AI-assisted tools were used to support the development of some programming elements in the game.
- Creator
- L.S.F
- Reviews
- -
- Added
- Jul 5, 2026
Public Steam disclosure research 25,508 disclosures tracked
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AI-assisted tools were used to support the development of some programming elements in the game.
Most of the code and game assets are AI-generated.
100% human made code, art, design, and audio! AI assistance was only used for a tiny fraction of the text localizations to fill small gaps in our community made translations and for translating the Steam store page descriptions to non English languages.
Placeholder Images, which will be removed before make public.
I used AI to generated the black logo
for art
The coding, general game mechanics, story and brancing paths are all human designed. The art and audio content of this game is strategically and intentionally produced by AI generation.
Some portions of the game's source code were developed with the assistance of generative AI tools. All gameplay design, story, puzzles, dialogue, creative direction, and final implementation decisions were created, reviewed, and controlled by the developer. Some promotional artwork and marketing materials may also have been created with the assistance of generative AI tools and subsequently reviewed and edited by the developer. No generative AI is used during gameplay, and no content is generated dynamically for players.
We use claude/codex to help us translate our story to other languages. Members of the development team speak these languages: - English - Romanian Outside of these languages, all story is translated with the help of AI. The narrative itself is being written by one of the developers and without the help of AI
Some visuals and music assets in this game were partially generated using AI technologies.
For the store page and in-game multilingual texts, the Simplified Chinese version was written entirely by the developer. All other languages (Traditional Chinese, English, Russian, French, Japanese, and Latin American Spanish) were translated with the assistance of generative AI. All core content of the game (mechanic design, scene construction, character and story development, art assets, and audio) was independently created by the developer. AI was used solely for language localization and did not participate in the generation of any other content.
This game has AI generated images (including the community items) and other AI made components. If you are sensitive about AI generated content please do not purchase this game.
This game adopts a small amount of generative AI in the early stage of its workflow.
AI was used to troubleshoot coding issues, generate some game model assets, and some UI elements. All code, models, and UI elements were edited and finalized by me before implementation into the game.
AI was used to assist with some translations and programming. All artwork and story content were created by human.
I have utilized AI tools to assist in the creation of some store page assets and in-game textures. These AI-generated elements were used as a foundational base, which were then heavily edited, polished, and manually integrated by me to ensure they align with the game's unique art style and technical requirements. No AI tools were used to generate the core gameplay logic or narrative content; their usage was strictly limited to the visual asset production pipeline.
We used Generative AI to create additional and original character designs or to create objects such as obstacles.
Generative AI was used solely to assist in creating certain graphical assets for the Steam store page, including store capsules, banners, and promotional images. All game content, including programming, gameplay mechanics, in-game art, music, and other assets, was created and reviewed by the developer and does not rely on generative AI during gameplay.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. Some of the audio files are AI generated.
AI has been used to translate the game in multiple languages so the story can be enjoyed by more people.
This game actively supports human creativity, notably musicians and programmers - but uses AI in the design of marketing materials and some aspects of software development. Neither the game itself - nor the procedural generation techniques used to create the world, music, or audio - use AI or AI-generated art.
As a solo independent project, generative AI tools were used as a foundation for the initial creation of visual and audio assets. Please note that every asset has been systematically retouched, edited, and hand-refined to ensure unique artistic consistency and to bring the raw vision of First Faiths to life.
The game was designed, assembled, reworked, tested, and integrated by the developer, with a manually defined artistic direction and gameplay experience. Generative AI tools were used as creative assistance for certain visual, audio, cinematic, code-related, and promotional content. This content was then selected, edited, adapted, and adjusted to match the game’s artistic identity, gameplay, and final experience.
The game was vibe coded. Many of the current assets were generated by various GenAI models, some of which will be staying but some of which are just placeholders for the time being. Much manual work still goes into making everything look good and come together even when using GenAI.
We have used AI tools for sound effects and for parts of the store page art.
AI was used solely for the production of certain promotional materials.
We have used generative artificial intelligence to help code the game.
Background elements are created using AI
This game uses generative AI to help create some assets, including audio/voice and visual content. All outputs are reviewed and edited by the developers before being used.
This game uses AI-generated voice acting for its characters.
In this game, questions and answers (yes/no) are sent to Amazon Bedrock to generate in-game text. Personal information like your name is not sent. Progress data is saved on your device.
Generative artificial intelligence has been used to create and assist with pre-rendered graphic assets included in the final product. Specifically, it was employed to generate loading screen illustrations, the cover art design (acting as a filter), and sprites for certain enemies and minor environmental elements. All content was reviewed, edited, and statically packaged prior to distribution and use in the game.
English (AI Disclosure) This game includes AI-assisted NPC dialogue and text generation to create dynamic conversations and world events. AI-generated text is reviewed and integrated by the developer before release. The game does not generate images, audio, or code on the player's device. AI is used to enhance dialogue variety and immersive world interactions while core gameplay, progression, and game systems are designed by the developer.
Solvizz was designed, written, and hand-crafted by a small team, but generative AI played a supporting role in parts of production. Specifically, some placeholder art (achievement icons, region glyph references) and placeholder audio (background music tracks and sound effects) were generated with AI tooling to prototype the game's mood before final assets. AI was also used as a coding assistant during development. All puzzle design, game mechanics, story, level content, and code decisions were authored and reviewed by humans. No player-submitted data is sent to any AI system at runtime — the game is fully offline. (This text was also generated with the help of AI)
Generative AI was used during the development of this game to assist with: - Generating static illustrations for in-game achievement icons. - Generating placeholder sound effects to be swapped before exiting EA
Localization, images and some 3d models
Some of the games text was drafted with the assistance of generative AI and then edited by hand by developers before inclusion. The game's audio is procedurally synthesized in-engine (algorithmic DSP) and layered with real & recorded audio by the developers. not produced by a generative AI model. Some of the games 3D model primitive shapes were drafted with the assistance of generative AI, but finalized by hand.
I used AI to help review code and check for any bugs. Also a few small pieces of art that will be changed/updated by release while we get artists commissioned.
Generative AI tools are used to assist in drafting text and setting up this Steam store page, as well as marketing materials.
> **AI was used exclusively for the creation of certain artwork and promotional materials for the game. All programming, mechanics, systems, achievements, and playable content were developed manually by the developer. The game does not use generative AI during execution.**
EVE Vanguard uses AI-generated text-to-speech (TTS) for certain voice-over content, including character barks and narration. These assets are created under the direction of the development team to support the game's production and player experience. All writing, gameplay, worldbuilding, and overall creative vision are authored and curated by the game’s developers.
Some visual assets used in this game were created or assisted using generative AI during development and have been reviewed and edited by the developer before being included in the final game. The game does not use generative AI during gameplay and does not generate content in real time.
This game uses pre-generated AI-assisted content in a limited way. Some selected audio assets and minor in-game written/visual elements may have been created or edited with AI-assisted tools during development. The game does not use live-generated AI during gameplay and does not connect to any external AI service during gameplay.
Generating some sounds and game icons
Ai was used to help generate artwork for the steam page
Gen AI was used for coding, models, textures, dialogue, audio, music and brainstorming
Some of the visuals are crafted by using AI assisted tools.
Generative AI tools, including ChatGPT, were used solely for translating in-game subtitles and text into multiple languages.
This game used AI for certain paintings of the penthouse.
Generative AI was used during the development of Slippery to assist in creating certain static visual assets, including [store page artwork / background images / character concepts / UI elements]. All AI-generated content was reviewed, modified, and integrated by hand to match the game's overall visual style. The game does not generate any AI content in real-time during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Naya: The Forgotten Path Dev only code | AI-assisted tools were used to support the development of some programming elements in the game. | L.S.F | - | Jul 5, 2026 | |
Chest Looter: Monster Card Collection In-game content codeartaudiotext | Most of the code and game assets are AI-generated. | Vision Party | - | Jul 4, 2026 | |
Idle Pocket Crafter 2 In-game content text | 100% human made code, art, design, and audio!
AI assistance was only used for a tiny fraction of the text localizations to fill small gaps in our community made translations and for translating the Steam store page descriptions to non English languages. | Ruoto Games | - | Jul 4, 2026 | |
The Quiet Cold Unclear | Placeholder Images, which will be removed before make public. | EliteNinja32 | - | Jul 4, 2026 | |
Timekeeper Store/marketing art | I used AI to generated the black logo | Pat Bouchard | - | Jul 4, 2026 | |
Wagonlight Unclear art | for art | Hubel | - | Jul 4, 2026 | |
The Luraleid In-game content artaudio | The coding, general game mechanics, story and brancing paths are all human designed. The art and audio content of this game is strategically and intentionally produced by AI generation. | Ripple Effect | - | Jul 4, 2026 | |
Dakota Keys and the Secret of the Ancients In-game content code | Some portions of the game's source code were developed with the assistance of generative AI tools. All gameplay design, story, puzzles, dialogue, creative direction, and final implementation decisions were created, reviewed, and controlled by the developer.
Some promotional artwork and marketing materials may also have been created with the assistance of generative AI tools and subsequently reviewed and edited by the developer.
No generative AI is used during gameplay, and no content is generated dynamically for players. | A Bunch of Scumms | - | Jul 4, 2026 | |
Dungeons & Donuts In-game content text | We use claude/codex to help us translate our story to other languages. Members of the development team speak these languages:
- English
- Romanian
Outside of these languages, all story is translated with the help of AI. The narrative itself is being written by one of the developers and without the help of AI | Sas & Sons Game Studio Inc | 15 | Jul 4, 2026 | |
人生之旅 The Path of Life In-game content artaudio | Some visuals and music assets in this game were partially generated using AI technologies. | xieyoujune | - | Jul 4, 2026 | |
Don't Make a Sound In-game content text | For the store page and in-game multilingual texts, the Simplified Chinese version was written entirely by the developer. All other languages (Traditional Chinese, English, Russian, French, Japanese, and Latin American Spanish) were translated with the assistance of generative AI. All core content of the game (mechanic design, scene construction, character and story development, art assets, and audio) was independently created by the developer. AI was used solely for language localization and did not participate in the generation of any other content. | 落梅序 | - | Jul 4, 2026 | |
Vespera In-game content art | This game has AI generated images (including the community items) and other AI made components. If you are sensitive about AI generated content please do not purchase this game. | Idle Gamers | 264 | Jul 4, 2026 | |
克苏鲁圆桌 Cthulhu Round Table Dev only | This game adopts a small amount of generative AI in the early stage of its workflow. | Xiangsu Guangyu Software Studio | - | Jul 4, 2026 | |
Black Hollow In-game content artcode | AI was used to troubleshoot coding issues, generate some game model assets, and some UI elements.
All code, models, and UI elements were edited and finalized by me before implementation into the game. | PolyPixel Interactive | - | Jul 3, 2026 | |
cutichoria In-game content textcode | AI was used to assist with some translations and programming. All artwork and story content were created by human. | PurpleSealJam | - | Jul 3, 2026 | |
ZERRE In-game content art | I have utilized AI tools to assist in the creation of some store page assets and in-game textures. These AI-generated elements were used as a foundational base, which were then heavily edited, polished, and manually integrated by me to ensure they align with the game's unique art style and technical requirements. No AI tools were used to generate the core gameplay logic or narrative content; their usage was strictly limited to the visual asset production pipeline. | Solora Studio | - | Jul 3, 2026 | |
PROWLER PURGE In-game content art | We used Generative AI to create additional and original character designs or to create objects such as obstacles. | Once Studio | - | Jul 3, 2026 | |
Gastropod Alien Adventures In-game content art | Generative AI was used solely to assist in creating certain graphical assets for the Steam store page, including store capsules, banners, and promotional images. All game content, including programming, gameplay mechanics, in-game art, music, and other assets, was created and reviewed by the developer and does not rely on generative AI during gameplay. | Dovan Games | - | Jul 3, 2026 | |
FYP Ride the Feed In-game content artaudio | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. Some of the audio files are AI generated. | Andrew | - | Jul 3, 2026 | |
The Left Behind In-game content text | AI has been used to translate the game in multiple languages so the story can be enjoyed by more people. | Extrude | - | Jul 3, 2026 | |
This Little World Store/marketing artcode | This game actively supports human creativity, notably musicians and programmers - but uses AI in the design of marketing materials and some aspects of software development. Neither the game itself - nor the procedural generation techniques used to create the world, music, or audio - use AI or AI-generated art. | nash.audio | - | Jul 3, 2026 | |
VOS: First Faiths In-game content artaudio | As a solo independent project, generative AI tools were used as a foundation for the initial creation of visual and audio assets. Please note that every asset has been systematically retouched, edited, and hand-refined to ensure unique artistic consistency and to bring the raw vision of First Faiths to life. | Digital HOR | - | Jul 3, 2026 | |
Stella Supernova: The Astral Vale In-game content artaudiotextcode | The game was designed, assembled, reworked, tested, and integrated by the developer, with a manually defined artistic direction and gameplay experience.
Generative AI tools were used as creative assistance for certain visual, audio, cinematic, code-related, and promotional content.
This content was then selected, edited, adapted, and adjusted to match the game’s artistic identity, gameplay, and final experience. | LEON GAGIN | - | Jul 3, 2026 | |
Hybrid Gene In-game content art | The game was vibe coded. Many of the current assets were generated by various GenAI models, some of which will be staying but some of which are just placeholders for the time being. Much manual work still goes into making everything look good and come together even when using GenAI. | Arc Solaire | - | Jul 3, 2026 | |
Elevator To Hell In-game content audioart | We have used AI tools for sound effects and for parts of the store page art. | Niflheim | - | Jul 3, 2026 | |
三国群英传之英雄传奇 Store/marketing art | AI was used solely for the production of certain promotional materials. | 三国群英传之英雄传奇 | - | Jul 3, 2026 | |
erdetspill Dev only code | We have used generative artificial intelligence to help code the game. | erdetsokrates | - | Jul 3, 2026 | |
Even In-game content art | Background elements are created using AI | Even | - | Jul 3, 2026 | |
7 Days to Escape In-game content audioart | This game uses generative AI to help create some assets, including audio/voice and visual content. All outputs are reviewed and edited by the developers before being used. | RedForge | - | Jul 3, 2026 | |
Night Shift In-game content audio | This game uses AI-generated voice acting for its characters. | Batu | - | Jul 3, 2026 | |
はい/いいえ Live AI text | In this game, questions and answers (yes/no) are sent to Amazon Bedrock to generate in-game text. Personal information like your name is not sent. Progress data is saved on your device. | 直手有為 | - | Jul 3, 2026 | |
Los Cuentos de Frox In-game content art | Generative artificial intelligence has been used to create and assist with pre-rendered graphic assets included in the final product. Specifically, it was employed to generate loading screen illustrations, the cover art design (acting as a filter), and sprites for certain enemies and minor environmental elements. All content was reviewed, edited, and statically packaged prior to distribution and use in the game. | Cristian Verdú Perulero | - | Jul 2, 2026 | |
GEKOKUJO: Vagrant Crown Live AI text | English (AI Disclosure)
This game includes AI-assisted NPC dialogue and text generation to create dynamic conversations and world events. AI-generated text is reviewed and integrated by the developer before release.
The game does not generate images, audio, or code on the player's device. AI is used to enhance dialogue variety and immersive world interactions while core gameplay, progression, and game systems are designed by the developer. | Shirokuro Games | - | Jul 2, 2026 | |
Solvizz In-game content artaudiocode | Solvizz was designed, written, and hand-crafted by a small team, but generative AI played a supporting role in parts of production. Specifically, some placeholder art (achievement icons, region glyph references) and placeholder audio (background music tracks and sound effects) were generated with AI tooling to prototype the game's mood before final assets. AI was also used as a coding assistant during development. All puzzle design, game mechanics, story, level content, and code decisions were authored and reviewed by humans. No player-submitted data is sent to any AI system at runtime — the game is fully offline.
(This text was also generated with the help of AI) | Oulda | - | Jul 2, 2026 | |
Liminal Protocol In-game content artaudio | Generative AI was used during the development of this game to assist with:
- Generating static illustrations for in-game achievement icons.
- Generating placeholder sound effects to be swapped before exiting EA | Rabbit House Games | - | Jul 2, 2026 | |
Debris Zone In-game content arttext | Localization, images and some 3d models | TWARE | - | Jul 2, 2026 | |
Stick Picker Simulator In-game content textart | Some of the games text was drafted with the assistance of generative AI and then edited by hand by developers before inclusion.
The game's audio is procedurally synthesized in-engine (algorithmic DSP) and layered with real & recorded audio by the developers. not produced by a generative AI model.
Some of the games 3D model primitive shapes were drafted with the assistance of generative AI, but finalized by hand. | Some Assembly Games | - | Jul 2, 2026 | |
Corefall: Idle Dungeon RPG In-game content artcode | I used AI to help review code and check for any bugs. Also a few small pieces of art that will be changed/updated by release while we get artists commissioned. | IdleGear | - | Jul 2, 2026 | |
GilongWorld Store/marketing text | Generative AI tools are used to assist in drafting text and setting up this Steam store page, as well as marketing materials. | Long Gil Studio | - | Jul 2, 2026 | |
Achievement Fly Clicker Store/marketing art | > **AI was used exclusively for the creation of certain artwork and promotional materials for the game. All programming, mechanics, systems, achievements, and playable content were developed manually by the developer. The game does not use generative AI during execution.** | THE GAMING WORLD | - | Jul 2, 2026 | |
EVE Vanguard In-game content audiotext | EVE Vanguard uses AI-generated text-to-speech (TTS) for certain voice-over content, including character barks and narration. These assets are created under the direction of the development team to support the game's production and player experience. All writing, gameplay, worldbuilding, and overall creative vision are authored and curated by the game’s developers. | Fenris Creations | - | Jul 2, 2026 | |
Miner Survivor In-game content art | Some visual assets used in this game were created or assisted using generative AI during development and have been reviewed and edited by the developer before being included in the final game. The game does not use generative AI during gameplay and does not generate content in real time. | cksiow | - | Jul 2, 2026 | |
Tower 6: Last Signal In-game content audiotextart | This game uses pre-generated AI-assisted content in a limited way. Some selected audio assets and minor in-game written/visual elements may have been created or edited with AI-assisted tools during development. The game does not use live-generated AI during gameplay and does not connect to any external AI service during gameplay. | Panagiotis Ntailianis | - | Jul 2, 2026 | |
Post-Soviet Bus Simulator In-game content audioart | Generating some sounds and game icons | Gray Synapse | - | Jul 2, 2026 | |
Letters From The Dead Store/marketing art | Ai was used to help generate artwork for the steam page | Bludgames | - | Jul 2, 2026 | |
Curse of the Dungeon Engine In-game content arttextaudiocode | Gen AI was used for coding, models, textures, dialogue, audio, music and brainstorming | Ed Rethardo | - | Jul 2, 2026 | |
Fire and Water: Spirits of the Forest In-game content art | Some of the visuals are crafted by using AI assisted tools. | IQ Games | - | Jul 2, 2026 | |
The Door In-game content text | Generative AI tools, including ChatGPT, were used solely for translating in-game subtitles and text into multiple languages. | star2020 | - | Jul 2, 2026 | |
Purefire Life Stream In-game content art | This game used AI for certain paintings of the penthouse. | NYTRAX | - | Jul 2, 2026 | |
Slippery In-game content art | Generative AI was used during the development of Slippery to assist in creating certain static visual assets, including [store page artwork / background images / character concepts / UI elements]. All AI-generated content was reviewed, modified, and integrated by hand to match the game's overall visual style. The game does not generate any AI content in real-time during gameplay. | Artem Hnidobor | - | Jul 2, 2026 |