-game decision-making. This includes in-game visuals as well as promotional materials featured on the store page.
Some visuals were generated, then refined and customized to fit the game’s style and atmosphere.
Placeholder AI-generated unit voice-lines in current playtest build, no AI usage targeted for final release build.
some of the game textures generated with AI assisted tools
This game includes pre-rendered content created using generative AI tools. Battle card illustrations and store marketing images were generated with AI-based design software. No content or code is generated via AI during gameplay. All in-game content is based on pre-created assets.
Some soundtracks are generated by AI
AI-generated UI/UX 2D content, game background music
The background images and girls pictures are pre-rendered AI art
We sometimes use AI to kickstart ideas or test directions, but everything in Spell Beat is shaped, reworked, and hand-polished by real humans until it feels juicy. AI experiments mainly help us figure out what NOT to make. The final experience is crafted by actual people who care way too much about way too many details.
The game uses ai for the cover art and some assets in the game.
No generative AI is used in the game. Only store/library capsules were created with the help of generative AI.
Partial character illustrations; Partial performance content;
To streamline the creative process, AI-assisted tools were used to enhance and accelerate artwork production, ensuring a distinctive visual style while maintaining full artistic direction.
The Background Scenery Images on Each Level, but not all, were generated by myself using ChatGPT DALL-E. The The Gameplay Enemy Sprites and Player are also generated by myself using ChatGPT DALL-E. Code and Particle Effects were done in Gamemaker Studio 2. Music was composed using Suno Music. No AI images, Music or code or any game elements are generated during gameplay. No copyright content used.
AI was used to create all the visuals in the game. However, every illustration required manual reworking, whether through adjustments, graphic polishing, or integration into the game. I understand that some may not appreciate this approach. Please know that my main goal has always been to create a fun and enjoyable game. I am a solo developer who left my job to dedicate 100% of my time to making video games. To be honest, I don’t know how to model in 3D or illustrate in 2D, which is why I used AI as a support tool. I’m fully aware that AI can be seen as a sensitive topic, and that’s why I’ve been reworking the visuals as much as possible. My wish is also, if the game allows me the resources after release, to collaborate with a 2D artist to further enhance the visual identity. Thank you sincerely for your understanding, and I truly hope you’ll enjoy playing Vampire Cat despite these choices. Your support means the world to me.
Portions of the game's background artwork were generated and enhanced with the assistance of AI tools.
Several songs in the game are generated using generative AI. It is the goal to work together with artists and license also player requested music as soon as the game proves viable. AI in the form of chatbots was also used during ideation, design and programming as an auxiliary tool. NO GRAPHICAL ASSETS in the game have been AI generated!
The artist I paid for used AI to generate parts of the cover art. It wasn't disclosed during the commission that they would use AI assets.
Ai used in generation of store art
Some of the images used in the game were generated using AI.
We use AI for translation and capsule image.
The game uses ai for the cover art and some assets in the game.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Cube Dodger 3D In-game content arttext | I created achievement logos with AI and store logos with Ai, all in game images are created with actual game play and does not use Ai, game privacy and manual were formatted and verified using Ai. | Darren Keathley | - | Mar 18, 2026 | |
Lone Warrior In-game content art | It helps me create game assets, which I then refine myself. | Noob | - | Mar 18, 2026 | |
Vampire One Blood Store/marketing art | AI was used in the game's thumbnail and was not used in the game's code or any other development resources. However, the aforementioned thumbnail and all other game resources were created by the developer. | Juan corp studio | - | Mar 18, 2026 | |
Blockaholic In-game content text | I used AI to localize my game. No art, no sounds, no code was generated using AI | Oleg Vasilev | - | Mar 18, 2026 | |
FruitFall Catcher In-game content audio | The gameplay background music is AI Generated. | JeanDevsito | - | Mar 18, 2026 | |
QuadKings: Fog of Checkmate Store/marketing art | Some store page images were generated using AI tools and then edited by artists | RoboForgeStudios | - | Mar 18, 2026 | |
Circuit Overload In-game content art | Some of the game's visual assets and store page artwork were created using AI-assisted tools during development. No AI-generated content is created during gameplay. All gameplay behavior, mechanics and code are manually created. | Neon Forge | 11 | Mar 18, 2026 | |
GRIDRUSH Store/marketing audioart | Sound and one image had been generated by AI. If you want to collaborate to change that please contact the creator. | Ruben Prende | - | Mar 18, 2026 | |
Grand Valor In-game content audio | AI tools were used for the music. | Spin Slash | - | Mar 18, 2026 | |
Squid Hunt 1923 In-game content audiotext | In-game music and localization were created using AI. | Absturz Interactive | - | Mar 18, 2026 | |
Hacker Society In-game content artaudio | Contains AI-generated content (images and sound), no AI generated code. | Rustic Space | - | Mar 18, 2026 | |
BEATSHIFT ARENA In-game content artaudiocode | This game was developed by a solo developer using AI-assisted tools to support parts of the creative and technical workflow, including marketing materials, store page assets, music, and portions of code. All AI-assisted outputs were reviewed, refined, and integrated by the developer.
No AI systems are used to generate content during gameplay. | Bondigi Games | - | Mar 18, 2026 | |
Roach with Bike Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Fallen Valkyries: Prologue In-game content text | AI tools were used for language translation and ensuring linguistic accuracy. | Neronvox | - | Mar 18, 2026 | |
Suck It Up! In-game content art | Enemy models and textures were initially generated with AI and later manually refined by the development team. | ObysByteGames | - | Mar 18, 2026 | |
Bike Stunts Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Sphereverse Store/marketing art | The images used for the header, store, library, and those related to logos and marketing were created with generative artificial intelligence. | Sergio Jiménez | - | Mar 18, 2026 | |
MAID MOVING BOXES In-game content codetext | LLM was used when writing the code and translating the game. | Partaevil | 194 | Mar 18, 2026 | |
Parcel Frenzy: Get To Work! In-game content audio | As a solo developer, I use AI selectively to speed up my workflow, not to replace creativity, but to support it. For example, I may use AI to assist with generating or processing certain audio files, which are then carefully edited and curated before being included in the game. No 3D assets AI-generated. I believe in using AI as a tool to enhance development, not automate it, and I strive to be transparent about its use. | DeadEagle | - | Mar 18, 2026 | |
Dimenshot In-game content audio | Some audio files used in the game are temporary AI-generated placeholders and will be replaced in the final version. | Flexberg Games | - | Mar 18, 2026 | |
Proxy Project Ouroboros Dev only art | I just made two paintings for the left wall of the hub world because I wanted to make something pretty myself but didn't have the artistic skills to draw it, although insignificant, I chose to check this box to avoid any problems. | Ricardo Vindas | - | Mar 18, 2026 | |
MechsNBugs In-game content artaudiocode | This game was made by a solo developer aka human being.
Some visual and audio assets were built with AI support, then refined, edited and animated by hand.
Also, code analysis and debugging (no pun intended) was done with the support of AI. | Purple Tortoise | - | Mar 18, 2026 | |
Soulcery: Deck of Shadows In-game content art | I use generative AI tools to assist with creating some pre-rendered assets for our Steam store materials and certain in-game UI graphics. All AI-assisted outputs are reviewed and edited before use. No AI-generated content is created live at runtime. | YS246 Games | - | Mar 18, 2026 | |
Totally Fair Boxing In-game content audiotext | A small number of sound effects were generated using AI. Please note all voice acting in the game was created and performed by human actors. AI was also used to translate the game from English to other languages. | CoDeanGames | - | Mar 18, 2026 | |
GAMEBORO general | AI is used to parse results relating to the question they are asking. When playing a game, the results are tailored to the specific game. We also used a bit in the trailer. | Studio Monolith | - | Mar 18, 2026 | |
The Elomont Raider In-game content textart | AI translation with manual edited language localization;
A few icon pictures; | Louis & Happy Indie Game Studio | - | Mar 18, 2026 | |
Mission Rumble In-game content art | This game utilizes generative artificial intelligence to create pre-rendered visual assets such as pixel art sprites, including maps, weapons, and other environmental elements. The AI-assisted design process was employed to produce aesthetically cohesive and stylistically refined graphics that align with the game’s overall visual identity. In this context, AI serves not merely as a tool, but as a creative catalyst that enhances and expands the manual art pipeline.
AI was used solely for the generation of static content and not for real-time gameplay or dynamic in-game decision-making. This includes in-game visuals as well as promotional materials featured on the store page. | Quantix | - | Mar 18, 2026 | |
Off the Beaten Track In-game content art | Some visuals were generated, then refined and customized to fit the game’s style and atmosphere. | Blackroot Studios | 13 | Mar 18, 2026 | |
Tegula - Rise of the Roman Republic In-game content audio | Placeholder AI-generated unit voice-lines in current playtest build, no AI usage targeted for final release build. | Restless Toucan | - | Mar 18, 2026 | |
Delta In-game content art | some of the game textures generated with AI assisted tools | 0xc3pti0n | - | Mar 18, 2026 | |
BATTLE SHADOW ARENA In-game content art | This game includes pre-rendered content created using generative AI tools.
Battle card illustrations and store marketing images were generated with AI-based design software.
No content or code is generated via AI during gameplay. All in-game content is based on pre-created assets. | Zni Games | - | Mar 18, 2026 | |
SLIDEFORCE In-game content audio | Some soundtracks are generated by AI | sourcelocation | - | Mar 18, 2026 | |
Project Mayhem In-game content artaudio | AI-generated UI/UX 2D content, game background music | Total Mayhem Studio | - | Mar 18, 2026 | |
Anime Dream Match: Girls 2 In-game content art | The background images and girls pictures are pre-rendered AI art | Blender Games | - | Mar 18, 2026 | |
Spell Beat Dev only | We sometimes use AI to kickstart ideas or test directions, but everything in Spell Beat is shaped, reworked, and hand-polished by real humans until it feels juicy. AI experiments mainly help us figure out what NOT to make. The final experience is crafted by actual people who care way too much about way too many details. | Melodica Interactive | - | Mar 18, 2026 | |
Penguin's Dark Ascent: Rise of the Penguins 2 In-game content art | The game uses ai for the cover art and some assets in the game. | Bill Woo | - | Mar 18, 2026 | |
Trouble Dash Store/marketing art | No generative AI is used in the game. Only store/library capsules were created with the help of generative AI. | Dark Shift Games | - | Mar 18, 2026 | |
Cohen 1939 Unclear artaudio | Partial character illustrations;
Partial performance content; | Cube of Cube | - | Mar 18, 2026 | |
Konpira Fune Fune In-game content art | To streamline the creative process, AI-assisted tools were used to enhance and accelerate artwork production, ensuring a distinctive visual style while maintaining full artistic direction. | Noetic Light Studios | - | Mar 18, 2026 | |
Asteroids and Aliens In-game content artaudiocode | The Background Scenery Images on Each Level, but not all, were generated by myself using ChatGPT DALL-E.
The The Gameplay Enemy Sprites and Player are also generated by myself using ChatGPT DALL-E. Code and Particle Effects were done in Gamemaker Studio 2.
Music was composed using Suno Music.
No AI images, Music or code or any game elements are generated during gameplay.
No copyright content used. | JBJon | - | Mar 18, 2026 | |
Vampire Cat In-game content art | AI was used to create all the visuals in the game. However, every illustration required manual reworking, whether through adjustments, graphic polishing, or integration into the game.
I understand that some may not appreciate this approach. Please know that my main goal has always been to create a fun and enjoyable game. I am a solo developer who left my job to dedicate 100% of my time to making video games.
To be honest, I don’t know how to model in 3D or illustrate in 2D, which is why I used AI as a support tool. I’m fully aware that AI can be seen as a sensitive topic, and that’s why I’ve been reworking the visuals as much as possible. My wish is also, if the game allows me the resources after release, to collaborate with a 2D artist to further enhance the visual identity.
Thank you sincerely for your understanding, and I truly hope you’ll enjoy playing Vampire Cat despite these choices. Your support means the world to me. | Hunt Games | 12 | Mar 18, 2026 | |
404 Beat Crash In-game content art | Portions of the game's background artwork were generated and enhanced with the assistance of AI tools. | Evolution Studio | - | Mar 18, 2026 | |
Rhythmic In-game content audiotext | Several songs in the game are generated using generative AI. It is the goal to work together with artists and license also player requested music as soon as the game proves viable.
AI in the form of chatbots was also used during ideation, design and programming as an auxiliary tool.
NO GRAPHICAL ASSETS in the game have been AI generated! | Polar Studios Robin Kammel | - | Mar 18, 2026 | |
Tactical Ghost In-game content art | The artist I paid for used AI to generate parts of the cover art. It wasn't disclosed during the commission that they would use AI assets. | Michael Richard Lannon | - | Mar 18, 2026 | |
The Second Circle Store/marketing art | Ai used in generation of store art | DemonLabs Interactive | - | Mar 18, 2026 | |
Car Parking Adventure In-game content art | Some of the images used in the game were generated using AI. | Aleksa Racovic | - | Mar 18, 2026 | |
You Have A Delivery In-game content textart | We use AI for translation and capsule image. | CO's Entertainment | - | Mar 18, 2026 | |
Rise of the Penguins GB In-game content art | The game uses ai for the cover art and some assets in the game. | Bill Woo | 16 | Mar 18, 2026 | |
Synthwave Tunnel Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Super Hot Cube Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 |