We generated some illustrations.
- Creator
- Red Devil Studios
- Reviews
- -
- Added
- Oct 1, 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.
We generated some illustrations.
During development we use AI assistance in certain tasks, such as generative fill to extend artist drawn artwork. All major art has been drawn by human artists. The game has optional computer generated voice overs.
Some smaller smaller graphical elements in the game utilize gen AI.
AI-assisted tools were used to support performance optimization and to generate the player character. AI tools also contributed to enemy character assets, store artwork and translations. These uses concern content prepared during development.
Some character portraits were created with generative AI. AI tools were also used to help write and translate the store page and to translate the game's text. The story and dialogue were written by our team.
Store page capsule images and some in-game sound effects were generated using AI
Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime.
The in game content is generated by ai.
Generative AI has been used to help work with coding. All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought)
Generative AI was used to create various visual assets, character and environment designs, UI elements, promotional materials, and written content. Music was not generated using AI.
Deep Lantern contains some pre-generated visual assets created or assisted with generative AI, including certain textures, interface or illustrative visual elements, which were then reviewed, edited, and integrated manually by the developer. The game does not use live generative AI during gameplay, and players cannot generate content in-game using AI.
Parts of Frag Party's artwork and translated text were produced with generative AI tools. Artwork: the promotional key art that the store capsules are composed from, and a small number of static wallpaper images used as backdrops behind a few of the challenges. Text: the non-English interface translations (Spanish, French, Portuguese, Russian, Arabic and Simplified Chinese). English is the original and was written by hand. Everything else is human-made: all gameplay and code, the 3D characters, weapons and environments, animation, interface layout and audio. Nothing is generated while you play, and the game does not connect to any AI service.
Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool. Modeling: A handfull of props where generated using AI. Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language.
This game uses pre-generated AI-assisted visual content. Generative AI tools were used during development to help create and refine some 2D artwork and Steam store materials, including Chinese ink-style backgrounds, capsule images, UI/marketing artwork, icons, and related visual elements. All AI-assisted assets were reviewed and edited by the developer before being included. The game does not use live generative AI during gameplay, and no player input is sent to an AI service to generate content.
游戏LOGO与宣传图由AI生成
Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime.
The campaign's spoken dialogue is AI-generated speech. Over 650 lines were produced with ElevenLabs under a paid plan that licenses commercial use of the output. I wrote every line of that dialogue myself - the writing is mine, the performance is synthetic. I would prefer human voice actors and intend to replace these recordings when the project can afford it. No AI-generated art ships in the game. Every ship, station and environment mesh is either licensed art or made by me. A set of AI-generated 3D models was removed from the project in July 2026. The combat and zone music tracks are AI-generated songs I made with Suno on a paid plan that grants commercial-use rights to the output. The remaining music and all sound effects are licensed audio packs and my own work.
As a solo developer with a very limited budget, the character voices were temporarily generated using AI voice synthesis (ElevenLabs). Our goal is to replace all generated voices with performances by human voice actors as soon as the project secures sufficient funding (through sales, crowdfunding, or community support). Thank you for your understanding and for supporting indie game development! No generative AI content is created in real time while the game is running.
we have use ai to develop this game
Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc.
AI was used to help with the development process of the game, and was overseen by developers.
This game was made with the help of generative AI. AI tools were used during development to create visual assets, sound and music, parts of the source code, and the translations of this page and the in-game text. Everything was chosen, edited and assembled by hand before release. Nothing is generated while you play — all content ships with the game.
AI was used generate and polish store page graphic assets
Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay.
AI is used throughout game development.
During the development of this game, we utilized AI technologies to assist with certain visual and video production processes. Specifically: Visuals & Artwork: Some game assets and promotional images were initially generated using AI tools and have been extensively edited, refined, and integrated by our human development team. Promotional Videos: Certain camera movements and dynamic visual effects in our trailers were created by applying AI animation tools to static artwork prepared by our artists. We maintain rigorous quality control over all final assets to ensure the best possible experience for our players.
This game used generative AI for asset creation during development. The HQ statue's 3D model was created with Meshy AI, and background music was composed with Suno AI. Most in-game icons and images were created using Google Gemini and ChatGPT.
Generative AI tools are used during development to create some 3D assets as Place Holders and assist with Art/ music Content. These materials are prepared in advance and incorporated into the game or its store page. The game does not generate content using generative AI during gameplay. Some character voice recordings are also created using generative AI.
AI-generated content is used exclusively for promotional/store library imagery (e.g. store capsule and library artwork). No in-game assets — textures, models, environments, weapons, or character art used during gameplay — are AI-generated. All gameplay-facing art is sourced from licensed marketplace asset packs or created manually.
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。
AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
The game to contain art assets generated by artificial intelligence
Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping. No content is generated by AI during gameplay.
Generative AI tools were used during development to help write portions of the game's code and create some UI elements and store promotional materials. These materials were created before release. The game does not generate content with AI during gameplay.
Some promotional artwork and visual assets were created with the assistance of generative AI and have been reviewed, refined, and integrated by the developer. No generative AI is used during gameplay.
Some visual assets used on the Gunsfield store page and promotional materials were created or assisted using generative AI tools.
- Localization (translation) of in-game text from the original Japanese into [English, Chinese, etc.]The original Japanese text was written by the developer without AI. All AI-generated translations were reviewed and adjusted by the developer before being included in the game. If you find any translation issues, please let us know via the Steam discussions.
Code was written using help of AI tools, all artwork is human made.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
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.
AI was used for three things only: the first draft of the character models, the two main-menu music tracks, and the game and studio logos. No AI runs while you play. Everything you actually play was designed, built and balanced by the developer: the growing-tagger rule and the charged slap at the heart of the game; 6 game modes; 12 maps that each play by their own rules — a rolling ship, a flooding water tower, an arena that collapses ring by ring, lava that launches you skyward; 10 characters with 10 distinct powers, tuned one by one; bots with three difficulty levels that make the game fully playable solo; 2–10 player online play; a level and shop progression; match photos, match history and replays; and a 15-language localization. The character models were then hand-edited, rigged, height-matched and animated by the developer. The trailer and all screenshots are real gameplay. Sound effects and fonts come from CC0 / open-licensed sources.
Generative AI tools were used in parts of the developer's workflow: some texture source images (such as water splash sprites and certain ground materials) originate from AI image tools, and the dragon character's base mesh was initially created with AI assistance. All of this content was then extensively hand-edited, sculpted, rigged and integrated by the developer. Some music tracks were generated with Suno (licensed under a paid subscription). The world itself, the environment models and the game's art direction are hand-made. The game does not generate any content at runtime.
The main menu music is an AI generated version of an Australian classic. This can be toggled off.
Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store. The content has right to be used commercially.
Ia was only used for create the main menu song and the main menu cover image.
AI-generated images were used as references for only some of the art assets. The final assets were created by hand.
This game makes use of AI generative video, audio and AI assisted scripting.
AI was used to make some of the images used in the UI.
Generative AI tools were used during development to create images, textures, 3D models and music, and to assist with translations. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Don't Press It Unclear art | We generated some illustrations. | Red Devil Studios | - | Oct 1, 2026 | |
JYSTICE In-game content artaudio | During development we use AI assistance in certain tasks, such as generative fill to extend artist drawn artwork. All major art has been drawn by human artists.
The game has optional computer generated voice overs. | 10tons Ltd | - | Sep 30, 2026 | |
New World Trading Company | Some smaller smaller graphical elements in the game utilize gen AI. | Kokoon Games | - | Sep 30, 2026 | |
The Core: Protocol In-game content arttext | AI-assisted tools were used to support performance optimization and to generate the player character. AI tools also contributed to enemy character assets, store artwork and translations. These uses concern content prepared during development. | ChritzleCraft | - | Sep 30, 2026 | |
Old Yon. New thief In-game content arttext | Some character portraits were created with generative AI. AI tools were also used to help write and translate the store page and to translate the game's text. The story and dialogue were written by our team. | BoneApps | - | Sep 30, 2026 | |
The Pale Sorcerer In-game content artaudio | Store page capsule images and some in-game sound effects were generated using AI | akameC | - | Sep 30, 2026 | |
星際傭兵團 In-game content art | Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services. | 鉅墨遊戲JUMO GAMES | - | Sep 30, 2026 | |
Oortbound In-game content text | AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime. | Viking Mango | - | Sep 30, 2026 | |
Iron Maw general | The in game content is generated by ai. | KRUMB Games | - | Sep 30, 2026 | |
Restless Path Dev only code | Generative AI has been used to help work with coding.
All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought) | Cotenko Games | - | Sep 30, 2026 | |
Frog Kick In-game content arttext | Generative AI was used to create various visual assets, character and environment designs, UI elements, promotional materials, and written content. Music was not generated using AI. | Guchawacha | - | Sep 30, 2026 | |
Deep Lantern In-game content art | Deep Lantern contains some pre-generated visual assets created or assisted with generative AI, including certain textures, interface or illustrative visual elements, which were then reviewed, edited, and integrated manually by the developer.
The game does not use live generative AI during gameplay, and players cannot generate content in-game using AI. | Deep Lantern | - | Sep 30, 2026 | |
Frag Party In-game content arttext | Parts of Frag Party's artwork and translated text were produced with generative AI tools.
Artwork: the promotional key art that the store capsules are composed from, and a small number of
static wallpaper images used as backdrops behind a few of the challenges.
Text: the non-English interface translations (Spanish, French, Portuguese, Russian, Arabic and
Simplified Chinese). English is the original and was written by hand.
Everything else is human-made: all gameplay and code, the 3D characters, weapons and environments,
animation, interface layout and audio. Nothing is generated while you play, and the game does not
connect to any AI service. | Mena Games | - | Sep 30, 2026 | |
Trick or Eat In-game content arttext | Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool.
Modeling: A handfull of props where generated using AI.
Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language. | Nether Tree Games | - | Sep 30, 2026 | |
诗词防线 In-game content art | This game uses pre-generated AI-assisted visual content. Generative AI tools were used during development to help create and refine some 2D artwork and Steam store materials, including Chinese ink-style backgrounds, capsule images, UI/marketing artwork, icons, and related visual elements. All AI-assisted assets were reviewed and edited by the developer before being included. The game does not use live generative AI during gameplay, and no player input is sent to an AI service to generate content. | shinejiang | - | Sep 30, 2026 | |
单词斩 Store/marketing art | 游戏LOGO与宣传图由AI生成 | SEN | - | Sep 30, 2026 | |
Waters Store/marketing art | Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime. | Mad Wizards | - | Sep 30, 2026 | |
Odyssey Wars In-game content audiotext | The campaign's spoken dialogue is AI-generated speech. Over 650 lines were produced with ElevenLabs under a paid plan that licenses commercial use of the output. I wrote every line of that dialogue myself - the writing is mine, the performance is synthetic. I would prefer human voice actors and intend to replace these recordings when the project can afford it.
No AI-generated art ships in the game. Every ship, station and environment mesh is either licensed art or made by me. A set of AI-generated 3D models was removed from the project in July 2026.
The combat and zone music tracks are AI-generated songs I made with Suno on a paid plan that grants commercial-use rights to the output. The remaining music and all sound effects are licensed audio packs and my own work. | Doidge Interactive | - | Sep 30, 2026 | |
Red Settle In-game content audio | As a solo developer with a very limited budget, the character voices were temporarily generated using AI voice synthesis (ElevenLabs).
Our goal is to replace all generated voices with performances by human voice actors as soon as the project secures sufficient funding (through sales, crowdfunding, or community support). Thank you for your understanding and for supporting indie game development!
No generative AI content is created in real time while the game is running. | Jessy Software | - | Sep 30, 2026 | |
GroundHog Simulator Unclear | we have use ai to develop this game | groundhogheist | - | Sep 30, 2026 | |
Last Acre In-game content artcode | Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc. | Aftermath Development | - | Sep 30, 2026 | |
Racket Club Live Dev only | AI was used to help with the development process of the game, and was overseen by developers. | Reaper Studios | - | Sep 30, 2026 | |
Puzzle Together In-game content artaudiocodetext | This game was made with the help of generative AI.
AI tools were used during development to create visual assets, sound and music, parts
of the source code, and the translations of this page and the in-game text. Everything
was chosen, edited and assembled by hand before release.
Nothing is generated while you play — all content ships with the game. | Cozy Tech INC | - | Sep 30, 2026 | |
Mindcell Store/marketing art | AI was used generate and polish store page graphic assets | VenomizedArt | - | Sep 30, 2026 | |
SCRAPBOX In-game content artaudiocode | Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay. | HFM Games | - | Sep 29, 2026 | |
PWC Simulator Unclear | AI is used throughout game development. | Sender Jim's | - | Sep 29, 2026 | |
ECHOES OF REINCARNATION In-game content art | During the development of this game, we utilized AI technologies to assist with certain visual and video production processes. Specifically:
Visuals & Artwork: Some game assets and promotional images were initially generated using AI tools and have been extensively edited, refined, and integrated by our human development team.
Promotional Videos: Certain camera movements and dynamic visual effects in our trailers were created by applying AI animation tools to static artwork prepared by our artists.
We maintain rigorous quality control over all final assets to ensure the best possible experience for our players. | Nanjing Sigma Network Technology | - | Sep 28, 2026 | |
PanzerCity In-game content artaudio | This game used generative AI for asset creation during development. The HQ statue's 3D model was created with Meshy AI, and background music was composed with Suno AI. Most in-game icons and images were created using Google Gemini and ChatGPT. | Columbidae Games | - | Sep 28, 2026 | |
Salvage Frontier In-game content artaudio | Generative AI tools are used during development to create some 3D assets as Place Holders and assist with Art/ music Content. These materials are prepared in advance and incorporated into the game or its store page. The game does not generate content using generative AI during gameplay.
Some character voice recordings are also created using generative AI. | bambideath Studios | - | Sep 28, 2026 | |
GRID OPS art | AI-generated content is used exclusively for promotional/store
library imagery (e.g. store capsule and library artwork). No
in-game assets — textures, models, environments, weapons, or
character art used during gameplay — are AI-generated. All
gameplay-facing art is sourced from licensed marketplace asset
packs or created manually. | XYNDICATE | - | 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 | |
Chair Chase In-game content audio | AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game. | Babs Games | - | Sep 28, 2026 | |
Slope Rivals In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | Sep 28, 2026 | |
Pedal Pedal Pedal Store/marketing arttext | Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping.
No content is generated by AI during gameplay. | Downward Dog Games | - | Sep 28, 2026 | |
Hide & Swipe Store/marketing codeart | Generative AI tools were used during development to help write portions of the game's code and create some UI elements and store promotional materials. These materials were created before release. The game does not generate content with AI during gameplay. | AWeekGame | - | Sep 28, 2026 | |
Battle Quads Store/marketing art | Some promotional artwork and visual assets were created with the assistance of generative AI and have been reviewed, refined, and integrated by the developer. No generative AI is used during gameplay. | Millenary Games | - | Sep 28, 2026 | |
Gunsfield Store/marketing art | Some visual assets used on the Gunsfield store page and promotional materials were created or assisted using generative AI tools. | 047 Game Studios | - | Sep 28, 2026 | |
AQUA FALL In-game content text | - Localization (translation) of in-game text from the original Japanese into [English, Chinese, etc.]The original Japanese text was written by the developer without AI. All AI-generated translations were reviewed and adjusted by the developer before being included in the game. If you find any translation issues, please let us know via the Steam discussions. | tatsumaki games | - | Sep 28, 2026 | |
Whale Hunter Dev only code | Code was written using help of AI tools, all artwork is human made. | Tegridy Made Games | - | Sep 28, 2026 | |
Detonator Squad In-game content arttextcodeaudio | Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay. | Stephen Pryde | - | 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 | |
MEGA TAG PANIC In-game content artaudiotext | AI was used for three things only: the first draft of the character models, the two main-menu music tracks, and the game and studio logos. No AI runs while you play.
Everything you actually play was designed, built and balanced by the developer: the growing-tagger rule and the charged slap at the heart of the game; 6 game modes; 12 maps that each play by their own rules — a rolling ship, a flooding water tower, an arena that collapses ring by ring, lava that launches you skyward; 10 characters with 10 distinct powers, tuned one by one; bots with three difficulty levels that make the game fully playable solo; 2–10 player online play; a level and shop progression; match photos, match history and replays; and a 15-language localization. The character models were then hand-edited, rigged, height-matched and animated by the developer. The trailer and all screenshots are real gameplay. Sound effects and fonts come from CC0 / open-licensed sources. | Big Dot Games | - | Sep 27, 2026 | |
Dragonwynde In-game content artaudio | Generative AI tools were used in parts of the developer's workflow: some texture source images (such as water splash sprites and certain ground materials) originate from AI image tools, and the dragon character's base mesh was initially created with AI assistance. All of this content was then extensively hand-edited, sculpted, rigged and integrated by the developer. Some music tracks were generated with Suno (licensed under a paid subscription). The world itself, the environment models and the game's art direction are hand-made. The game does not generate any content at runtime. | Ikihonka Studios | - | Sep 27, 2026 | |
Marco, Polo, SHOTGUN! In-game content audio | The main menu music is an AI generated version of an Australian classic. This can be toggled off. | Red Dave | - | Sep 27, 2026 | |
Streaming Simulator In-game content art | Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store.
The content has right to be used commercially. | ShIRLey | - | 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 | |
Give Me Five Dev only art | AI-generated images were used as references for only some of the art assets. The final assets were created by hand. | Dystop1a | - | Sep 26, 2026 | |
Future Fab Heroes In-game content artaudiocode | This game makes use of AI generative video, audio and AI assisted scripting. | ASU SWAP Hub | - | Sep 26, 2026 | |
Arbiter In-game content art | AI was used to make some of the images used in the UI. | Tyro, LLC | - | Sep 26, 2026 | |
Formula Minus One In-game content artaudiotext | Generative AI tools were used during development to create images, textures, 3D models and music, and to assist with translations. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services. | Moisés Cabello | - | Sep 25, 2026 |