As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
- Creator
- Max Q Games
- Reviews
- -
- Added
- Oct 7, 2026
Public Steam disclosure research 26,525 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 dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay.
Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay.
Swarm Below was built with help from an AI assistant. Its 3D models (built by scripts in Blender), its synthesized music and sound effects, and parts of the store page text and art were created with AI assistance under the developer's direction. Nothing is generated by AI while you play.
The game's three music tracks were generated with Suno (a generative AI tool) from prompts written for the game. The game's text and this store page were written with the help of an AI assistant, then reviewed by the team. No AI generates content while you play.
Music generated with artificial intelligence assistance
AI was used in the production of some visual assets in the game. All AI-assisted content was carefully reviewed and refined to ensure quality, consistency, and suitability for the game.
Most of the visual assets in this game (character illustrations, background art, UI assets, etc.) were created using AI image generation tools. Game design, programming, scenario writing, and combat balancing were done by the developer.
Generative AI was used to help create some images on the Steam store page and some visual assets and objects in the game. AI tools also assisted with debugging during development. The game does not generate AI content during play.
Generative AI tools were used during development to assist with creating some store and marketing materials. The game itself does not use generative AI during gameplay.
AI tools were used to create pre-generated artwork, music, sound effects, and narration, including artwork used on this store page.
Generative AI was used for 2D icons, background music, and translation.
Graphic Sound Code
AI aided the production of the game.
Generative AI tools were used during development to create visual assets, including images and artwork, as well as sound assets. AI tools were also used to assist with localization and the creation of store page descriptions and marketing materials. These assets and texts are prepared in advance. The game does not generate AI content during gameplay.
Generative AI was used for in-game graphics.
Generative AI was used during development to create some pre-generated background art, character portraits, promotional images, dialogue, and music. No AI content is generated while the game is running.
Generative AI was used during development to create in-game collectible cover artwork, as well as store and marketing artwork and text. These assets are prepared in advance. The game does not generate AI content during gameplay or connect to a live AI service.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Some artwork used in the Steam store capsules and the game's Steam Library background image was created with the assistance of generative AI and subsequently edited and refined by the development team. The game logo and initial design concepts were created without the use of generative AI.
This game uses AI as a development aid. The English and Chinese translations (in-game and on the store page) were produced with AI. Some of the in-game music, sound effects and art are generated by programs written with the help of AI. No content is generated by AI during play.
Generative AI tools were used during development to assist with the creation and refinement of game content. All content included in the final game was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Alpine Fall uses generative AI tools during development to assist with the creation of pre-generated visual, 3D, voice/audio, cinematic, and promotional content. All AI-assisted content is reviewed, curated, and integrated by the developer before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
Some content in Cairn & Carat was created with the help of generative AI: - The 3D models of the characters and the collection display shelf were generated with Meshy AI, then adjusted and set up in Unity by our team. - In-game texts, their translations into the supported languages and the store page texts were written and translated with AI assistance. - The background illustrations of the store and library artwork (capsules, library hero and page background) were generated with an AI image tool and finished by our team.
Some pre-generated visual assets were created with the help of AI image generation tools and then edited by the developer: UI elements (buttons, icons, bars), the game logo, and the campaign zone background art. Some store and community artwork may also use AI-assisted imagery. All gameplay, card art, sound effects and music are procedurally generated by the game's own code, not by AI. No content is generated by AI live during gameplay.
Generative AI was used during development to create various visual assets featured in the game. The game maps and some UI elements were created manually by the developer. Generative AI was used as a content creation tool, while the final assets were integrated and adapted by the developer for use in the game.
Voices And Sounds Are AI Generated
Generative AI was used during the development of this game to create code, illustrations, and audio assets.
Voice acting, music and sound effects were generated with ElevenLabs AI tools, then selected, edited and mixed by the developer. Some game text, including dialogue and store descriptions, was drafted with AI assistance and edited by the developer. The game does not generate any AI content while it runs.
No AI image generators were used for the game's visuals. The clover, trees, and ground were modeled and textured in the 3D software Blender from the developer's own photos of the real thing, then assembled into a forest in Unity. The concept, the photography, and the decisions about how the game looks were all the developer's own. Made with help from AI • The game's code and the Blender scripts that build the shapes and textures. The developer checked the finished visuals side by side with the photos of the real thing. • The text in the game and on the store page, and its translation from Japanese into 10 languages, including English. The translations were made by AI and checked by a different AI. No native speaker has reviewed them, so if you spot a mistranslation, please report it through the support contact. The sounds are nature recordings made by other creators and released as CC0 or public domain. No AI runs while you play.
Generative AI tools were used during development to create selected visual assets and music. All generated content was reviewed, selected, edited where necessary, and integrated by the developer.
Artificial Intelligence is used to help with creating art.
Some AI was used to assist with managing the game's development and testing. The game concept, music, and visual elements are all human designed.
Pre-generated AI content was used for some menu and HUD artwork, promotional images, and recorded narrator and radio voice clips. These assets were reviewed and integrated during development. The game does not generate AI content at runtime or connect to external AI services.
The game's sprites, characters and building artwork were created with generative AI image tools, and the background music tracks were created with generative AI audio tools. All assets were selected and integrated into the game by the developer. Gameplay, design and sound effects were made without generative AI. The game does not generate any AI content during play and does not connect to any AI services.
Generative AI tools were used to assist in the creation and refinement of selected visual assets, including Steam store artwork, promotional graphics, and some graphical elements. All AI-assisted content was reviewed and curated by the developer before being used. The game does not use generative AI to create content in real time during gameplay.
Was only used to make the store description fo the the game.
The store page description was drafted with help from an AI writing assistant and reviewed by the developer. The game includes AI-generated voice audio made with Kokoro TTS from developer-written scripts, including waiting-room broadcasts, public-address announcements, and story voices. The game does not generate new content with AI during play; staff and patient behavior uses authored, rule-based simulation systems. No game art or text is AI-generated.
Generative AI was used during development to create, pixel artwork, music and written content under our concept and design direction. The game contains pre-generated content only; it does not generate AI content during play.
Generative AI was used during development to create character and environment artwork, comic illustrations, achievement-card artwork, store artwork, music, and English pronunciation audio, and to assist with learning dialogue and localization. This content is prepared in advance and included with the game. The game does not generate AI content or connect to third-party AI services during gameplay. Custom chapters use the device’s available text-to-speech voices.
Generative AI was used to create some pre-rendered artwork, including store and promotional art and selected in-game visuals such as terrain, resources, animals, and characters, as well as some music and audio assets. These assets are prepared before play. Arid Frontiers does not generate content with AI during gameplay or connect to a third-party generative AI service during play; pawn behavior, colony simulation, combat, wildlife, and events are driven by programmed game systems.
Programming, Graphics
Generative AI was used during development to assist with the creation and refinement of some promotional artwork and marketing assets. AI tools were also used as part of the development workflow for coding assistance and troubleshooting. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create visual references and assist with the creation of some 3D assets. AI-generated outputs used as source material were further edited, refined, or integrated by the developer before inclusion in the game. Generative AI may also be used to create or assist with some music, sound, and localization assets, with outputs reviewed and edited before inclusion. No generative AI is used at runtime.
The game uses AI-generated code, textures, and sound effects.Some 2D item artwork was created with generative AI tools during development, including certain pet-care items, container states, and shed-fur graphics. Store promotional illustrations, title artwork, and icons were also created with generative AI tools. AI assisted with drafting and translating the store descriptions. The relevant in-game artwork is provided as pre-generated static assets. The game does not use generative AI to create content during gameplay.
I've wanted to make games for as long as I can remember but could never learn to code, so AI helped write the code. Some 3D models started as AI-generated base meshes that were then reshaped and repainted by hand, and the arena announcer is an AI voice reading lines we wrote. Everything else is hand-made or licensed.
Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion.
Pre-generated AI-assisted imagery is used for two in-game environment textures (an aged wall and a steel door surface) and for source artwork used in Steam store capsules. All outputs were reviewed and edited by the developer. The game does not generate content during play and does not connect to an external AI service.
LAZARUS was developed with the help of generative AI tools. AI assisted in writing the game's code — including the code that draws every visual and synthesizes all music and sound effects in real time — as well as drafting the story, dialogue, in-game text, English/Chinese localization and store page text. All content was directed, reviewed and edited by the developer. The game does not use AI to generate any content while it is running.
Generative AI was used during development to create in-game artwork, music, sound effects, text, and translations, as well as store and promotional artwork. The game does not generate AI content during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Apex Armada In-game content artaudiocode | As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game. | Max Q Games | - | Oct 7, 2026 | |
L Wars: Chi Town In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay. | Best KPI LLC | - | Oct 7, 2026 | |
Needle: The 1% Challenge In-game content artaudio | Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay. | Fruitdish | - | Oct 7, 2026 | |
Swarm Below In-game content artaudiotext | Swarm Below was built with help from an AI assistant. Its 3D models (built by scripts in Blender), its synthesized music and sound effects, and parts of the store page text and art were created with AI assistance under the developer's direction. Nothing is generated by AI while you play. | Swarm Below | - | Oct 7, 2026 | |
PATAPHONE In-game content audiotext | The game's three music tracks were generated with Suno (a generative AI tool) from prompts written for the game. The game's text and this store page were written with the help of an AI assistant, then reviewed by the team. No AI generates content while you play. | BenjaCorp at iolaCorp Studio | - | Oct 7, 2026 | |
Geodancer In-game content audio | Music generated with artificial intelligence assistance | AW LABS | - | Oct 7, 2026 | |
Cell Dominion In-game content art | AI was used in the production of some visual assets in the game. All AI-assisted content was carefully reviewed and refined to ensure quality, consistency, and suitability for the game. | Angry Pebble | - | Oct 7, 2026 | |
東方棄珠録 In-game content art | Most of the visual assets in this game (character illustrations, background art, UI assets, etc.) were created using AI image generation tools. Game design, programming, scenario writing, and combat balancing were done by the developer. | ノーズアンダーザブラック | - | Oct 7, 2026 | |
Fungal Field In-game content art | Generative AI was used to help create some images on the Steam store page and some visual assets and objects in the game. AI tools also assisted with debugging during development. The game does not generate AI content during play. | Devhuub | - | Oct 7, 2026 | |
Left! Left! LEFT! Store/marketing art | Generative AI tools were used during development to assist with creating some store and marketing materials. The game itself does not use generative AI during gameplay. | Stellux Interactive | - | Oct 7, 2026 | |
Common Darkness In-game content artaudiotext | AI tools were used to create pre-generated artwork, music, sound effects, and narration, including artwork used on this store page. | One More Turn Games | - | Oct 7, 2026 | |
Dungtilian In-game content artaudiotext | Generative AI was used for 2D icons, background music, and translation. | Dekoi | - | Oct 7, 2026 | |
Fliegeralarm audiocode | Graphic
Sound
Code | Fliegeralarm Games | - | Oct 7, 2026 | |
Arena Invaders Unclear | AI aided the production of the game. | PD Design Studio | - | Oct 7, 2026 | |
Jin Gambit In-game content artaudiotext | Generative AI tools were used during development to create visual assets, including images and artwork, as well as sound assets. AI tools were also used to assist with localization and the creation of store page descriptions and marketing materials. These assets and texts are prepared in advance. The game does not generate AI content during gameplay. | Dratiny Studio | - | Oct 7, 2026 | |
Circulopolis: The Commissioner of Transition In-game content art | Generative AI was used for in-game graphics. | Feyza Sevilmiş | - | Oct 7, 2026 | |
中国球王之路 In-game content arttextaudio | Generative AI was used during development to create some pre-generated background art, character portraits, promotional images, dialogue, and music. No AI content is generated while the game is running. | wuzeke | - | Oct 7, 2026 | |
Retro Game Collector Simulator In-game content arttext | Generative AI was used during development to create in-game collectible cover artwork, as well as store and marketing artwork and text. These assets are prepared in advance. The game does not generate AI content during gameplay or connect to a live AI service. | nrnbgames | - | Oct 7, 2026 | |
HAMSTER WHEEL ISEKAI In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 7, 2026 | |
새벽별 고양이 Store/marketing art | Some artwork used in the Steam store capsules and the game's Steam Library background image was created with the assistance of generative AI and subsequently edited and refined by the development team. The game logo and initial design concepts were created without the use of generative AI. | 나인티세븐스스튜디오 | - | Oct 7, 2026 | |
THE BACKLOG In-game content audioarttext | This game uses AI as a development aid. The English and Chinese translations (in-game and on the store page) were produced with AI. Some of the in-game music, sound effects and art are generated by programs written with the help of AI. No content is generated by AI during play. | RecalloopStudio | - | Oct 7, 2026 | |
The Last Tree In-game content arttextaudio | Generative AI tools were used during development to assist with the creation and refinement of game content. All content included in the final game was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay. | Faytz Games | - | Oct 7, 2026 | |
AlpineFall In-game content artaudiotext | Alpine Fall uses generative AI tools during development to assist with the creation of pre-generated visual, 3D, voice/audio, cinematic, and promotional content. All AI-assisted content is reviewed, curated, and integrated by the developer before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay. | Su Games | - | Oct 7, 2026 | |
Cairn & Carat In-game content arttext | Some content in Cairn & Carat was created with the help of generative AI:
- The 3D models of the characters and the collection display shelf were generated with Meshy AI, then adjusted and set up in Unity by our team.
- In-game texts, their translations into the supported languages and the store page texts were written and translated with AI assistance.
- The background illustrations of the store and library artwork (capsules, library hero and page background) were generated with an AI image tool and finished by our team. | ZeuZ IT | - | Oct 7, 2026 | |
WebBound Solitaire In-game content art | Some pre-generated visual assets were created with the help of AI image generation tools and then edited by the developer: UI elements (buttons, icons, bars), the game logo, and the campaign zone background art. Some store and community artwork may also use AI-assisted imagery. All gameplay, card art, sound effects and music are procedurally generated by the game's own code, not by AI. No content is generated by AI live during gameplay. | ParALImedia | - | Oct 7, 2026 | |
CastleWright In-game content art | Generative AI was used during development to create various visual assets featured in the game. The game maps and some UI elements were created manually by the developer. Generative AI was used as a content creation tool, while the final assets were integrated and adapted by the developer for use in the game. | Lunarhellgames | - | Oct 7, 2026 | |
MemeticBox In-game content audio | Voices And Sounds Are AI Generated | Corvium Games | - | Oct 7, 2026 | |
SPLACHESS In-game content artaudiocode | Generative AI was used during the development of this game to create code, illustrations, and audio assets. | mayoaji | - | Oct 7, 2026 | |
I'M HIM! In-game content audiotext | Voice acting, music and sound effects were generated with ElevenLabs AI tools, then selected, edited and mixed by the developer. Some game text, including dialogue and store descriptions, was drafted with AI assistance and edited by the developer. The game does not generate any AI content while it runs. | Hanamori Labs | - | Oct 7, 2026 | |
Six-Leaf Clover Hunt In-game content textcode | No AI image generators were used for the game's visuals. The clover, trees, and ground were modeled and textured in the 3D software Blender from the developer's own photos of the real thing, then assembled into a forest in Unity. The concept, the photography, and the decisions about how the game looks were all the developer's own.
Made with help from AI
• The game's code and the Blender scripts that build the shapes and textures. The developer checked the finished visuals side by side with the photos of the real thing.
• The text in the game and on the store page, and its translation from Japanese into 10 languages, including English. The translations were made by AI and checked by a different AI. No native speaker has reviewed them, so if you spot a mistranslation, please report it through the support contact.
The sounds are nature recordings made by other creators and released as CC0 or public domain. No AI runs while you play. | 杜の羊 | - | Oct 7, 2026 | |
Curvix In-game content artaudio | Generative AI tools were used during development to create selected visual assets and music. All generated content was reviewed, selected, edited where necessary, and integrated by the developer. | NodPlay | - | Oct 7, 2026 | |
Shady Den Simulator Unclear art | Artificial Intelligence is used to help with creating art. | zfgames | - | Oct 7, 2026 | |
Farthest Dev only | Some AI was used to assist with managing the game's development and testing. The game concept, music, and visual elements are all human designed. | Futile | - | Oct 7, 2026 | |
Super Retro Race In-game content artaudio | Pre-generated AI content was used for some menu and HUD artwork, promotional images, and recorded narrator and radio voice clips. These assets were reviewed and integrated during development. The game does not generate AI content at runtime or connect to external AI services. | NEXTFRAME STUDIO | - | Oct 7, 2026 | |
Cozy Karaoke Tycoon In-game content artaudio | The game's sprites, characters and building artwork were created with generative AI image tools, and the background music tracks were created with generative AI audio tools. All assets were selected and integrated into the game by the developer. Gameplay, design and sound effects were made without generative AI. The game does not generate any AI content during play and does not connect to any AI services. | chi yin so | - | Oct 7, 2026 | |
Jonah & Franz: A través del Multiverso Store/marketing art | Generative AI tools were used to assist in the creation and refinement of selected visual assets, including Steam store artwork, promotional graphics, and some graphical elements. All AI-assisted content was reviewed and curated by the developer before being used. The game does not use generative AI to create content in real time during gameplay. | Jonah & Franz | - | Oct 7, 2026 | |
Guns & Gambits Store/marketing text | Was only used to make the store description fo the the game. | SHIFT. Games | - | Oct 7, 2026 | |
VitalCore Hospital In-game content audiotext | The store page description was drafted with help from an AI writing assistant and reviewed by the developer. The game includes AI-generated voice audio made with Kokoro TTS from developer-written scripts, including waiting-room broadcasts, public-address announcements, and story voices. The game does not generate new content with AI during play; staff and patient behavior uses authored, rule-based simulation systems. No game art or text is AI-generated. | VitalCore Studios | - | Oct 7, 2026 | |
Pipkind In-game content artaudiotext | Generative AI was used during development to create, pixel artwork, music and written content under our concept and design direction. The game contains pre-generated content only; it does not generate AI content during play. | Short of Genius | - | Oct 7, 2026 | |
STAR CIPHER In-game content artaudiotext | Generative AI was used during development to create character and environment artwork, comic illustrations, achievement-card artwork, store artwork, music, and English pronunciation audio, and to assist with learning dialogue and localization. This content is prepared in advance and included with the game. The game does not generate AI content or connect to third-party AI services during gameplay. Custom chapters use the device’s available text-to-speech voices. | Jeon Studio | - | Oct 7, 2026 | |
Arid Frontiers In-game content artaudio | Generative AI was used to create some pre-rendered artwork, including store and promotional art and selected in-game visuals such as terrain, resources, animals, and characters, as well as some music and audio assets. These assets are prepared before play. Arid Frontiers does not generate content with AI during gameplay or connect to a third-party generative AI service during play; pawn behavior, colony simulation, combat, wildlife, and events are driven by programmed game systems. | Voxel Pulse Games | - | Oct 7, 2026 | |
ハムスタイピング! Unclear artcode | Programming, Graphics | みらいゲームズ | - | Oct 7, 2026 | |
Tippidy Top Store/marketing artcode | Generative AI was used during development to assist with the creation and refinement of some promotional artwork and marketing assets. AI tools were also used as part of the development workflow for coding assistance and troubleshooting. The game does not generate AI content during gameplay. | Lee Recioy | - | Oct 7, 2026 | |
Nosferatu: Call of the Blood In-game content artaudiotext | Generative AI tools were used during development to create visual references and assist with the creation of some 3D assets. AI-generated outputs used as source material were further edited, refined, or integrated by the developer before inclusion in the game. Generative AI may also be used to create or assist with some music, sound, and localization assets, with outputs reviewed and edited before inclusion. No generative AI is used at runtime. | Rubbish Trout | - | Oct 7, 2026 | |
猫咪小窝 In-game content arttextaudiocode | The game uses AI-generated code, textures, and sound effects.Some 2D item artwork was created with generative AI tools during development, including certain pet-care items, container states, and shed-fur graphics. Store promotional illustrations, title artwork, and icons were also created with generative AI tools. AI assisted with drafting and translating the store descriptions. The relevant in-game artwork is provided as pre-generated static assets. The game does not use generative AI to create content during gameplay. | 张小寒 | - | Oct 7, 2026 | |
We're Gonna Die In-game content artaudiocode | I've wanted to make games for as long as I can remember but could never learn to code, so AI helped write the code. Some 3D models started as AI-generated base meshes that were then reshaped and repainted by hand, and the arena announcer is an AI voice reading lines we wrote. Everything else is hand-made or licensed. | Delusional | - | Oct 7, 2026 | |
Korsaros Online In-game content artaudio | Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion. | Injesterr | - | Oct 7, 2026 | |
ムゲン階段 団地編 In-game content art | Pre-generated AI-assisted imagery is used for two in-game environment textures (an aged wall and a steel door surface) and for source artwork used in Steam store capsules. All outputs were reviewed and edited by the developer. The game does not generate content during play and does not connect to an external AI service. | Mori Mori Potato | - | Oct 7, 2026 | |
LAZARUS In-game content artaudiotext | LAZARUS was developed with the help of generative AI tools. AI assisted in writing the game's code — including the code that draws every visual and synthesizes all music and sound effects in real time — as well as drafting the story, dialogue, in-game text, English/Chinese localization and store page text. All content was directed, reviewed and edited by the developer. The game does not use AI to generate any content while it is running. | LunaCraft Games | - | Oct 7, 2026 | |
Monster Club League Manager In-game content artaudiotext | Generative AI was used during development to create in-game artwork, music, sound effects, text, and translations, as well as store and promotional artwork. The game does not generate AI content during gameplay. | Sugiworks | - | Oct 7, 2026 |