As a solo developer, I only use AI tools to generate graphic assets for buttons and UI elements in the main menu and throughout the levels.
- Creator
- ApeRockt
- Reviews
- -
- Added
- Sep 15, 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.
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As a solo developer, I only use AI tools to generate graphic assets for buttons and UI elements in the main menu and throughout the levels.
AI tools were used to assist with some code generation All game assets were created by people or sourced from asset packs (story, art, music, etc.)
AI was used to generate the voices for cutscene. No other AI was used in the making of this product.
Some AI was used to generate marketing images and in-game content, including music and art. This game would not be possible for a 1-person studio without such tools.
Generative AI was used during the development of Pull Me Up! to create some pre-generated content, including artwork used on the Steam store page, certain UI artwork in the game, and some written store page content. All AI-generated content was reviewed and integrated by the developer as part of the final game and store presentation.
Generative AI tools were used during development to assist in the creation and refinement of selected visual, audio and promotional assets. All AI-assisted content is reviewed and curated by the development team before being included in the game or its marketing materials.
AI was used to create the Steam page design based on in-game 3D models.
AI was used for some code generation and as part of a technique for cleaning-up of 3D scans. 3D scans were created of real lightguns using both a laser based scanner and photogrammetry, and then both models were combined using a frontier AI model for a final clean 3D scan results with higher quality game-ready topography and polycounts.
Current music has been generated with AI with plans to replace.
Steam store page logo and cover art made with ai tools Game menu images made with ai tools
This game does not use live-generated AI during gameplay. Some pre-generated content in the game was created with assistance from generative AI tools during development, including portions of written text, game data, music arrangement ideas, and pixel-art implementation support. All such content was reviewed, edited, and integrated by the developer before being included in the game.
Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository. The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file. All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work. The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline.
Generative AI was used as an assistive tool to create some pre-rendered audio and visual assets, primarily for comedic and in-world content.
按钮、图标、合成物品、背景使用了AI技术
it has ai objects
Some content on this store page, including the game description and promotional materials, was created or assisted by generative AI tools.
store picture generate by ai
AI was used to develop this game.
Only the store page picture generated by ai
Steam store page logo and cover art made ai tools. Game menu images made ai tools
Game and Store Page localizations (excluding English and Portuguese - Portugal) were AI-generated.
UI assisted modification of a few textures; Created some sound effects using the UI;
Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game.
We used generative AI tools during development in the following ways: 3D character models: The models for the supernatural guests (Nightmare, Goblin, Vampire, Devil), the merchant Djinn, and the trapped travelers were generated using AI tools (Meshy AI, with concept images from Google Gemini image models), then rigged, animated, retextured, lit, and integrated by hand in Unity. Store artwork: The capsule key art was created with AI image generation tools and composed by hand. Code: Portions of the game's source code were written with AI coding assistance and reviewed by the developer. All AI-generated content was created by the developer using licensed tools, and all final assets were manually edited, integrated, and tested. No AI-generated content is produced live during gameplay — everything shipped in the game is pre-made and fixed.
Generative AI tools were used to assist in the creation of some pre-generated visual assets, character elements, voice-over, music, localization and promotional text. Some of these assets were further edited and refined by the developer before being included in the final game.
AI tools were used to assist with localizing the interface text into the game's 11 supported languages. All artwork, music, sound and game design are human-made.
AI-Assisted Language Translation
This game was created by a real human, using the Codex development environment. Contains lots of generated artwork and descriptive text, as well as gameplay refinements gained through AI powered balance testing.
An AI voice generation tool was used to create the voice of one NPC. No AI-generated content is created during gameplay.
Some assets are AI generated
The game's localizations were made using AI.
Generative AI was used during development to assist with the creation of selected UI graphics, localization, and text content. All AI-assisted content was reviewed and edited by the developer before being included in the final product. The game does not generate AI content during gameplay.
Generative AI was used to create some of the artwork shown on the Steam store page and related marketing assets. No generative AI is used during gameplay.
# AI Disclosure Generative AI was used during development as a creative support tool for selected visual and audio assets. All AI-assisted content was reviewed, curated and integrated by the developer. No generative AI is used during gameplay.
Generative AI was used as an assistive tool during the development of ASTROLANDER. It helped accelerate certain prototyping phases, explore concept art ideas, and experiment with programming solutions. All assets integrated into the game were modified or recreated by the developer to align with the project's art direction and gameplay.
AI: Art Dialogue Humans: Design Coding Music Creativity
Generative AI was used to create some artwork and visual assets for the game, including store page artwork and in-game icons. These assets were reviewed and integrated by the developer.
Suno (commercial rights) was used to generate the game's music and the hobo's spoken lines, then hand-selected and edited to match the tone of the game. The translated dialogues were produced with the assistance of a language model. The game's design and direction are entirely my own. All visuals are generated procedurally by the game's own code.
Pre-created images and music
Generative AI was used to assist in the creation of certain visual and audio elements of the game. AI tools were also used during development to assist with programming and other development tasks.
AI Disclosure WinterCore is a solo-developed game created over four years. Generative AI was used during development to create a small number of visual assets and selected promotional artwork. All AI-generated assets were subsequently edited, refined, and adapted by the developer to fit WinterCore’s art direction and overall visual style. The game’s core design, programming, story, gameplay, and final implementation were created by the developer. The project also includes licensed assets and creative works from independent artists and creators, who are credited accordingly.
Some scenes cleaned up
Generative AI tools were used during development to assist with the creation of some character illustrations, visual art assets, and portions of the game’s code. All AI-assisted content was reviewed, edited, and integrated by the development team before being included in the final product. The game does not use generative AI to create content in real time during gameplay.
AI tools were used to assist with development of this game."
During the development of *A Bad Dream: Trypophobia*, generative AI was used as a supporting tool to create and refine certain textures, 3D models, and visual elements, as well as to assist in programming specific systems. All content was manually reviewed, edited, configured, and integrated by Big Mount Interactive. The game does not generate content via AI during gameplay, nor does it connect to external AI services.
Game Store Images and some Cake images too
Generative AI was used to assist in the creation of some scripts and visual assets. All generated content was reviewed and integrated by the developer.
This game was developed with the assistance of AI for textures, translations, and scripting.
AI has been used to assist in the build process, but has absolutely not been used in thematic creative direction, game play or story direction whatsoever. Aveos is a solo developer project, and nothing has been left for AI to decide. All results have been tailored to fit the output of the vision, and it is used in lieu of a team of developers. Should those resources have been available, they would have been obviously preferred.
Some of the game's background music was created using generative AI, and a very small portion of the visuals underwent refinement or fine-tuning using generative AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Fuse Rush In-game content art | As a solo developer, I only use AI tools to generate graphic assets for buttons and UI elements in the main menu and throughout the levels. | ApeRockt | - | Sep 15, 2026 | |
SableSyn Protocol Dev only code | AI tools were used to assist with some code generation
All game assets were created by people or sourced from asset packs (story, art, music, etc.) | Lamby Wamy Games | - | Sep 14, 2026 | |
Surf Academy In-game content audio | AI was used to generate the voices for cutscene. No other AI was used in the making of this product. | Hunter Kelly | - | Sep 14, 2026 | |
The Vessel In-game content artaudio | Some AI was used to generate marketing images and in-game content, including music and art.
This game would not be possible for a 1-person studio without such tools. | Fist Pump Games | - | Sep 13, 2026 | |
PullMeUp! In-game content arttext | Generative AI was used during the development of Pull Me Up! to create some pre-generated content, including artwork used on the Steam store page, certain UI artwork in the game, and some written store page content. All AI-generated content was reviewed and integrated by the developer as part of the final game and store presentation. | Murat Akin | - | Sep 13, 2026 | |
Tajang In-game content artaudio | Generative AI tools were used during development to assist in the creation and refinement of selected visual, audio and promotional assets.
All AI-assisted content is reviewed and curated by the development team before being included in the game or its marketing materials. | Algoin Tech Sdn. Bhd. | - | Sep 13, 2026 | |
The Orb In-game content art | AI was used to create the Steam page design based on in-game 3D models. | Equilibrium | - | Sep 13, 2026 | |
VRLF - Virtual Reality Lightgun Framework Dev only artcode | AI was used for some code generation and as part of a technique for cleaning-up of 3D scans. 3D scans were created of real lightguns using both a laser based scanner and photogrammetry, and then both models were combined using a frontier AI model for a final clean 3D scan results with higher quality game-ready topography and polycounts. | Barrettone Ltd | - | Sep 13, 2026 | |
Everything Invades In-game content audio | Current music has been generated with AI with plans to replace. | CapCat | - | Sep 13, 2026 | |
Assassin Of Werewolf In-game content art | Steam store page logo and cover art made with ai tools
Game menu images made with ai tools | Saylor Games | - | Sep 12, 2026 | |
Looin I In-game content textaudioart | This game does not use live-generated AI during gameplay.
Some pre-generated content in the game was created with assistance from generative AI tools during development, including portions of written text, game data, music arrangement ideas, and pixel-art implementation support. All such content was reviewed, edited, and integrated by the developer before being included in the game. | LooinSoft | - | Sep 12, 2026 | |
TROPHY FLEET In-game content artaudio | Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository.
The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file.
All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work.
The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline. | Windvix Games | - | Sep 12, 2026 | |
Peel Me In-game content artaudio | Generative AI was used as an assistive tool to create some pre-rendered audio and visual assets, primarily for comedic and in-world content. | Chap Studios | - | Sep 12, 2026 | |
lemon cat In-game content art | 按钮、图标、合成物品、背景使用了AI技术 | zhangmeng | - | Sep 12, 2026 | |
Parallax Kaal In-game content | it has ai objects | Cosmic Snow | - | Sep 12, 2026 | |
这是一份礼物 Store/marketing textart | Some content on this store page, including the game description and promotional materials, was created or assisted by generative AI tools. | Oroku | - | Sep 12, 2026 | |
挖穿地球 Store/marketing art | store picture generate by ai | Zeros | - | Sep 12, 2026 | |
MaMills Unclear | AI was used to develop this game. | Department of Ducks | - | Sep 12, 2026 | |
桌面骰子牧场 Store/marketing art | Only the store page picture generated by ai | zeros | - | Sep 12, 2026 | |
Pirate Guy 2 New Land Store/marketing art | Steam store page logo and cover art made ai tools. Game menu images made ai tools | Valkeala Software | - | Sep 10, 2026 | |
Tick & Tired In-game content text | Game and Store Page localizations (excluding English and Portuguese - Portugal) were AI-generated. | Cr4zy | - | Sep 10, 2026 | |
Dreamland Pavilion In-game content artaudio | UI assisted modification of a few textures;
Created some sound effects using the UI; | 危途旅行团TravellersOnHazard | - | Sep 10, 2026 | |
夺桥之战 In-game content artaudiotext | Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game. | 烩设计 | - | Sep 10, 2026 | |
Cursed Backgammon In-game content artcode | We used generative AI tools during development in the following ways:
3D character models: The models for the supernatural guests (Nightmare, Goblin, Vampire, Devil), the merchant Djinn, and the trapped travelers were generated using AI tools (Meshy AI, with concept images from Google Gemini image models), then rigged, animated, retextured, lit, and integrated by hand in Unity.
Store artwork: The capsule key art was created with AI image generation tools and composed by hand.
Code: Portions of the game's source code were written with AI coding assistance and reviewed by the developer.
All AI-generated content was created by the developer using licensed tools, and all final assets were manually edited, integrated, and tested. No AI-generated content is produced live during gameplay — everything shipped in the game is pre-made and fixed. | Msadberk Games | - | Sep 10, 2026 | |
One Bard Move In-game content artaudiotext | Generative AI tools were used to assist in the creation of some pre-generated visual assets, character elements, voice-over, music, localization and promotional text. Some of these assets were further edited and refined by the developer before being included in the final game. | Syserino | - | Sep 9, 2026 | |
Catson Files: Wizard Town In-game content text | AI tools were used to assist with localizing the interface text into the game's 11 supported languages. All artwork, music, sound and game design are human-made. | Gazcurit | - | Sep 9, 2026 | |
Your Momo In-game content text | AI-Assisted Language Translation | Dopamine Maker | - | Sep 9, 2026 | |
10000 Rats: The Simulation In-game content arttext | This game was created by a real human, using the Codex development environment. Contains lots of generated artwork and descriptive text, as well as gameplay refinements gained through AI powered balance testing. | CleoTronix Software | - | Sep 7, 2026 | |
Hotel 13 In-game content audio | An AI voice generation tool was used to create the voice of one NPC. No AI-generated content is created during gameplay. | Voidy | - | Sep 7, 2026 | |
Adventures of Popatlal In-game content | Some assets are AI generated | tmkocplay | - | Sep 7, 2026 | |
Reflections at Frostkorn In-game content text | The game's localizations were made using AI. | Tonguç Bodur | - | Sep 7, 2026 | |
Night Shift: Something Is Wrong In-game content arttext | Generative AI was used during development to assist with the creation of selected UI graphics, localization, and text content. All AI-assisted content was reviewed and edited by the developer before being included in the final product. The game does not generate AI content during gameplay. | biges | - | Sep 6, 2026 | |
THE HOLE Store/marketing art | Generative AI was used to create some of the artwork shown on the Steam store page and related marketing assets. No generative AI is used during gameplay. | neo studio | - | Sep 6, 2026 | |
Dojo of a Thousand Lives In-game content artaudio | # AI Disclosure
Generative AI was used during development as a creative support tool for selected visual and audio assets. All AI-assisted content was reviewed, curated and integrated by the developer. No generative AI is used during gameplay. | Retry Later | - | Sep 6, 2026 | |
Astrolander Dev only artcode | Generative AI was used as an assistive tool during the development of ASTROLANDER. It helped accelerate certain prototyping phases, explore concept art ideas, and experiment with programming solutions. All assets integrated into the game were modified or recreated by the developer to align with the project's art direction and gameplay. | SpaghetGames | - | Sep 6, 2026 | |
Slap the Gamer Unclear arttext | AI:
Art
Dialogue
Humans:
Design
Coding
Music
Creativity | Slap The Gamer Interactive Studios | - | Sep 4, 2026 | |
Idle Plinko In-game content art | Generative AI was used to create some artwork and visual assets for the game, including store page artwork and in-game icons. These assets were reviewed and integrated by the developer. | miguel | - | Sep 4, 2026 | |
The Hobo Dev In-game content audiotext | Suno (commercial rights) was used to generate the game's music and the hobo's spoken lines, then hand-selected and edited to match the tone of the game. The translated dialogues were produced with the assistance of a language model.
The game's design and direction are entirely my own. All visuals are generated procedurally by the game's own code. | Fromont Gaming | - | Sep 4, 2026 | |
Тройной след Unclear artaudio | Pre-created images and music | Black Cat Leo | - | Sep 4, 2026 | |
Last Train to Yotsuya In-game content artaudiocode | Generative AI was used to assist in the creation of certain visual and audio elements of the game. AI tools were also used during development to assist with programming and other development tasks. | DadooloveitStudio | - | Sep 4, 2026 | |
WinterCore Store/marketing art | AI Disclosure
WinterCore is a solo-developed game created over four years. Generative AI was used during development to create a small number of visual assets and selected promotional artwork. All AI-generated assets were subsequently edited, refined, and adapted by the developer to fit WinterCore’s art direction and overall visual style.
The game’s core design, programming, story, gameplay, and final implementation were created by the developer. The project also includes licensed assets and creative works from independent artists and creators, who are credited accordingly. | DARKDUST INTERACTIVE | - | Sep 4, 2026 | |
Vacation Adventures: Park Ranger Mega Bundle Unclear art | Some scenes cleaned up | Casual Arts | - | Sep 4, 2026 | |
日落萍江 In-game content artcode | Generative AI tools were used during development to assist with the creation of some character illustrations, visual art assets, and portions of the game’s code. All AI-assisted content was reviewed, edited, and integrated by the development team before being included in the final product. The game does not use generative AI to create content in real time during gameplay. | 大狙 | - | Sep 4, 2026 | |
Sumi Archery Unclear | AI tools were used to assist with development of this game." | Mangal09 | - | Sep 3, 2026 | |
A Bad Dream: Trypophobia In-game content artcode | During the development of *A Bad Dream: Trypophobia*, generative AI was used as a supporting tool to create and refine certain textures, 3D models, and visual elements, as well as to assist in programming specific systems. All content was manually reviewed, edited, configured, and integrated by Big Mount Interactive. The game does not generate content via AI during gameplay, nor does it connect to external AI services. | Big Mount Interactive | - | Sep 3, 2026 | |
The Raver Store/marketing art | Game Store Images and some Cake images too | DiscoCarGames | - | Sep 3, 2026 | |
Blocky Miner In-game content artcode | Generative AI was used to assist in the creation of some scripts and visual assets. All generated content was reviewed and integrated by the developer. | KRUSTY GAMES | - | Sep 3, 2026 | |
Unfold Flower In-game content arttextcode | This game was developed with the assistance of AI for textures, translations, and scripting. | flycat.games | - | Sep 3, 2026 | |
Aveos Dev only | AI has been used to assist in the build process, but has absolutely not been used in thematic creative direction, game play or story direction whatsoever. Aveos is a solo developer project, and nothing has been left for AI to decide. All results have been tailored to fit the output of the vision, and it is used in lieu of a team of developers. Should those resources have been available, they would have been obviously preferred. | Castles | - | Sep 3, 2026 | |
穿越火焰 Pass Thru Fire In-game content audioart | Some of the game's background music was created using generative AI, and a very small portion of the visuals underwent refinement or fine-tuning using generative AI. | 方郎 | - | Sep 3, 2026 |