I used AI for game assets I could not get from artists [All sprites units are from real artists : Lyaseek and Dreamir]AI assisted code.
- Creator
- Sunny
- Reviews
- 18
- Added
- May 23, 2026
Public Steam disclosure research 25,508 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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I used AI for game assets I could not get from artists [All sprites units are from real artists : Lyaseek and Dreamir]AI assisted code.
Some 3D models were created using AI generation tools.
The developers use AI to control bots during combat.
During the development process, we leverage AI tools to support the generation of specific art assets and the creation of procedural content. This approach is primarily driven by resource limitations within our art team and the need to address schedule constraints. AI assists us in rapidly prototyping 3D model foundations, generating initial environmental textures, and sketching concept art, enabling our artists to focus on high-value creative tasks such as refining character expressions, animating skill VFX, and unifying the artistic vision. It is important to note that none of our key visual elements (including core 3D characters, environments, and dynamic effects) are directly AI-generated final products. Instead, AI outputs are used as starting points that undergo extensive manual refinement, detail sculpting, and artistic reinterpretation by our dedicated art team. We are committed to rejecting any shortcuts of using AI-generated 2D imagery to compromise player experience; instead, we prioritise "AI boosting efficiency, humans defining quality". The final game's visuals are a testament to our artists' craftsmanship and aesthetic rigor. Additionally, AI streamlines our workflow management, allowing our limited resources to prioritise gameplay strategy and combat tuning. Player privacy and the responsible use of AI remain paramount: No player data is used for training or shared externally without consent.
Some visual assets were made with AI assistance.
This game utilizes generative AI for part of its localized text and certain background environment assets. These tools were used to enhance development efficiency, and all final outputs have been curated and edited by our team.
AI tools were used during development as a programming aid and for early concept exploration. All gameplay systems were developed by the creator, and all in-game assets are original, commissioned, or licensed.
The store page capsule images were created with generative AI.
Certain marketing assets may have been edited with AI. No in game assets or images are made with AI
Character and menu artwork was created using generative AI tools and later edited by the development team.
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
This game uses generative AI in a limited capacity. Some in-game images and text were created or assisted by AI during development, but they are not entirely AI-generated. All such content has been manually edited, reviewed, and integrated by the developer to ensure consistency with the overall design and experience.
In the development of this game, generative AI was used in the following ways: Visual Assets: Background illustrations for narrative events, UI elements, and icons were created with the assistance of generative AI. All assets were manually edited and refined by the developer to ensure stylistic consistency. Narrative Content: Initial drafts for some random event descriptions and unit barks were generated with AI assistance and subsequently revised and rewritten by the developer to maintain the game's unique tone and military setting. Audio: Some voiceover elements and unit barks may be produced using AI-assisted synthesis. All audio is pre-recorded and processed before being included in the game files. Code Assistance: AI-based tools were used during the programming process for logic optimization and debugging. Important: All AI-generated content is pre-generated and included in the static game files. No content is generated in real-time during gameplay.
-English- This game uses generative AI(ChatGPT) as a supportive tool during development. AI assistance was used for portions of coding and debugging, and all code was reviewed and refined by the developer before implementation. All core systems and content were designed and implemented by the develope Core gameplay systems, art assets, and main content were created directly by the developer.
The art used for the Steam storefront contains images generated by AI
We only used AI to localize English, Japanese, Simplifed Chinese, and Traditional Chinese.
This product uses pre-generated AI-assisted content during development. AI tools were used to help create some promotional artwork, selected visual assets, and some development-support content such as text or localization assistance. The game does not use live-generated AI during gameplay.
The localization of this game was initially generated using AI tools and subsequently reviewed and polished by human translators to ensure quality.
This game uses generative AI in several components. As a solo/small developer, the project wouldn't be feasible without it, but my goal is to fund human-created replacements through the game's revenue after early acces release. Artwork- AI generates the base/reference character sprites, which I then paint over and animate by hand. Item and tileset sprites follow the same treatment, some items may remain unedited in early access to be reviewed later. Music - AI generated music with rights held by Bonehead Labs. Capsule art - combination of AI generation and hand-work.
In the development of Mudventure, we utilized generative AI technologies to streamline our workflow and enhance the overall gaming experience as follows: Coding Assistance: ChatGPT and Gemini were used as auxiliary tools for code optimization and system architecture design. This allowed our team to focus more on building a stable multiplayer environment. Visual Content: ChatGPT (DALL-E) was used to generate certain static images, such as in-game item icons and textures. All AI-generated assets underwent a manual refinement process to ensure they align perfectly with our game’s unique art style. Audio and Music: We utilized Suno to create the background music (BGM). We carefully curated and edited tracks generated by AI to best capture the mysterious yet casual atmosphere of our mudflat island.
Some of the English text in this game has been translated using generative AI tools; all Chinese content was written manually by the developer.
This game includes some AI-generated content: character illustrations.
Store page splash art is using a temporary generative AI placeholder.
some of the assets & sound effects are generated by AI
Artificial intelligence was used to help create the game's main art and logo.
AI was used for voice acting.
The game includes only a few background radio tracks and some NPC voice lines created with the help of AI tools, which will be replaced in future updates.
Most of the content is developed using traditional development practices. However, AI tools were used to support the creation of certain 3D in-game assets and audio assets.
I'm a solo developer so I have used AI to help fill in some gaps. Music and very minor pieces of art were created using AI. However I have supported many artists during the making of this game by purchasing asset packs that worked. I've been in the game industry for over a decade and am extremely sensitive to the use of AI but this project wouldn't exist without it and I am very proud of what I have made. My heart, soul, and countless hours have been poured into the project and AI was only used if there was no other reasonable/affordable choice.
Generative AI assists in the development of certain base Gaussian-splatted object meshes and is also used as the basis for some interface images and portions of documentation text used in the product. These AI-assisted elements are further reviewed, selected, and integrated into the final game content as part of the development process.
I'm a solo game developer. I use AI for checking spelling, grammar, some text generation for in-game item description, marketing material to make sure the English content is well presented to the players. Because English is not my native langue.
Some minor use was made of AI, e.g. for coding assistance, or for help with writing text.
AI was used to generate images for the shop and web page.
vo for some characters
AI was used in this game for css and uxml elements, repetitive code tasks, internal tooling and general code debugging
AI usage has been very light and, in my opinion, the correct/optimal use of AI. AI has been predominately used in the form of a chatbot efficiency tool. I've used it to troubleshoot matchmaking logic flows, I've pasted blocks of text for it to clean up readability or catch spelling errors, I just asked it for the quickest way to change images to grayscale in MS Paint as I was creating Steam Achievements. Things like that. I have hired an artist that claims he does not use AI, though I admit I cannot completely verify that. The hero image and some title art was developed by him. All sprite work in the game itself was made by humans. Music was pulled from various places. My brother-in-law created some songs and did not use AI. Other tracks and sound effects were pulled from free-use websites that did not make any AI disclosures. Really truly, the heart and soul of this game is for humans made by humans. AI has been used, but only as the tool it is meant to be, not as the replacement of human creativity it is slowly elbowing its way into.
Some of the images and in game models and sounds are created using AI to speed up the development process and allow focus on core gameplay elements. All elements are reviewed by devs. No AI is running or applied during gameplay.
Some graphic asset is generated by AI
The game's codebase was developed with the support of generative AI tools
Some of the character images were generated using AI, but the final effect was achieved with the help of human hands.
This game uses generative AI-assisted tools in a small amount of non-core content, such as certain event illustration backgrounds, world map event displays, and some promotional materials used on the store page. The core content of the game, including gameplay design, combat systems, character design, primary visual presentation, and programming, has been manually created and refined by the developer. AI-generated content is used only for supplementary visual purposes and does not affect the core gameplay experience.
No AI was used for art, animation, sound effects, and music. AI tools were only used for scripting assistance, refactoring, and debugging.
We use AI to improve the image quality of screenshots.
Generative AI was used exclusively for creating marketing visuals (Steam capsules). All game content—including code, 3D models, environments, and gameplay—is an original, hand-developed creation.
AI is used solely to create materials for marketing purposes.
EXD was created by a small independent team over the course of more than three years of development. 99.99% of its content was made entirely by hand, including real-world objects that were physically sculpted and later digitized to be brought into the game world. A very small number of assets (~30 out of more than 27,000 total) were created by our artists with the help of generative AI tools.
AI tools were used to assist in the creation of the trailer and promotional materials displayed on this store page.
This game uses generative artificial intelligence tools only during development to create certain visual and audio assets. All content experienced by players is pre-rendered and reviewed, with no automatic real-time generation during gameplay.
AI used for generating descriptions of game
AI is being used only on promotional materials of the game as such as posters, banners.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
AFK Tactics In-game content art | I used AI for game assets I could not get from artists [All sprites units are from real artists : Lyaseek and Dreamir]AI assisted code. | Sunny | 18 | May 23, 2026 | |
Whirlwind Survivor In-game content art | Some 3D models were created using AI generation tools. | Solo Carry | - | May 23, 2026 | |
Nerds Revenge Live AI | The developers use AI to control bots during combat. | Adrenaline Games | - | May 23, 2026 | |
Project:Qing In-game content art | During the development process, we leverage AI tools to support the generation of specific art assets and the creation of procedural content. This approach is primarily driven by resource limitations within our art team and the need to address schedule constraints. AI assists us in rapidly prototyping 3D model foundations, generating initial environmental textures, and sketching concept art, enabling our artists to focus on high-value creative tasks such as refining character expressions, animating skill VFX, and unifying the artistic vision. It is important to note that none of our key visual elements (including core 3D characters, environments, and dynamic effects) are directly AI-generated final products. Instead, AI outputs are used as starting points that undergo extensive manual refinement, detail sculpting, and artistic reinterpretation by our dedicated art team. We are committed to rejecting any shortcuts of using AI-generated 2D imagery to compromise player experience; instead, we prioritise "AI boosting efficiency, humans defining quality". The final game's visuals are a testament to our artists' craftsmanship and aesthetic rigor. Additionally, AI streamlines our workflow management, allowing our limited resources to prioritise gameplay strategy and combat tuning. Player privacy and the responsible use of AI remain paramount: No player data is used for training or shared externally without consent. | Without Embroiling | - | May 23, 2026 | |
Zigdig In-game content art | Some visual assets were made with AI assistance. | stehudz | - | May 23, 2026 | |
DHALMAN In-game content textart | This game utilizes generative AI for part of its localized text and certain background environment assets. These tools were used to enhance development efficiency, and all final outputs have been curated and edited by our team. | Minnapad Pte. Ltd. | - | May 23, 2026 | |
Prophecy Lost Dev only code | AI tools were used during development as a programming aid and for early concept exploration. All gameplay systems were developed by the creator, and all in-game assets are original, commissioned, or licensed. | Games by Yamm | - | May 23, 2026 | |
Artifex Legends Store/marketing art | The store page capsule images were created with generative AI. | Exhibyte | - | May 23, 2026 | |
No Final Run Store/marketing art | Certain marketing assets may have been edited with AI. No in game assets or images are made with AI | Nordstern | - | May 23, 2026 | |
The Forgotten Killer In-game content art | Character and menu artwork was created using generative AI tools and later edited by the development team. | The Forgotten Killer Hub | - | May 23, 2026 | |
Abyss Horde Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | 83 | May 23, 2026 | |
Sector IV : LockDown In-game content arttext | This game uses generative AI in a limited capacity. Some in-game images and text were created or assisted by AI during development, but they are not entirely AI-generated. All such content has been manually edited, reviewed, and integrated by the developer to ensure consistency with the overall design and experience. | Havk | - | May 23, 2026 | |
Strategic Surge In-game content arttextaudiocode | In the development of this game, generative AI was used in the following ways:
Visual Assets: Background illustrations for narrative events, UI elements, and icons were created with the assistance of generative AI. All assets were manually edited and refined by the developer to ensure stylistic consistency.
Narrative Content: Initial drafts for some random event descriptions and unit barks were generated with AI assistance and subsequently revised and rewritten by the developer to maintain the game's unique tone and military setting.
Audio: Some voiceover elements and unit barks may be produced using AI-assisted synthesis. All audio is pre-recorded and processed before being included in the game files.
Code Assistance: AI-based tools were used during the programming process for logic optimization and debugging.
Important: All AI-generated content is pre-generated and included in the static game files. No content is generated in real-time during gameplay. | K-71 | - | May 23, 2026 | |
Hunting World Dev only code | -English-
This game uses generative AI(ChatGPT) as a supportive tool during development.
AI assistance was used for portions of coding and debugging, and all code was reviewed and refined by the developer before implementation.
All core systems and content were designed and implemented by the develope
Core gameplay systems, art assets, and main content were created directly by the developer. | New Game World | - | May 23, 2026 | |
Mega Roids Store/marketing art | The art used for the Steam storefront contains images generated by AI | PSD Labs LLC | - | May 23, 2026 | |
MEHEN text | We only used AI to localize English, Japanese, Simplifed Chinese, and Traditional Chinese. | Espero Studio | - | May 23, 2026 | |
Keg & Quest In-game content arttext | This product uses pre-generated AI-assisted content during development. AI tools were used to help create some promotional artwork, selected visual assets, and some development-support content such as text or localization assistance. The game does not use live-generated AI during gameplay. | Piotr Mikosiński | 12 | May 23, 2026 | |
腐烂之核 The Blighted Core In-game content text | The localization of this game was initially generated using AI tools and subsequently reviewed and polished by human translators to ensure quality. | pjj | - | May 23, 2026 | |
Apple Man Sam In-game content artaudio | This game uses generative AI in several components. As a solo/small developer, the project wouldn't be feasible without it, but my goal is to fund human-created replacements through the game's revenue after early acces release.
Artwork-
AI generates the base/reference character sprites, which I then paint over and animate by hand.
Item and tileset sprites follow the same treatment, some items may remain unedited in early access to be reviewed later.
Music - AI generated music with rights held by Bonehead Labs.
Capsule art - combination of AI generation and hand-work. | boneheadlabss | - | May 23, 2026 | |
Mudventure In-game content artaudiocode | In the development of Mudventure, we utilized generative AI technologies to streamline our workflow and enhance the overall gaming experience as follows:
Coding Assistance: ChatGPT and Gemini were used as auxiliary tools for code optimization and system architecture design. This allowed our team to focus more on building a stable multiplayer environment.
Visual Content: ChatGPT (DALL-E) was used to generate certain static images, such as in-game item icons and textures. All AI-generated assets underwent a manual refinement process to ensure they align perfectly with our game’s unique art style.
Audio and Music: We utilized Suno to create the background music (BGM). We carefully curated and edited tracks generated by AI to best capture the mysterious yet casual atmosphere of our mudflat island. | Mud Diggers | - | May 23, 2026 | |
Universe Plan In-game content text | Some of the English text in this game has been translated using generative AI tools; all Chinese content was written manually by the developer. | UniverseFantasist | - | May 23, 2026 | |
Expedition of the Guild In-game content art | This game includes some AI-generated content: character illustrations. | Chubby Meow Game | - | May 23, 2026 | |
LADR Store/marketing art | Store page splash art is using a temporary generative AI placeholder. | Nymora Studio | - | May 23, 2026 | |
WildBorn In-game content artaudio | some of the assets & sound effects are generated by AI | Avitar Games | - | May 23, 2026 | |
Kingdom Craft Store/marketing art | Artificial intelligence was used to help create the game's main art and logo. | PimpGameStudio | - | May 23, 2026 | |
Where Is Lena? In-game content audio | AI was used for voice acting. | Ufuk Su | 15 | May 23, 2026 | |
Real Life: Dorm Affairs In-game content audio | The game includes only a few background radio tracks and some NPC voice lines created with the help of AI tools, which will be replaced in future updates. | TRWB | - | May 23, 2026 | |
7 Trials In-game content artaudio | Most of the content is developed using traditional development practices.
However, AI tools were used to support the creation of certain 3D in-game assets and audio assets. | Newcore Games | - | May 23, 2026 | |
Crown Control In-game content audioart | I'm a solo developer so I have used AI to help fill in some gaps. Music and very minor pieces of art were created using AI. However I have supported many artists during the making of this game by purchasing asset packs that worked. I've been in the game industry for over a decade and am extremely sensitive to the use of AI but this project wouldn't exist without it and I am very proud of what I have made. My heart, soul, and countless hours have been poured into the project and AI was only used if there was no other reasonable/affordable choice. | GameDevMichael | - | May 23, 2026 | |
20th Century Warfare In-game content arttext | Generative AI assists in the development of certain base Gaussian-splatted object meshes and is also used as the basis for some interface images and portions of documentation text used in the product. These AI-assisted elements are further reviewed, selected, and integrated into the final game content as part of the development process. | Radium Engine | - | May 23, 2026 | |
Ancestral Fury In-game content text | I'm a solo game developer. I use AI for checking spelling, grammar, some text generation for in-game item description, marketing material to make sure the English content is well presented to the players. Because English is not my native langue. | Thap Tam | - | May 23, 2026 | |
Knights Dev only codetext | Some minor use was made of AI, e.g. for coding assistance, or for help with writing text. | Stephen Thompson | - | May 23, 2026 | |
Mechastrike: Red War Store/marketing art | AI was used to generate images for the shop and web page. | Marvin Gran | - | May 23, 2026 | |
Quarantine Zombies 2: Day Zero Unclear | vo for some characters | Stones Games | - | May 23, 2026 | |
Brewgether Dev only code | AI was used in this game for css and uxml elements, repetitive code tasks, internal tooling and general code debugging | Coop Factory | - | May 23, 2026 | |
Ninjamboree In-game content codetext | AI usage has been very light and, in my opinion, the correct/optimal use of AI.
AI has been predominately used in the form of a chatbot efficiency tool. I've used it to troubleshoot matchmaking logic flows, I've pasted blocks of text for it to clean up readability or catch spelling errors, I just asked it for the quickest way to change images to grayscale in MS Paint as I was creating Steam Achievements. Things like that.
I have hired an artist that claims he does not use AI, though I admit I cannot completely verify that. The hero image and some title art was developed by him. All sprite work in the game itself was made by humans. Music was pulled from various places. My brother-in-law created some songs and did not use AI. Other tracks and sound effects were pulled from free-use websites that did not make any AI disclosures.
Really truly, the heart and soul of this game is for humans made by humans. AI has been used, but only as the tool it is meant to be, not as the replacement of human creativity it is slowly elbowing its way into. | Euch | - | May 23, 2026 | |
Hexweaver: Onslaught In-game content artaudio | Some of the images and in game models and sounds are created using AI to speed up the development process and allow focus on core gameplay elements.
All elements are reviewed by devs.
No AI is running or applied during gameplay. | Quantum Carrot Games | - | May 23, 2026 | |
Idle Starfleet In-game content art | Some graphic asset is generated by AI | Zampia inc | - | May 23, 2026 | |
Monster Hub Dev only code | The game's codebase was developed with the support of generative AI tools | desm1t | - | May 23, 2026 | |
Precursors: Reach for the Stars In-game content art | Some of the character images were generated using AI, but the final effect was achieved with the help of human hands. | Artificial Worlds | - | May 23, 2026 | |
Night Fantasy In-game content art | This game uses generative AI-assisted tools in a small amount of non-core content, such as certain event illustration backgrounds, world map event displays, and some promotional materials used on the store page.
The core content of the game, including gameplay design, combat systems, character design, primary visual presentation, and programming, has been manually created and refined by the developer. AI-generated content is used only for supplementary visual purposes and does not affect the core gameplay experience. | SpringLeaf | - | May 23, 2026 | |
Spaceport Kingdom Dev only code | No AI was used for art, animation, sound effects, and music. AI tools were only used for scripting assistance, refactoring, and debugging. | Spaceport Kingdom | - | May 23, 2026 | |
DARKON Store/marketing art | We use AI to improve the image quality of screenshots. | Last Game Studio | - | May 23, 2026 | |
Club Security Simulator In-game content art | Generative AI was used exclusively for creating marketing visuals (Steam capsules). All game content—including code, 3D models, environments, and gameplay—is an original, hand-developed creation. | Samet | - | May 23, 2026 | |
CyberZ Store/marketing arttext | AI is used solely to create materials for marketing purposes. | Funexagon | - | May 23, 2026 | |
EXD - Extra Dimensional In-game content art | EXD was created by a small independent team over the course of more than three years of development. 99.99% of its content was made entirely by hand, including real-world objects that were physically sculpted and later digitized to be brought into the game world.
A very small number of assets (~30 out of more than 27,000 total) were created by our artists with the help of generative AI tools. | Lords of Illusion | 265 | May 23, 2026 | |
Critical Minutes Store/marketing art | AI tools were used to assist in the creation of the trailer and promotional materials displayed on this store page. | V GAMES | - | May 23, 2026 | |
Pets party In-game content artaudio | This game uses generative artificial intelligence tools only during development to create certain visual and audio assets. All content experienced by players is pre-rendered and reviewed, with no automatic real-time generation during gameplay. | Zucke | - | May 23, 2026 | |
Bloody detective`s last case Store/marketing text | AI used for generating descriptions of game | Frozen Castle | - | May 23, 2026 | |
CALYPSO - BRETHREN OF THE COAST art | AI is being used only on promotional materials of the game as such as posters, banners. | Madbyte Games | - | May 23, 2026 |