Pre-generated only. Generative AI assisted in creating some art, music, SFX, and localization during development, all developer-reviewed. No live AI content in the shipped game.
- Creator
- FromDown Games
- Reviews
- -
- Added
- Aug 5, 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.
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.
Pre-generated only. Generative AI assisted in creating some art, music, SFX, and localization during development, all developer-reviewed. No live AI content in the shipped game.
We use AI tools only to demonstrate the game's feel, for marketing materials, and to optimise development. 3D models, UI, characters, robot enemies, the main soundtrack and other key elements of the game are lovingly crafted by our team. Yes, we're not the fastest indie developers in the world. But we're working hard for you! ^_^
Generative AI tools were used during development to create and refine some pre-generated visual assets, including concept art, character and environment models, textures, animations, UI artwork, icons, visual effects, and selected store or marketing images. All such assets were reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while running.
A few generated placeholder pixel art icons that will hopefully be gone by the time of the full official release.
Some of the images were made using artificial intelligence.
This game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor.
Generative AI tools were used to assist in creating and refining some promotional artwork for the Steam store page and related marketing materials. All AI-assisted assets were reviewed and edited by the developer. No generative AI content is used in the game itself, and no content is generated during gameplay.
GloomDelve's visuals, audio, and dungeons are generated procedurally by hand-written code; calculated geometry, synthesized sound, and deterministic seed-based level generation, not by generative AI. Generative AI tools were used during development to assist with translating the interface into non-English languages. The game generates no content at runtime and connects to no AI service while you play. Every run is produced by the same deterministic procedural systems.
Some placeholder assets in the current build were created with AI image tools.
Thug Arena was made with the use of AI and LLMs to generate many of the graphical assets. The game was made by two brothers in our spare time, and none of us are artists or can afford to pay artists for this game. We have used AI creatively to get to a style we liked for the game including most but not all assets, such as trees, buildings, pedestrians and weapons.
Generative AI tools were used to create selected pre-generated visual concept art and marketing assets. All AI-assisted material is created before release and reviewed by the development team. The game does not generate AI content during gameplay and does not connect to external AI services during play.
During the development of the game, generative AI tools were used to create some decorative props and certain sound effects. All AI-generated content was reviewed, edited, and manually integrated by the developer to ensure consistency with the game's artistic style and quality standards. Artificial intelligence was not used to generate gameplay code or core gameplay mechanics.
Some non-gameplay assets in March of Reveille were made with the help of generative AI tools. Music — composed using AI music generation. Store page and marketing artwork — the key art on this page began as renders captured in-engine from the game's own 3D models, terrain and units, then restyled using AI image editing. It depicts the actual game. All 3D models, environments, unit designs, UI and game design are the developer's own work, built from scratch in Blender and Godot.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Some visual assets in the game were created with the assistance of generative AI tools and then curated and edited by the developer: certain environment textures, the loading splash image, several 3D prop models, some UI icons, and store page artwork. All AI-assisted content is pre-rendered and shipped with the game — the game does not generate any content at runtime, and AI is not used in gameplay, chat, or any live systems.
AI tools were used during development to assist with the creation and editing of some visual assets, including characters, UI icons, and background elements. Some assets created or edited with the assistance of AI tools are included in the game.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
ChatGPT generative AI was used to create the images used in the menu buttons. All graphics in the store, Logo, Hero image etc, were also generated by ChatGPT.
AI Scripts AI Mainmenu Image AI Steam Images
Generative AI was used to assist with artwork concept drafts, music ideation, localization, and code-writing during development. All final content was reviewed and curated by the developer.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
Some models and music are generated by AI.
The game uses some icons and visuals that were previously created with artificial intelligence (some in-game visuals and capsule image, etc...)
Certain Audio and UI Elements were generated or heavily assisted through AI generation.
Parts of this game were made with AI assistance: the non-Russian text localizations and some of the source code were produced with an AI coding assistant and reviewed by the developer. All 3D assets, artwork and audio are human-authored or licensed; the store images are rendered directly from the game's own 3D scenes. No content is generated by AI while you play.
All marketing and content translations, except for English and Turkish, are AI-generated.
code text se image storeasset
Ice Coast Revival is built by a small team working with AI tools. Some pre-made content that ships with the game, including in-game text and some audio, was created with generative AI and then human-reviewed. All of it is fixed at build time: the game does not generate content live with AI while you play.
3d models, textures, sound effects, backgrounds, music. all made by ai! i love them so much!
During development we used generative AI in a few places. A large language model helped write some of the game's text (in-game descriptions, events, and store copy). The music and many of the sound effects were created with Adobe Firefly, while some other sounds are generated in real time by the game's own code. The app icon was also created with Adobe Firefly. The in-game graphics are drawn procedurally by the game's code and are not AI-generated. Nothing is generated by AI while you play: every AI-assisted asset is created during development and shipped as a fixed file. The generative AI tools used (Adobe Firefly) grant commercial usage rights.
Some visual assets and promotional materials were initially created with the assistance of AI and then reviewed, edited, and integrated by the developer. All gameplay, game design, programming, balancing, and final content were created and curated by the developer.
Pixellab was used to generate some art assets. Claude code was used for backend development.
We used generative AI to assist with drafting in-game text and localization into supported languages.and no content is generated by AI during gameplay.
This game was developed with the assistance of generative AI in the following areas: Programming assistance: Claude Code (Anthropic) was used to assist with coding and debugging BGM: Music was generated using Suno AI Story illustration images: Some narrative artwork was generated using NanoBanana
Loot Survivors is made by one person. I use generative AI as a production tool so that a solo developer can deliver the quality and the update pace players expect. It helps me with things like concept art and texture work, UI icons, and item and flavor text. Every generated asset is reviewed, edited, and hand-integrated by me — AI output is a starting point, never a finished asset. The game's design, systems, balance, and code direction are my own work. Nothing is generated while you play. All content ships inside the build.
music by ai
The game includes licensed background music from Pixabay. Some of the music tracks used in the game are labeled by their creators as AI-generated. No AI-generated gameplay, artwork, or code is used.
Some music tracks and visual art assets in this game were created with the help of generative AI tools. All such assets were curated, edited, and approved by the development team before being included in the build, and all required commercial-use rights have been secured. All AI-generated content is pre-rendered and shipped with the game — no live AI generation occurs during gameplay, and the game does not connect to any external AI service at runtime.
The only AI assistance we used was for brainstorming and polishing the wording of the Steam store page description/marketing copy. AI was not used to generate visual assets or in-game content
AI tools were used only during the concept development stages. All final content was reviewed and edited by the development team. All artwork used on the Steam store page was created by freelance 2D artists.
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
This game uses AI-generated Text-to-Speech technology for character voiceovers.
Generative AI tools (img2img / AI styling) were used to enhance and stylize original, hand-created base artwork and concept sketches into finalized high-fidelity assets.
Some of this game's art assets (character, enemy, boss, and environment artwork) and its music were produced with the assistance of generative AI tools. All AI-assisted material was curated, edited, composited, and integrated into the game by hand by the developer. No AI-generated content is created live during gameplay.
Some pre-generated visual and narrative elements included in Ashfire Keep were created or assisted using generative AI tools under the developer's creative direction. This includes the Ashfire Keep logo, selected HUD mockups and edited derivatives used in the final interface, and narrative text that was reviewed, corrected, and approved by the developer. The game does not generate AI content at runtime, does not connect to generative AI services during gameplay, and does not send player data to AI services. All other visual and audio assets are commercially licensed third-party assets.
Some visual assets and UI elements were created with the assistance of AI tools during development. When you are trapped inside a machine, you must use the machine's tools. We are sorry. It was the only way to reach you.
Some 2D art assets in this game (such as item and relic icons) were created with the assistance of generative AI image tools. All AI-assisted assets are reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay.
During the development of El sonido de un sueño, generative AI tools were used as support for the creation and prototyping of some game assets, including 3D models, visual elements, music and programming assistance. All AI-generated or AI-assisted content was reviewed, edited, integrated and manually adjusted by the development team before being included in the game. The game does not use live generative AI during gameplay. No text, images, music, dialogue or narrative decisions are generated by AI while the player is playing.
Generative AI was used during development to assist with some visual assets, text and localization, and code. All AI-assisted content included in the game and its marketing materials was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Harvest Them In-game content artaudiotext | Pre-generated only. Generative AI assisted in creating some art, music, SFX, and localization during development, all developer-reviewed. No live AI content in the shipped game. | FromDown Games | - | Aug 5, 2026 | |
P.R.O.E.B. In-game content artaudio | We use AI tools only to demonstrate the game's feel, for marketing materials, and to optimise development. 3D models, UI, characters, robot enemies, the main soundtrack and other key elements of the game are lovingly crafted by our team.
Yes, we're not the fastest indie developers in the world. But we're working hard for you! ^_^ | UltraSimpleGames | - | Aug 5, 2026 | |
Hook Party Arena In-game content art | Generative AI tools were used during development to create and refine some pre-generated visual assets, including concept art, character and environment models, textures, animations, UI artwork, icons, visual effects, and selected store or marketing images. All such assets were reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while running. | Hook Party Arena | - | Aug 5, 2026 | |
aimRPG In-game content art | A few generated placeholder pixel art icons that will hopefully be gone by the time of the full official release. | crin | - | Aug 5, 2026 | |
Cyber Panopticon Store/marketing art | Some of the images were made using artificial intelligence. | MAXORKA GAMES | - | Aug 5, 2026 | |
Old Stars In-game content artaudio | This game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor. | adamjr | - | Aug 5, 2026 | |
Emotion Mask In-game content art | Generative AI tools were used to assist in creating and refining some promotional artwork for the Steam store page and related marketing materials. All AI-assisted assets were reviewed and edited by the developer. No generative AI content is used in the game itself, and no content is generated during gameplay. | Left Jun | - | Aug 5, 2026 | |
Gloom Delve In-game content text | GloomDelve's visuals, audio, and dungeons are generated procedurally by hand-written code; calculated geometry, synthesized sound, and deterministic seed-based level generation, not by generative AI. Generative AI tools were used during development to assist with translating the interface into non-English languages. The game generates no content at runtime and connects to no AI service while you play. Every run is produced by the same deterministic procedural systems. | UNiT Studios | - | Aug 5, 2026 | |
Novanoom art | Some placeholder assets in the current build were
created with AI image tools. | Wavemyth | - | Aug 5, 2026 | |
Thug Arena In-game content art | Thug Arena was made with the use of AI and LLMs to generate many of the graphical assets. The game was made by two brothers in our spare time, and none of us are artists or can afford to pay artists for this game. We have used AI creatively to get to a style we liked for the game including most but not all assets, such as trees, buildings, pedestrians and weapons. | Guht Games | - | Aug 5, 2026 | |
My Life as a Spy Store/marketing art | Generative AI tools were used to create selected pre-generated visual concept art and marketing assets. All AI-assisted material is created before release and reviewed by the development team. The game does not generate AI content during gameplay and does not connect to external AI services during play. | Rather Clever Studios | - | Aug 5, 2026 | |
PropAlive In-game content artaudio | During the development of the game, generative AI tools were used to create some decorative props and certain sound effects. All AI-generated content was reviewed, edited, and manually integrated by the developer to ensure consistency with the game's artistic style and quality standards. Artificial intelligence was not used to generate gameplay code or core gameplay mechanics. | BFact Team | - | Aug 5, 2026 | |
March of Reveille In-game content audioart | Some non-gameplay assets in March of Reveille were made with the help of generative AI tools.
Music — composed using AI music generation.
Store page and marketing artwork — the key art on this page began as renders captured in-engine from the game's own 3D models, terrain and units, then restyled using AI image editing. It depicts the actual game.
All 3D models, environments, unit designs, UI and game design are the developer's own work, built from scratch in Blender and Godot. | xbig | - | Aug 5, 2026 | |
Frontline Total Warfare In-game content art | Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay. | Army Troop Studios | - | Aug 5, 2026 | |
Onigokko In-game content art | Some visual assets in the game were created with the assistance of generative AI tools and then curated and edited by the developer: certain environment textures, the loading splash image, several 3D prop models, some UI icons, and store page artwork. All AI-assisted content is pre-rendered and shipped with the game — the game does not generate any content at runtime, and AI is not used in gameplay, chat, or any live systems. | GAMEBORN | - | Aug 5, 2026 | |
Zombie Panic In-game content art | AI tools were used during development to assist with the creation and editing of some visual assets, including characters, UI icons, and background elements. Some assets created or edited with the assistance of AI tools are included in the game. | Kent Higashino | - | Aug 5, 2026 | |
Last Squad Alive In-game content art | Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay. | Army Troop Studios | - | Aug 5, 2026 | |
Mountain Surfer Drone Racing Game Store/marketing art | ChatGPT generative AI was used to create the images used in the menu buttons. All graphics in the store, Logo, Hero image etc, were also generated by ChatGPT. | Mountain Surfer Studio | - | Aug 5, 2026 | |
BattleBricks Store/marketing art | AI Scripts
AI Mainmenu Image
AI Steam Images | dobla | - | Aug 5, 2026 | |
Peach Peach Diary In-game content artaudiotextcode | Generative AI was used to assist with artwork concept drafts, music ideation, localization, and code-writing during development. All final content was reviewed and curated by the developer. | Studio Icarus | - | Aug 5, 2026 | |
BattleVox In-game content art | Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay. | Army Troop Studios | - | Aug 5, 2026 | |
Medals Of Valor: Last Stand In-game content art | Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay. | Army Troop Studios | - | Aug 5, 2026 | |
Nox Meld In-game content artaudio | Some models and music are generated by AI. | FSTGame | - | Aug 5, 2026 | |
No Knock In-game content art | The game uses some icons and visuals that were previously created with artificial intelligence (some in-game visuals and capsule image, etc...) | No Knock | 14 | Aug 5, 2026 | |
Arena of the Forge In-game content audioart | Certain Audio and UI Elements were generated or heavily assisted through AI generation. | SHIGH Games | - | Aug 4, 2026 | |
Korovany: A Dzhva-Year Dream In-game content textcode | Parts of this game were made with AI assistance: the non-Russian text localizations and some of the source code were produced with an AI coding assistant and reviewed by the developer.
All 3D assets, artwork and audio are human-authored or licensed; the store images are rendered directly from the game's own 3D scenes.
No content is generated by AI while you play. | Tip-Top Studio | - | Aug 4, 2026 | |
White Dwarf In-game content text | All marketing and content translations, except for English and Turkish, are AI-generated. | Fortytwo | - | Aug 4, 2026 | |
Moko Water Rescue In-game content codeart | code text se image storeasset | JinCycle | - | Aug 4, 2026 | |
Ice Coast Revival In-game content textaudio | Ice Coast Revival is built by a small team working with AI tools. Some pre-made content that ships with the game, including in-game text and some audio, was created with generative AI and then human-reviewed. All of it is fixed at build time: the game does not generate content live with AI while you play. | Firn LLC | - | Aug 4, 2026 | |
Melodan In-game content artaudio | 3d models, textures, sound effects, backgrounds, music. all made by ai! i love them so much! | Alexander Thurn | - | Aug 4, 2026 | |
Wayfarer Protocol In-game content textaudioart | During development we used generative AI in a few places. A large language model helped write some of the game's text (in-game descriptions, events, and store copy). The music and many of the sound effects were created with Adobe Firefly, while some other sounds are generated in real time by the game's own code. The app icon was also created with Adobe Firefly. The in-game graphics are drawn procedurally by the game's code and are not AI-generated. Nothing is generated by AI while you play: every AI-assisted asset is created during development and shipped as a fixed file. The generative AI tools used (Adobe Firefly) grant commercial usage rights. | OC Studios | - | Aug 4, 2026 | |
Farmer and Ghost In-game content art | Some visual assets and promotional materials were initially created with the assistance of AI and then reviewed, edited, and integrated by the developer. All gameplay, game design, programming, balancing, and final content were created and curated by the developer. | Lê Trang Hoàng Huy | - | Aug 4, 2026 | |
Little Lua & The Lost Six In-game content artcode | Pixellab was used to generate some art assets. Claude code was used for backend development. | Brett Patsky | - | Aug 4, 2026 | |
DuckShot Bros In-game content text | We used generative AI to assist with drafting in-game text and localization into supported languages.and no content is generated by AI during gameplay. | PTLH | - | Aug 4, 2026 | |
Parallel Self In-game content artaudiocode | This game was developed with the assistance of generative AI in the following areas:
Programming assistance: Claude Code (Anthropic) was used to assist with coding and debugging
BGM: Music was generated using Suno AI
Story illustration images: Some narrative artwork was generated using NanoBanana | sunoka | - | Aug 4, 2026 | |
Loot Survivors In-game content arttext | Loot Survivors is made by one person.
I use generative AI as a production tool so that a solo developer can deliver the quality and the update pace players expect. It helps me with things like concept art and texture work, UI icons, and item and flavor text.
Every generated asset is reviewed, edited, and hand-integrated by me — AI output is a starting point, never a finished asset. The game's design, systems, balance, and code direction are my own work.
Nothing is generated while you play. All content ships inside the build. | Banana | - | Aug 4, 2026 | |
MAINLINE In-game content audio | music by ai | Bakuevo | - | Aug 4, 2026 | |
ASTROXION In-game content audio | The game includes licensed background music from Pixabay. Some of the music tracks used in the game are labeled by their creators as AI-generated. No AI-generated gameplay, artwork, or code is used. | Branec Games | - | Aug 4, 2026 | |
Kuaiban!! Magical Girl In-game content artaudio | Some music tracks and visual art assets in this game were created with the help of generative AI tools. All such assets were curated, edited, and approved by the development team before being included in the build, and all required commercial-use rights have been secured.
All AI-generated content is pre-rendered and shipped with the game — no live AI generation occurs during gameplay, and the game does not connect to any external AI service at runtime. | Sounds Good Studio | - | Aug 4, 2026 | |
Gold Up Store/marketing text | The only AI assistance we used was for brainstorming and polishing the wording of the Steam store page description/marketing copy. AI was not used to generate visual assets or in-game content | ASHVEIL Games | - | Aug 4, 2026 | |
Deep Blue Sushi Dev only art | AI tools were used only during the concept development stages. All final content was reviewed and edited by the development team. All artwork used on the Steam store page was created by freelance 2D artists. | PaperPixel Games | 96 | Aug 3, 2026 | |
Ballatory In-game content text | This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages. | Mini Fun Games | 71 | Aug 3, 2026 | |
The Hatchling In-game content audio | This game uses AI-generated Text-to-Speech technology for character voiceovers. | Ricardo Pratas | 12 | Aug 3, 2026 | |
Nightmare Owl In-game content art | Generative AI tools (img2img / AI styling) were used to enhance and stylize original, hand-created base artwork and concept sketches into finalized high-fidelity assets. | Backbreaker games | - | Aug 3, 2026 | |
Filthy Fly: Horde Survivor In-game content artaudio | Some of this game's art assets (character, enemy, boss, and environment artwork) and
its music were produced with the assistance of generative AI tools. All AI-assisted
material was curated, edited, composited, and integrated into the game by hand by the
developer. No AI-generated content is created live during gameplay. | KORDE Works LLC | - | Aug 2, 2026 | |
Ashfire Keep In-game content arttext | Some pre-generated visual and narrative elements included in Ashfire Keep were created or assisted using generative AI tools under the developer's creative direction. This includes the Ashfire Keep logo, selected HUD mockups and edited derivatives used in the final interface, and narrative text that was reviewed, corrected, and approved by the developer. The game does not generate AI content at runtime, does not connect to generative AI services during gameplay, and does not send player data to AI services. All other visual and audio assets are commercially licensed third-party assets. | Khimea Games | - | Aug 2, 2026 | |
MECCHA ROGUE In-game content art | Some visual assets and UI elements were created with the assistance of AI tools during development.
When you are trapped inside a machine, you must use the machine's tools.
We are sorry. It was the only way to reach you. | We Are | - | Aug 2, 2026 | |
Memory Cyphers In-game content art | Some 2D art assets in this game (such as item and relic icons) were created with the assistance of generative AI image tools. All AI-assisted assets are reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay. | Brain Soda Games | - | Aug 2, 2026 | |
El sonido de un sueño In-game content artaudiocode | During the development of El sonido de un sueño, generative AI tools were used as support for the creation and prototyping of some game assets, including 3D models, visual elements, music and programming assistance. All AI-generated or AI-assisted content was reviewed, edited, integrated and manually adjusted by the development team before being included in the game.
The game does not use live generative AI during gameplay. No text, images, music, dialogue or narrative decisions are generated by AI while the player is playing. | Juan Carlos Rios Gamez | - | Aug 2, 2026 | |
GO or STOP In-game content arttextcode | Generative AI was used during development to assist with some visual assets, text and localization, and code. All AI-assisted content included in the game and its marketing materials was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | lee09lee26 | - | Aug 2, 2026 |