Artificial intelligence was used during development solely as a coding assistant for programming, code optimization, and localization.
- Creator
- Karacho Games
- Reviews
- -
- Added
- Jul 25, 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.
Artificial intelligence was used during development solely as a coding assistant for programming, code optimization, and localization.
Currently, the game uses around 10% conceptual/placeholder AI-generated textures. All of these placeholders will be completely replaced prior to the 1.0 full release. The following are temporary AI placeholder textures: - Most UI buttons - Vehicle textures - The home screen - The mouse cursor - Most of the shop scene - All bridges The following are NOT AI textures (100% custom-made): - All enemy models and textures (minus the boss "evil reforged bot mk9001") - All item icons and textures - All levels (except for the underground bunker and frozen ridge, which temporarily share the home screen texture)
Some 2D, 3D artwork and sounds were generated with AI assistance.
Some of concept art and in-game promotional materials on the game's Steam store page were created using generative artificial intelligence tools. The game's coding and script were entirely written by developer.
Generative AI tools were used to help develop some in game assets.
We want to be transparent with our players. It is possible that AI-assisted tools were used at some early stages of development, such as brainstorming, concept exploration, or helping us evaluate clarity of certain narrative elements. Some audio assets used in the game were sourced from licensed third-party libraries and marketplaces (such as Envato), and are used under proper commercial licenses. At the current stage of development, voice acting is generated using AI-based tools as a temporary solution. We are actively planning to replace it with professional human voice acting in future updates. All final gameplay experience and core content are assembled, designed, and produced by our development team.
Some parts of the game were created with the help of generative AI tools. The music was made using Suno, and a few pieces of text were assisted by AI during development. Everything included in the game has been reviewed and approved by me before shipping.
'm a solo developer making this game with a very limited budget. While I was able to hire artists for some of the game's assets, I simply couldn't afford to commission every piece of content needed to complete the project. Because of that, I used generative AI as a supplementary tool for certain assets and to assist with English translation. Since English isn't my native language, AI also helped me ensure that dialogue, jokes, and other text conveyed the intended meaning naturally. Whenever possible, I chose to work with human artists, and all AI-generated content was carefully reviewed, edited, and integrated by me. My goal was never to replace artists, but to make it possible to finish the game as an independent developer.
The music featured in the game is AI-generated. Sound effects, UI audio, and other audio assets are not AI-generated; they are manually edited or sourced from royalty-free sound libraries.
Generative AI was used in a limited capacity for pre-generated visual assets and localization assistance during development. Temporary AI-generated artwork will be replaced with original artwork before the full release.
Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service.
Steam capsule images and 2 GUI elements were made by GenAI. Everything else was made without any use of GenAI.
AI was used to assist with the creation of certain art assets, environment textures, audio assets, and resolution enhancement.
The game's programming, gameplay mechanics, system design, and overall game logic were developed by me using the Unity game engine. Generative AI tools were used only as an assistive resource for coding suggestions, debugging, optimization, and technical explanations. All AI-generated code was reviewed, modified, tested, and manually integrated into the project by me. The final implementation, design decisions, and gameplay systems were created and validated by the developer.
Since the game is still in active development, generative AI tools were used to create most of the artwork and text included in the game and on the store page. All generated content was carefully reviewed, heavily edited, and integrated by the developers.
Some voice lines
AI assisted translations.
Localization features are AI-assisted.
This game uses prerendered visual content, store assets, and translations assisted by generative AI. All AI-assisted content is created before release. It is not generated dynamically during gameplay. The game does not connect to external AI services during gameplay.
Backswamps contains some pre-generated visual assets created with the assistance of generative AI, including certain textures and interface artwork. All AI-assisted content has been reviewed, curated, and integrated by the developer. The game does not generate AI content during gameplay.
AI tools were used to generate the initial voice lines and assist with translating the store page and in-game text.
Generative AI was used as an assistive tool during development for selected visual assets, promotional materials, and text drafts. All resulting content was reviewed, edited, and integrated by the developer. The game does not generate content during gameplay and does not connect to third-party AI services.
Generative AI tools, including OpenAI ChatGPT/Codex, assisted during development with portions of the original C++ code, interface text, gameplay balancing, documentation, store-page materials, geometric visual design, and music synthesis. The developer reviewed, tested, selected, and integrated the resulting material. In-game graphics are procedurally drawn from original geometric shapes, while the original music and sound effects are synthesized by the game. No third-party characters, music recordings, voices, logos, or downloaded asset packs are included.
Generative AI tools were used during development to assist in creating some in-game visual assets, graphical assets, and store marketing artwork. All generated materials were selected, edited, adjusted, and reviewed by the developer before being included. The game does not use generative AI to generate content during gameplay.
The game does not contain AI-generated content. AI-generated content is used just for Steam cover.
Pre-generated: Store page capsule art and marketing images were created with AI assistance. In-game text (unit descriptions, UI copy) and the store description were written with AI assistance. All in-game visuals are drawn procedurally at runtime by the game's own code. No AI model runs in the game and no content is generated during play. All AI-assisted output was reviewed and edited by the developer and contains no third-party or infringing material.
Some in-game item icons are created with the help of AI-assisted generation tools.
Ai is used to create some loading-screens and other branding materials, also can be used in descriptive texts of the game. All game code/assets are 100% made by humans.
Generative AI assisted coding used in-engine
Some UI elements and sound files indirectly contain AI generated content
Some art assets (sprites, icons, illustrations) and audio (sound effects, music, voices) were created using generative AI tools. All AI-generated content is pre-rendered and hand-integrated into the game — nothing is generated live during play. Each asset is reviewed and curated before inclusion, and we hold commercial-use rights for the tools involved.
We used AI to generate images, as we don't have an artist on our team. The gameplay, design, and atmosphere are all human-created.
Some of this game's code was written with the assistance of AI development tools. All art, music, audio, and text that ship in the game are human-created (from licensed asset packs) or procedurally rendered — no AI-generated art, audio, or text is included in the game.
The game's programming uses AI to generate code.
Artificial intelligence was used to create the graphical assets for this game: capsules, logos, etc.
Generative AI was used during the development of this game. Specifically, AI tools were utilized to assist in the creation and optimization of [some art assets / text localization / narrative polish]. All AI-generated content has been thoroughly reviewed and manually refined by the development team to ensure quality.
Note: Most of the translations and music in this game were created with the assistance of AI.
Music tracks used in the game were created using generative AI tools.
AI was used for some scripts
Some visual concepts, promotional artwork, and certain written materials used for the game's presentation were created or refined with the assistance of generative AI. All AI-assisted content has been carefully reviewed, edited, and approved by the development team to ensure artistic consistency, originality, and quality. The gameplay, design decisions, and final player experience are fully curated by the developers.
This game uses generative AI as a starting point for visual art and music. We then edited many of the assets by hand.
This game uses some assets that were AI generated. This includes some store images and in-game content.
Generative AI was used to assist in creating certain store assets. Additionally, some in-game enemy artwork was generated from developer-created mockups.
Localization of the textual content for non-english languages is mainly produced as translations from english using generative artificial intelligence. LLM's have been used as a help also in writing and reviewing of program code, development helper tools, infrastructure setup, security checks, test maintenance and requirements management.
Evo Ascension includes limited AI‑generated content. Some audio and select graphical elements were created using AI tools, with most visuals further refined and hand‑edited in Aseprite. All gameplay systems, pixel art characters, animations, and core design remain handcrafted by the developer.
Generative AI was used to help create promotional capsule artwork and music/audio material for the game. The gameplay, level design, mechanics, and final implementation were created and reviewed by the developer.
We at GabaCool believe in the beauty of human art. Hence, we don't allow ourselves to create art by AI. We use it for coding, no worries we are professional engineers. We also use it for voice line generation, as we are a small team in the bootstrap phase. Localization is another point. We are dedicated to remedy this. Where we will never use it: Story, Art, Music, Models, and all creative. Because that's what makes us human.
This game uses generative AI for some of the art contained within the game.
AI Artwork includes the logo for the game ONLY!
We used AI‑based tools to create some character images and background assets. All content has been independently edited and refined to ensure it is presented as an original work.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
biomraid In-game content codetext | Artificial intelligence was used during development solely as a coding assistant for programming, code optimization, and localization. | Karacho Games | - | Jul 25, 2026 | |
TAKEDOWN 16 In-game content art | Currently, the game uses around 10% conceptual/placeholder AI-generated textures. All of these placeholders will be completely replaced prior to the 1.0 full release.
The following are temporary AI placeholder textures:
- Most UI buttons
- Vehicle textures
- The home screen
- The mouse cursor
- Most of the shop scene
- All bridges
The following are NOT AI textures (100% custom-made):
- All enemy models and textures (minus the boss "evil reforged bot mk9001")
- All item icons and textures
- All levels (except for the underground bunker and frozen ridge, which temporarily share the home screen texture) | dobert_dev | - | Jul 25, 2026 | |
Vanguard's Descent In-game content artaudio | Some 2D, 3D artwork and sounds were generated with AI assistance. | Devichi | - | Jul 25, 2026 | |
Portal Time Traveller In-game content art | Some of concept art and in-game promotional materials on the game's Steam store page were created using generative artificial intelligence tools. The game's coding and script were entirely written by developer. | ERY Games | - | Jul 25, 2026 | |
Fractal Descent In-game content art | Generative AI tools were used to help develop some in game assets. | AEVO | - | Jul 25, 2026 | |
First 3 Days On Ship In-game content audiotext | We want to be transparent with our players.
It is possible that AI-assisted tools were used at some early stages of development, such as brainstorming, concept exploration, or helping us evaluate clarity of certain narrative elements.
Some audio assets used in the game were sourced from licensed third-party libraries and marketplaces (such as Envato), and are used under proper commercial licenses.
At the current stage of development, voice acting is generated using AI-based tools as a temporary solution. We are actively planning to replace it with professional human voice acting in future updates.
All final gameplay experience and core content are assembled, designed, and produced by our development team. | Madnetic Games S.A. | 158 | Jul 25, 2026 | |
A Workplace Roguelike In-game content audiotext | Some parts of the game were created with the help of generative AI tools. The music was made using Suno, and a few pieces of text were assisted by AI during development. Everything included in the game has been reviewed and approved by me before shipping. | Last Light Loreworks | - | Jul 25, 2026 | |
A Nibble Tale In-game content arttext | 'm a solo developer making this game with a very limited budget. While I was able to hire artists for some of the game's assets, I simply couldn't afford to commission every piece of content needed to complete the project.
Because of that, I used generative AI as a supplementary tool for certain assets and to assist with English translation. Since English isn't my native language, AI also helped me ensure that dialogue, jokes, and other text conveyed the intended meaning naturally.
Whenever possible, I chose to work with human artists, and all AI-generated content was carefully reviewed, edited, and integrated by me. My goal was never to replace artists, but to make it possible to finish the game as an independent developer. | Maxouhell Studios | - | Jul 25, 2026 | |
SilentDarkness In-game content audio | The music featured in the game is AI-generated.
Sound effects, UI audio, and other audio assets are not AI-generated; they are manually edited or sourced from royalty-free sound libraries. | NuraStudio | - | Jul 25, 2026 | |
Rotoball In-game content arttext | Generative AI was used in a limited capacity for pre-generated visual assets and localization assistance during development. Temporary AI-generated artwork will be replaced with original artwork before the full release. | Petz | - | Jul 25, 2026 | |
Strike Wings In-game content art | Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service. | Strike Wings Games | - | Jul 25, 2026 | |
Capybara Clash Store/marketing art | Steam capsule images and 2 GUI elements were made by GenAI. Everything else was made without any use of GenAI. | StudyFun | - | Jul 25, 2026 | |
Dreamond Elf: Wandering Through Memories In-game content artaudio | AI was used to assist with the creation of certain art assets, environment textures, audio assets, and resolution enhancement. | Iceoffreeze | - | Jul 25, 2026 | |
Pareidolia Dev only code | The game's programming, gameplay mechanics, system design, and overall game logic were developed by me using the Unity game engine. Generative AI tools were used only as an assistive resource for coding suggestions, debugging, optimization, and technical explanations. All AI-generated code was reviewed, modified, tested, and manually integrated into the project by me. The final implementation, design decisions, and gameplay systems were created and validated by the developer. | Alperen IREZ | - | Jul 25, 2026 | |
Captain VKing In-game content arttext | Since the game is still in active development, generative AI tools were used to create most of the artwork and text included in the game and on the store page. All generated content was carefully reviewed, heavily edited, and integrated by the developers. | VKing Games | - | Jul 25, 2026 | |
Skate Felon Unclear audio | Some voice lines | VHS Games | - | Jul 25, 2026 | |
EX-Tractus In-game content text | AI assisted translations. | gameSessa | - | Jul 25, 2026 | |
梦境回响 DreamEcho In-game content text | Localization features are AI-assisted. | HotWaterStudio | 292 | Jul 24, 2026 | |
BE QUICK! The Rise of Fraya In-game content arttext | This game uses prerendered visual content, store assets, and translations assisted by generative AI. All AI-assisted content is created before release. It is not generated dynamically during gameplay. The game does not connect to external AI services during gameplay. | Septium Media | - | Jul 24, 2026 | |
Backswamps In-game content art | Backswamps contains some pre-generated visual assets created with the assistance of generative AI, including certain textures and interface artwork. All AI-assisted content has been reviewed, curated, and integrated by the developer. The game does not generate AI content during gameplay. | Nervanti | - | Jul 24, 2026 | |
Wirehawk In-game content audiotext | AI tools were used to generate the initial voice lines and assist with translating the store page and in-game text. | Trax | - | Jul 24, 2026 | |
Ember Store/marketing arttext | Generative AI was used as an assistive tool during development for selected visual assets, promotional materials, and text drafts. All resulting content was reviewed, edited, and integrated by the developer. The game does not generate content during gameplay and does not connect to third-party AI services. | Eviling Games | - | Jul 23, 2026 | |
No Thoughts Just Dodge In-game content arttextcodeaudio | Generative AI tools, including OpenAI ChatGPT/Codex, assisted during development with portions of the original C++ code, interface text, gameplay balancing, documentation, store-page materials, geometric visual design, and music synthesis. The developer reviewed, tested, selected, and integrated the resulting material. In-game graphics are procedurally drawn from original geometric shapes, while the original music and sound effects are synthesized by the game. No third-party characters, music recordings, voices, logos, or downloaded asset packs are included. | Snitch Studio | - | Jul 23, 2026 | |
Area Survivors In-game content art | Generative AI tools were used during development to assist in creating some in-game visual assets, graphical assets, and store marketing artwork. All generated materials were selected, edited, adjusted, and reviewed by the developer before being included. The game does not use generative AI to generate content during gameplay. | Furo-Pizza Studio | - | Jul 23, 2026 | |
Voltswarm Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam cover. | David Seco | - | Jul 23, 2026 | |
Ragebait Marathon Live AI textart | Pre-generated: Store page capsule art and marketing images were created with AI assistance. In-game text (unit descriptions, UI copy) and the store description were written with AI assistance. All in-game visuals are drawn procedurally at runtime by the game's own code. No AI model runs in the game and no content is generated during play. All AI-assisted output was reviewed and edited by the developer and contains no third-party or infringing material. | SEUNG WON JUN | - | Jul 23, 2026 | |
Grimspire In-game content art | Some in-game item icons are created with the help of AI-assisted generation tools. | GuavaPurr Studio | - | Jul 23, 2026 | |
SCARVOID Store/marketing arttext | Ai is used to create some loading-screens and other branding materials, also can be used in descriptive texts of the game.
All game code/assets are 100% made by humans. | Cyberhaze | - | Jul 23, 2026 | |
Hold Still Dev only code | Generative AI assisted coding used in-engine | The Reserve | - | Jul 23, 2026 | |
Grey Prince In-game content artaudio | Some UI elements and sound files indirectly contain AI generated content | OBICORP SoftwareWorks | - | Jul 23, 2026 | |
Capy of Gods In-game content artaudio | Some art assets (sprites, icons, illustrations) and audio (sound effects, music, voices) were created using generative AI tools. All AI-generated content is pre-rendered and hand-integrated into the game — nothing is generated live during play. Each asset is reviewed and curated before inclusion, and we hold commercial-use rights for the tools involved. | CapyEmber | - | Jul 23, 2026 | |
N.E.O.N. HORIZON In-game content art | We used AI to generate images, as we don't have an artist on our team.
The gameplay, design, and atmosphere are all human-created. | NeonGameStudio | - | Jul 23, 2026 | |
Knell Dev only code | Some of this game's code was written with the assistance of AI development tools. All art, music, audio, and text that ship in the game are human-created (from licensed asset packs) or procedurally rendered — no AI-generated art, audio, or text is included in the game. | Lothric Systems S.R.L. | - | Jul 23, 2026 | |
缆绳火箭拳 Dev only code | The game's programming uses AI to generate code. | 疯啸丸 | - | Jul 23, 2026 | |
Stacey's Demise - A Prequel to I FORGOT TO TAKE THE CHICKEN OUT OF THE FREEZER Store/marketing art | Artificial intelligence was used to create the graphical assets for this game: capsules, logos, etc. | Yomen Tohmaz | - | Jul 23, 2026 | |
空港:最后证人 In-game content arttext | Generative AI was used during the development of this game. Specifically, AI tools were utilized to assist in the creation and optimization of [some art assets / text localization / narrative polish]. All AI-generated content has been thoroughly reviewed and manually refined by the development team to ensure quality. | HUATY//OFFGRID | - | Jul 23, 2026 | |
Galumb In-game content textaudio | Note: Most of the translations and music in this game were created with the assistance of AI. | OB | 46 | Jul 23, 2026 | |
Skimmies In-game content audio | Music tracks used in the game were created using generative AI tools. | Cactus Banjo Games | - | Jul 23, 2026 | |
UKNON Jones - Fighters Dev only code | AI was used for some scripts | Guynelk ROSAMONT | - | Jul 23, 2026 | |
THE WOLF OF TENGRI In-game content arttext | Some visual concepts, promotional artwork, and certain written materials used for the game's presentation were created or refined with the assistance of generative AI. All AI-assisted content has been carefully reviewed, edited, and approved by the development team to ensure artistic consistency, originality, and quality. The gameplay, design decisions, and final player experience are fully curated by the developers. | OSO Game Studio | - | Jul 23, 2026 | |
Alien Siege: Earth In-game content artaudio | This game uses generative AI as a starting point for visual art and music. We then edited many of the assets by hand. | Don'tSayGame | - | Jul 23, 2026 | |
Top Down Battle Royale 2D In-game content art | This game uses some assets that were AI generated. This includes some store images and in-game content. | Shamrock Studios | - | Jul 23, 2026 | |
Core Crusher In-game content art | Generative AI was used to assist in creating certain store assets. Additionally, some in-game enemy artwork was generated from developer-created mockups. | gubestudios | - | Jul 23, 2026 | |
Mooncall In-game content textcode | Localization of the textual content for non-english languages is mainly produced as translations from english using generative artificial intelligence. LLM's have been used as a help also in writing and reviewing of program code, development helper tools, infrastructure setup, security checks, test maintenance and requirements management. | Kuukkeli Games | - | Jul 23, 2026 | |
Evo Ascension In-game content artaudio | Evo Ascension includes limited AI‑generated content. Some audio and select graphical elements were created using AI tools, with most visuals further refined and hand‑edited in Aseprite. All gameplay systems, pixel art characters, animations, and core design remain handcrafted by the developer. | C4 Interactive | - | Jul 23, 2026 | |
Gravitron In-game content artaudio | Generative AI was used to help create promotional capsule artwork and music/audio material for the game. The gameplay, level design, mechanics, and final implementation were created and reviewed by the developer. | JOZGameru | - | Jul 23, 2026 | |
Gore Grind In-game content audiotext | We at GabaCool believe in the beauty of human art. Hence, we don't allow ourselves to create art by AI.
We use it for coding, no worries we are professional engineers. We also use it for voice line generation, as we are a small team in the bootstrap phase. Localization is another point. We are dedicated to remedy this.
Where we will never use it: Story, Art, Music, Models, and all creative. Because that's what makes us human. | GabaCool Games | - | Jul 23, 2026 | |
Skygrave In-game content art | This game uses generative AI for some of the art contained within the game. | Forever61 | - | Jul 23, 2026 | |
GnomeBeGone Store/marketing art | AI Artwork includes the logo for the game ONLY! | BeardedChav Games | - | Jul 23, 2026 | |
BRAVERUN In-game content art | We used AI‑based tools to create some character images and background assets.
All content has been independently edited and refined to ensure it is presented as an original work. | kosogamekobo | - | Jul 23, 2026 |