Helped create base assets from generative AI. Base assets are then edited, remixed, reworked or replaced to increase dev speed.
- Creator
- Happy Horns
- Reviews
- -
- Added
- Sep 18, 2026
Public Steam disclosure research 25,512 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.
Helped create base assets from generative AI. Base assets are then edited, remixed, reworked or replaced to increase dev speed.
We conducted game testing with AI bots and fine-tuned the balance. TIC.EXE does not use AI while you play. The procedurally generated boards, runs and the chiptune soundtrack are all produced by hand-written algorithms, and no content is generated at runtime.
Generative AI tools were used during development. Some 3D models of characters and environments, some pre-rendered cutscenes, the main theme song, marketing videos and the translations were created with the help of AI tools, then edited and assembled by the developer. Gameplay design, code and in-game animations were made by the developer. No content is generated by AI during gameplay.
Some of the game's artwork — item and skill icons, character portraits, and the store capsule illustrations — was created with the help of generative AI tools, then reviewed, selected, and edited by hand. Localization drafts were machine-translated and then reviewed and corrected. No AI content is generated while you play: all content ships with the game.
Diplomacy, or Else! was built with AI-assisted development. Generative AI was used, under the developer's direction and review, for game code and for writing text: interface strings, the in-game diplomacy word tables, achievement names and descriptions, and this store page, including their German, Spanish, Brazilian Portuguese and Ukrainian translations. The soundtrack was produced with an AI music tool and edited by the developer. Artwork, icons, the trailer and sound effects were made without generative AI. The game does not generate content during play and does not connect to any AI service.
The capsule assets and concept art for the game were generated with the assistance of AI tools.
Generative AI tools were used during development to create and revise pre-generated illustrations, narrative text, localization and promotional artwork. Content is prepared before play; the game does not generate AI content at runtime or connect to an external AI service during play.
Generative AI tools were used during development to assist in creating some visual assets, audio, and other game content. All AI-assisted content included in the final game was reviewed and selected by the developer.
Some art in Bonefall was made with generative AI tools and then cut, edited and fitted into the game by hand: the opening cinematic, the title-screen key art, the store and marketing art, and parts of the environment (the graveyard floor and scenery, the boss pillars). The Russian, Korean and Simplified Chinese translations were drafted with AI assistance. The heroes and monsters are human-made open-licensed pixel art (the Liberated Pixel Cup collection, credited in the game), and the sound effects are CC0 recordings. Nothing is generated while you play.
AI tools assisted with pre-generated content, including text and promotional artwork. No content is AI-generated during gameplay.
This game uses generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, marketing/community materials, and localization. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing.
Visual assets and translations were created with the assistance of generative AI tools. All assets and translations were reviewed, edited, and incorporated by the developer to align with the game’s established art direction.
Generative AI tools were used during development to assist with programming, debugging, and development iteration. No generative AI is used during gameplay, no live AI-generated content is produced, and the game does not connect to external AI services during play.
Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine. AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects. No content is generated using AI whilst running the game.
Generative AI tools were used during the development of GIGA BRAIN TACTICS to assist with the creation of certain visual and audio assets, as well as during the game development process. All AI-assisted content is reviewed, refined, and integrated by the developers to ensure consistency with the game's visual style and quality standards.
AI was used to create some artwork and assist with text and translations. No AI content is generated during gameplay.
We used AI to assist with language localization and to help create development tools used during the production of the game.
Pre-generated generative AI tools were used during development to create seven player-facing UI illustrations: two unlock-card images and five portraits used in the skill tree and event UI. The images were selected, post-processed where needed, and integrated by the developer. AI-generated visual reference art also assisted the design of the Dicker Typ character presentation and the AUTOMOP 3000 robot; their production 3D models, materials, and animations were not generated by AI. Some Steam store screenshots and trailer footage show this same in-game content. The game does not use generative AI at runtime and produces no live-generated text, images, audio, 3D assets, or other content.
Shiny Gen ships over thirty original games and scenes. Their art, animation frames, music and sound effects were produced with the same AI generation tools the product offers to players, using the third party services listed in our Live-Generated answer. All of it was directed, reviewed and assembled by us before it shipped, and the game code itself is authored and hand edited by our team. No pre generated content in the shipping build is produced from a player's input, and none of it is generated at runtime from our side. Shiny Gen is a game creation tool, so live generation is the product rather than a feature of it. When a player asks for something, we call third party AI services to generate game code, images, animation frames, music, sound effects and 3D models from the text they type. Generation always happens at the player's explicit request, never in the background, and always requires a free Shiny Gen account and an internet connection. Every request goes to an established commercial AI provider: Anthropic, OpenAI, Google, OpenRouter, Cloudflare Workers AI, Runware, Retro Diffusion, Replicate and ElevenLabs. Each request is governed by that provider's usage policy and runs under the provider's own built-in safety systems at their default settings. We never disable, weaken or opt out of a provider's safety system anywhere in our product. OpenAI image generation runs under OpenAI's default moderation, and Google image generation carries Google's SynthID provenance watermarking. Guardrails on our side: - Our Community Rules, which are binding under our Terms of Service and published on our website, set out what may not be generated or shared. They prohibit, among other things, any sexual content involving a minor and sexual imagery of a real person without their consent, and they treat a prompt asking for prohibited content as a breach whether or not the model produces it. - Generation requires a signed in Shiny Gen account. There is no anonymous generation, so every request is attributable to an account. - Generation is rate limited per account and per address, and it is metered against a paid credit balance, so volume abuse is bounded rather than free. - The prompt and the resulting asset are retained against the account that made them, which is what lets us act on a report. - Anyone can report content to support@shinygen.ai. A person on our team reviews each report and can remove the content and close the account responsible. - The in app feed cannot receive player made content. It is served from our own catalogue and is enforced in code: the publish endpoint refuses any caller that is not our own account. Nothing a player generates can appear in another player's feed. - Multiplayer contains no free text channel of any kind. Communication is a closed set of eight fixed emotes, so there is no user to user text surface to moderate. - Player made games are never separate programs. They run as interpreted scripts inside our own sandbox, which is an allowlist: it has no filesystem, network, process or operating system access, and no reflection or dynamic dispatch. A generated game cannot execute native code, start a process, reach the network or read the player's files. We do not permit and do not support the generation of Adult Only sexual content, and we will act on reports received through Steam's in game reporting system and at support@shinygen.ai.
Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content.
Game contains localization into multiple languages assisted by generative AI.
Break Even was built with an AI coding assistant working under the developer's direction and review. That includes the game's code and, with it, the pixel maps its sprites are drawn from, its synthesized sound, its dialogue and ending text, the scripts that draw the store images, and drafts of this store page. The game ships no image or audio files of its own — every picture is drawn and every sound synthesized by its own code while you play — and the one bundled file is an open-licence pixel font. No AI runs during play, and the game contacts no AI service.
Some art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play
Hexcavate uses AI-assisted tools in parts of its development: some UI icons and Images were made with AI image generation. All of it was reviewed and edited by the developer. 2D art, level design, game design and codes are human made or licensed. No content is generated by AI while the game runs.
Generative AI was used during development to assist in creating some pre-generated game assets, such as sound effects and visual content. No AI-generated content is created during gameplay.
Generative AI was used during development to assist with some artwork and text, including the main menu background, achievement icons and draft translations for some localized text. This content was selected and edited during production and is included as pre-generated game assets. The game does not use generative AI services to create content at runtime.
Some of the game's assets were created with generative AI tools during development and are pre-generated: card illustrations, character portraits and UI artwork (image generation), several 3D character models (Meshy), sound effects, music and the narrated story panels (ElevenLabs). Parts of the code were written with AI coding assistants. All of this content was reviewed and integrated by the developer. The game does not generate any content while you play.
Some audio and visuals may be generated with artificial intelligence.
Generative AI was used as a development assistant on Island Escape: primarily to help write and review the game's source code, and to help draft and localize in-game text (Simplified Chinese, English, Japanese, Russian, Spanish, Brazilian Portuguese, German). All of that output was reviewed and edited by the developer. Everything you see and hear is generated procedurally by the game's own code, shaders and audio tools at runtime — the project uses no AI-generated images, 3D models, textures or voice acting. The game does not use generative AI while you play. No player data is sent anywhere.
Wickwood is made by one developer, and generative AI was used openly in its production. Here is exactly where: - Code: the game's GDScript code, the pixel-drawing scripts and the build/test tools were written with Claude (Anthropic) under the developer's design, direction and review. - Text: the in-game notes and place descriptions, the ending credits and the store page copy were drafted with Claude and edited and approved by the developer. - Music: all music tracks (world, main menu, finale) were generated with Google's Lyria from prompts written by the developer. - Artwork: tilesets, characters and creatures are hand-drawn commercial pixel-art packs (credited in-game), not AI-generated. Some landmark props (the standing stones, the cave interiors, the bunker hatch and similar pieces) were drawn or assembled pixel by pixel by scripts written with Claude, using the palettes and parts of those packs. - Sound effects were sourced from Freesound and Kenney's sound packs. - Store art (capsules, logo, icons) was made by hand; screenshots and video are captured from the game itself. No AI runs during gameplay: nothing is generated live, and the game does not connect to any online AI service.
During the development of this game, generative AI was used to assist in the creation of some 2D art assets and pre-generated sound effects. All AI-assisted content underwent manual review, modification, and integration by the developers. No content will be generated by generative AI during gameplay.
Generative AI was used to create some of the image assets used in the game.
Generative AI was used during development to assist with game text, narrative, and localization. Store artwork was also created using generative AI. Gameplay screenshots and trailer footage were captured from the game. The game does not generate AI content during play or connect to external AI services.
Some of this game's content was created with generative AI and then reworked and adjusted by hand by the developer. This applies in particular to code, the 3D models and textures, and the music and sound effects. Animations, game rules, simulation, balance and the structure of the game come entirely from the developer.
Generative AI tools were used during the development process to assist in the conceptualization and creation of character sprites and visual assets. All AI-generated content was pre-rendered and manually refined to fit the game's art style
Pie Paw includes pre-generated, AI-assisted artwork used in the game and on the Steam store page. All such content is created before release, then reviewed, selected, and edited by the development team. The game does not use generative AI during gameplay and does not connect to external AI services.
本作在开发过程中使用生成式 AI 辅助制作部分视觉素材,主要用于部分背景图像的生成、构图参考及初步素材制作。相关素材均经过制作组人工筛选、修改、修正或进一步加工后用于游戏。 游戏的主要剧本、角色设定、原创音乐、程序及核心美术设计均由制作组成员完成。游戏运行过程中不会调用生成式 AI,也不存在由玩家输入内容后实时生成文本、图像、音频或其他内容的功能。
Generative AI was used to support and enhance the Soundtrack Production.
Generative AI tools were used during development to help create some visual and audio assets, including illustrations, textures, 3D asset sources and short character videos. This content is prepared in advance and included in the game. Hamsuri does not generate AI content during play or connect to external AI services.
Splash Park Tycoon features artwork developed with generative AI.
Some is KI generated
Generative AI tools were used to assist in creating some pre-generated UI images, promotional artwork, and graphical assets. All AI-assisted assets are pre-generated and were reviewed and edited by the developer before being included in the game or used on the Steam store page. The game does not generate AI content during gameplay.
Some of the code and artwork are created using artificial intelligence
Specifically: pre-generated content (narrative/UI text and the audio click effect), not live-generated (nothing in your game runs AI at runtime).
This game contains pre-generated visual and audio assets created with generative AI tools and edited by the developer. No content is generated during gameplay.
Taskbar Armory features artwork developed with generative AI.
Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer.
Some pre-rendered visual assets and music were created with generative AI tools, then curated, edited, and integrated by the developer. No AI content is generated during gameplay, and the game does not connect to external AI services.
Parts of the soundtrack were created with AI-assisted music generation, then edited, mixed and mastered by hand. Some of the game's code and store text were also written with AI assistance. All art, level design and gameplay are hand-made. No content is generated while you play.
This game features AI-assisted artwork and language translation. All assets were [reviewed or edited or approved] by the developer to ensure quality and consistency with the game's vision.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Rollamon In-game content art | Helped create base assets from generative AI.
Base assets are then edited, remixed, reworked or replaced to increase dev speed. | Happy Horns | - | Sep 18, 2026 | |
TIC.EXE Dev only | We conducted game testing with AI bots and fine-tuned the balance.
TIC.EXE does not use AI while you play. The procedurally generated boards, runs and the chiptune soundtrack are all produced by hand-written algorithms, and no content is generated at runtime. | RedRock Games | - | Sep 18, 2026 | |
Cow's Heart In-game content artaudiotext | Generative AI tools were used during development. Some 3D models of characters and environments, some pre-rendered cutscenes, the main theme song, marketing videos and the translations were created with the help of AI tools, then edited and assembled by the developer. Gameplay design, code and in-game animations were made by the developer. No content is generated by AI during gameplay. | Chuongcc | - | Sep 18, 2026 | |
Domebreak In-game content arttext | Some of the game's artwork — item and skill icons, character portraits, and the store capsule illustrations — was created with the help of generative AI tools, then reviewed, selected, and edited by hand. Localization drafts were machine-translated and then reviewed and corrected. No AI content is generated while you play: all content ships with the game. | Second Player Studio | - | Sep 18, 2026 | |
Diplomacy, or Else! In-game content textcodeaudio | Diplomacy, or Else! was built with AI-assisted development. Generative AI was used, under the developer's direction and review, for game code and for writing text: interface strings, the in-game diplomacy word tables, achievement names and descriptions, and this store page, including their German, Spanish, Brazilian Portuguese and Ukrainian translations. The soundtrack was produced with an AI music tool and edited by the developer. Artwork, icons, the trailer and sound effects were made without generative AI. The game does not generate content during play and does not connect to any AI service. | Noxflare | - | Sep 18, 2026 | |
Conquest Craft Store/marketing art | The capsule assets and concept art for the game were generated with the assistance of AI tools. | TAHT | - | Sep 18, 2026 | |
El Mequetrefe In-game content arttext | Generative AI tools were used during development to create and revise pre-generated illustrations, narrative text, localization and promotional artwork. Content is prepared before play; the game does not generate AI content at runtime or connect to an external AI service during play. | Pudim Studios | - | Sep 18, 2026 | |
Prehistoric toybox In-game content artaudio | Generative AI tools were used during development to assist in creating some visual assets, audio, and other game content. All AI-assisted content included in the final game was reviewed and selected by the developer. | picnic rice | - | Sep 18, 2026 | |
Bonefall In-game content arttext | Some art in Bonefall was made with generative AI tools and then cut, edited and fitted into the game by hand: the opening cinematic, the title-screen key art, the store and marketing art, and parts of the environment (the graveyard floor and scenery, the boss pillars). The Russian, Korean and Simplified Chinese translations were drafted with AI assistance. The heroes and monsters are human-made open-licensed pixel art (the Liberated Pixel Cup collection, credited in the game), and the sound effects are CC0 recordings. Nothing is generated while you play. | Alien Minds | - | Sep 18, 2026 | |
MUSE Agency Store/marketing textart | AI tools assisted with pre-generated content, including text and promotional artwork. No content is AI-generated during gameplay. | BOSSMADE Games | - | Sep 18, 2026 | |
BoomFish In-game content arttext | This game uses generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, marketing/community materials, and localization. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing. | EmberSheep game | - | Sep 18, 2026 | |
Arborist In-game content arttext | Visual assets and translations were created with the assistance of generative AI tools.
All assets and translations were reviewed, edited, and incorporated by the developer to align with the game’s established art direction. | Sprout and Sesame | - | Sep 18, 2026 | |
Where's WigglyJiggly Dev only code | Generative AI tools were used during development to assist with programming, debugging, and development iteration. No generative AI is used during gameplay, no live AI-generated content is produced, and the game does not connect to external AI services during play. | CurlyGames | - | Sep 18, 2026 | |
Neon Chase In-game content audio | Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine.
AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects.
No content is generated using AI whilst running the game. | Rogue Software | - | Sep 18, 2026 | |
GiGA BRAIN TACTICS In-game content artaudio | Generative AI tools were used during the development of GIGA BRAIN TACTICS to assist with the creation of certain visual and audio assets, as well as during the game development process.
All AI-assisted content is reviewed, refined, and integrated by the developers to ensure consistency with the game's visual style and quality standards. | One Solution Games | - | Sep 18, 2026 | |
ÓRBITA · La gran tirada In-game content arttext | AI was used to create some artwork and assist with text and translations. No AI content is generated during gameplay. | Berialabs | - | Sep 18, 2026 | |
Thugs in Fantasy In-game content text | We used AI to assist with language localization and to help create development tools used during the production of the game. | McDoodle | - | Sep 18, 2026 | |
Gym Mop Tycoon In-game content art | Pre-generated generative AI tools were used during development to create seven player-facing UI illustrations: two unlock-card images and five portraits used in the skill tree and event UI. The images were selected, post-processed where needed, and integrated by the developer. AI-generated visual reference art also assisted the design of the Dicker Typ character presentation and the AUTOMOP 3000 robot; their production 3D models, materials, and animations were not generated by AI. Some Steam store screenshots and trailer footage show this same in-game content. The game does not use generative AI at runtime and produces no live-generated text, images, audio, 3D assets, or other content. | JuTiMa Games | - | Sep 18, 2026 | |
Shiny Gen Live AI artaudiotextcode | Shiny Gen ships over thirty original games and scenes. Their art, animation frames, music and sound effects were produced with the same AI generation tools the product offers to players, using the third party services listed in our Live-Generated answer. All of it was directed, reviewed and assembled by us before it shipped, and the game code itself is authored and hand edited by our team. No pre generated content in the shipping build is produced from a player's input, and none of it is generated at runtime from our side.
Shiny Gen is a game creation tool, so live generation is the product rather than a feature of it. When a player asks for something, we call third party AI services to generate game code, images, animation frames, music, sound effects and 3D models from the text they type. Generation always happens at the player's explicit request, never in the background, and always requires a free Shiny Gen account and an internet connection.
Every request goes to an established commercial AI provider: Anthropic, OpenAI, Google, OpenRouter, Cloudflare Workers AI, Runware, Retro Diffusion, Replicate and ElevenLabs. Each request is governed by that provider's usage policy and runs under the provider's own built-in safety systems at their default settings. We never disable, weaken or opt out of a provider's safety system anywhere in our product. OpenAI image generation runs under OpenAI's default moderation, and Google image generation carries Google's SynthID provenance watermarking.
Guardrails on our side:
- Our Community Rules, which are binding under our Terms of Service and published on our website, set out what may not be generated or shared. They prohibit, among other things, any sexual content involving a minor and sexual imagery of a real person without their consent, and they treat a prompt asking for prohibited content as a breach whether or not the model produces it.
- Generation requires a signed in Shiny Gen account. There is no anonymous generation, so every request is attributable to an account.
- Generation is rate limited per account and per address, and it is metered against a paid credit balance, so volume abuse is bounded rather than free.
- The prompt and the resulting asset are retained against the account that made them, which is what lets us act on a report.
- Anyone can report content to support@shinygen.ai. A person on our team reviews each report and can remove the content and close the account responsible.
- The in app feed cannot receive player made content. It is served from our own catalogue and is enforced in code: the publish endpoint refuses any caller that is not our own account. Nothing a player generates can appear in another player's feed.
- Multiplayer contains no free text channel of any kind. Communication is a closed set of eight fixed emotes, so there is no user to user text surface to moderate.
- Player made games are never separate programs. They run as interpreted scripts inside our own sandbox, which is an allowlist: it has no filesystem, network, process or operating system access, and no reflection or dynamic dispatch. A generated game cannot execute native code, start a process, reach the network or read the player's files.
We do not permit and do not support the generation of Adult Only sexual content, and we will act on reports received through Steam's in game reporting system and at support@shinygen.ai. | David Walter | - | Sep 18, 2026 | |
Night Ops: Undead In-game content art | Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content. | Boarded Window Games | - | Sep 18, 2026 | |
BugPot In-game content text | Game contains localization into multiple languages assisted by generative AI. | ArcaneEdge | - | Sep 18, 2026 | |
Break Even:The Grind In-game content artaudiotextcode | Break Even was built with an AI coding assistant working under the developer's direction and review. That includes the game's code and, with it, the pixel maps its sprites are drawn from, its synthesized sound, its dialogue and ending text, the scripts that draw the store images, and drafts of this store page. The game ships no image or audio files of its own — every picture is drawn and every sound synthesized by its own code while you play — and the one bundled file is an open-licence pixel font. No AI runs during play, and the game contacts no AI service. | Testudo Forge LLC | - | Sep 18, 2026 | |
Please, Kick the Can! In-game content artaudio | Some art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play | Pingu Works | - | Sep 18, 2026 | |
Hexcavate In-game content art | Hexcavate uses AI-assisted tools in parts of its development: some UI icons and Images were made with AI image generation. All of it was reviewed and edited by the developer. 2D art, level design, game design and codes are human made or licensed. No content is generated by AI while the game runs. | Robo Sombrero Studios | - | Sep 18, 2026 | |
Life bar In-game content artaudio | Generative AI was used during development to assist in creating some pre-generated game assets, such as sound effects and visual content. No AI-generated content is created during gameplay. | liam frydman | - | Sep 18, 2026 | |
Last Block Standing In-game content arttext | Generative AI was used during development to assist with some artwork and text, including the main menu background, achievement icons and draft translations for some localized text. This content was selected and edited during production and is included as pre-generated game assets. The game does not use generative AI services to create content at runtime. | Black Wings | - | Sep 18, 2026 | |
Flameward In-game content artaudiotextcode | Some of the game's assets were created with generative AI tools during development and are pre-generated: card illustrations, character portraits and UI artwork (image generation), several 3D character models (Meshy), sound effects, music and the narrated story panels (ElevenLabs). Parts of the code were written with AI coding assistants. All of this content was reviewed and integrated by the developer. The game does not generate any content while you play. | Polo the Frog | - | Sep 18, 2026 | |
Child of the Arcane In-game content artaudio | Some audio and visuals may be generated with artificial intelligence. | Fool's Gold Game Studio | - | Sep 18, 2026 | |
逃出孤岛 In-game content codetext | Generative AI was used as a development assistant on Island Escape: primarily to help write and review the game's source code, and to help draft and localize in-game text (Simplified Chinese, English, Japanese, Russian, Spanish, Brazilian Portuguese, German). All of that output was reviewed and edited by the developer.
Everything you see and hear is generated procedurally by the game's own code, shaders and audio tools at runtime — the project uses no AI-generated images, 3D models, textures or voice acting.
The game does not use generative AI while you play. No player data is sent anywhere. | ShengyuStudio | - | Sep 18, 2026 | |
Wickwood In-game content textaudiocode | Wickwood is made by one developer, and generative AI was used openly in its production. Here is exactly where:
- Code: the game's GDScript code, the pixel-drawing scripts and the build/test tools were written with Claude (Anthropic) under the developer's design, direction and review.
- Text: the in-game notes and place descriptions, the ending credits and the store page copy were drafted with Claude and edited and approved by the developer.
- Music: all music tracks (world, main menu, finale) were generated with Google's Lyria from prompts written by the developer.
- Artwork: tilesets, characters and creatures are hand-drawn commercial pixel-art packs (credited in-game), not AI-generated. Some landmark props (the standing stones, the cave interiors, the bunker hatch and similar pieces) were drawn or assembled pixel by pixel by scripts written with Claude, using the palettes and parts of those packs.
- Sound effects were sourced from Freesound and Kenney's sound packs.
- Store art (capsules, logo, icons) was made by hand; screenshots and video are captured from the game itself.
No AI runs during gameplay: nothing is generated live, and the game does not connect to any online AI service. | Renderville Games | - | Sep 18, 2026 | |
余烬边界 In-game content artaudio | During the development of this game, generative AI was used to assist in the creation of some 2D art assets and pre-generated sound effects. All AI-assisted content underwent manual review, modification, and integration by the developers. No content will be generated by generative AI during gameplay. | FishForge | - | Sep 18, 2026 | |
AXE DESCENT In-game content art | Generative AI was used to create some of the image assets used in the game. | GGGsoft5 | - | Sep 18, 2026 | |
Wildixir In-game content textart | Generative AI was used during development to assist with game text, narrative, and localization. Store artwork was also created using generative AI. Gameplay screenshots and trailer footage were captured from the game. The game does not generate AI content during play or connect to external AI services. | Alexframe | - | Sep 18, 2026 | |
The Wuslers In-game content artaudiocode | Some of this game's content was created with generative AI and then reworked and adjusted by hand by the developer. This applies in particular to code, the 3D models and textures, and the music and sound effects. Animations, game rules, simulation, balance and the structure of the game come entirely from the developer. | Quolz-Systems | - | Sep 18, 2026 | |
TamaWhere In-game content art | Generative AI tools were used during the development process to assist in the conceptualization and creation of character sprites and visual assets. All AI-generated content was pre-rendered and manually refined to fit the game's art style | David Kalil Braga | - | Sep 18, 2026 | |
Pie Paw In-game content art | Pie Paw includes pre-generated, AI-assisted artwork used in the game and on the Steam store page. All such content is created before release, then reviewed, selected, and edited by the development team. The game does not use generative AI during gameplay and does not connect to external AI services. | Coztinue Games | - | Sep 18, 2026 | |
是谁偷走了我的人生? In-game content art | 本作在开发过程中使用生成式 AI 辅助制作部分视觉素材,主要用于部分背景图像的生成、构图参考及初步素材制作。相关素材均经过制作组人工筛选、修改、修正或进一步加工后用于游戏。
游戏的主要剧本、角色设定、原创音乐、程序及核心美术设计均由制作组成员完成。游戏运行过程中不会调用生成式 AI,也不存在由玩家输入内容后实时生成文本、图像、音频或其他内容的功能。 | Unfinished Lives studio | - | Sep 18, 2026 | |
Nullwatch In-game content audio | Generative AI was used to support and enhance the Soundtrack Production. | Grid North Games | - | Sep 18, 2026 | |
Hamsuri : Bomb Festival In-game content artaudio | Generative AI tools were used during development to help create some visual and audio assets, including illustrations, textures, 3D asset sources and short character videos. This content is prepared in advance and included in the game. Hamsuri does not generate AI content during play or connect to external AI services. | Isotis | - | Sep 18, 2026 | |
Splash Park Tycoon In-game content art | Splash Park Tycoon features artwork developed with generative AI. | Recoil Mojo | - | Sep 18, 2026 | |
67 Unclear | Some is KI generated | hutm4nn | - | Sep 18, 2026 | |
ROCK//CLICK In-game content art | Generative AI tools were used to assist in creating some pre-generated UI images, promotional artwork, and graphical assets. All AI-assisted assets are pre-generated and were reviewed and edited by the developer before being included in the game or used on the Steam store page. The game does not generate AI content during gameplay. | Studio Ember | - | Sep 18, 2026 | |
Genesis Factory Unclear artcode | Some of the code and artwork are created using artificial intelligence | qm_mofan | - | Sep 18, 2026 | |
Planet Escape Idle In-game content textaudio | Specifically: pre-generated content (narrative/UI text and the audio click effect), not live-generated (nothing in your game runs AI at runtime). | SenseiBeaconMedia | - | Sep 18, 2026 | |
Type to Survive In-game content artaudio | This game contains pre-generated visual and audio assets created with generative AI tools and edited by the developer. No content is generated during gameplay. | Maj Labs | - | Sep 18, 2026 | |
Taskbar Armory In-game content art | Taskbar Armory features artwork developed with generative AI. | Recoil Mojo | - | Sep 18, 2026 | |
Podium '80 In-game content artaudiocode | Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer. | Mebobox Ltd | - | Sep 18, 2026 | |
Vocabug In-game content artaudio | Some pre-rendered visual assets and music were created with generative AI tools, then curated, edited, and integrated by the developer. No AI content is generated during gameplay, and the game does not connect to external AI services. | Rovshan Garayev | - | Sep 18, 2026 | |
EMBERLOST In-game content audiocodetext | Parts of the soundtrack were created with AI-assisted music generation, then edited, mixed and mastered by hand. Some of the game's code and store text were also written with AI assistance. All art, level design and gameplay are hand-made. No content is generated while you play. | TSD Games | - | Sep 18, 2026 | |
The Last Buffet In-game content arttext | This game features AI-assisted artwork and language translation. All assets were [reviewed or edited or approved] by the developer to ensure quality and consistency with the game's vision. | Sanalötesi Oyun Stüdyosu | - | Sep 18, 2026 |