Helped with coding the games functionality.
- Creator
- Roamy Games
- Reviews
- -
- Added
- Sep 13, 2026
Public Steam disclosure research 25,376 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 with coding the games functionality.
AI was used for some code generation and as part of a technique for cleaning-up of 3D scans. 3D scans were created of real lightguns using both a laser based scanner and photogrammetry, and then both models were combined using a frontier AI model for a final clean 3D scan results with higher quality game-ready topography and polycounts.
I (Sean) use AI coding assistants: GitHub Copilot and Claude Code. I've written software for years and I teach games programming at university, and I use AI tools the way I use a profiler or a compiler. They helped build web tools Dave and I use to balance the ecosystem across long simulations, they're very good at finding edge-case bugs (I'm looking at you, pathing system), and they write the boilerplate for things like save states and UI. I never ship code I haven't read and thoroughly tested. No content in this game is AI-generated, and no generative AI runs while you play. Every sound, art and music asset in this game was made by a human. The game started out as the idea of “Asset Safari” around the concept of buying sprite packs from artists, which is what we have done. The music, sound and writing is also all human generated.
I use Bezi, an AI coding tool for Unity to help develop some of the more complicated algorithms used in pathfinding and enemy AI. I review all generated code used in the game and make modifications when necessary.
Some of StickWord's assets were created with the help of generative AI tools during development.
No live AI. It was used to assist with the game's programming and code development.
The coding process used artificial intelligence, to allow the creator to focus on the creative aspects of game development. All art, story, mechanics, balancing, and creative direction is human-made.
Contains code written with AI assistance (like probably every other game out there by now since it's impossible to even use Google without using AI).
Jumpshot uses some AI-assisted tools during development.
Generative AI tools were used during development to assist with and expedite programming and coding tasks.
Ai tools have been used as part of production, with none used directly as final art.
Generative AI was used to aid art composition and code implementation.
Used to speed up coding and improve performance.
AI tools were used during the development of this game to assist with brainstorming, development, and content refinement. All final content was reviewed and integrated by the development team. The game does not generate AI content in real time during gameplay.
Generative AI tools were used to assist with programming and code development. All generated code was reviewed, modified, and tested by the developer.
I am a solo developer trying to get my dream games built. I use some AI tools to help me with this. I try to be thoughtful, careful and do whatever my skills allow.
AI helped me to solve complex math problem and manage the game save. some hints/tips
Headlines are fictional, written offline with the help of a language model, and reviewed before they ship. Nothing is generated while you play.
部分程式碼由ai生成
Gen-AI was used to help debug the game after development.
Generative AI tools were used as development assistance, including support for programming, text editing, brainstorming, and localization. The game's visual artwork and assets are created by the developer and do not use AI-generated images. Story concepts and final creative decisions are made and edited by the developer.
AI-generated content is used during development as temporary placeholder material. Nearly all of it has already been replaced, and the final game will contain only original artwork created by human artists.
Some code is aided by claude code
Generative AI has been used to assist with game coding during development and as visual reference material.
AI has been used to improve the code and some graphics.
AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process.
Generative AI was used in the development of this game. No generative AI runs during gameplay, and the game does not connect to any external AI service.
FBF Design use ai to help with the design and coding of the game.
I’m developing this game alongside my job and family life. So yes, I’ve used AI: without these tools, I probably would never have been able to bring a project of this scale to completion. I remain the creative lead, the developer, and the person making all the decisions about the game. I see AI as an employee or assistant that helps me on a daily basis: it allows me to work faster, solve certain problems, and accomplish things that would otherwise have taken much more time. Try the demo and make up your own mind: it’s up to you to decide whether it affects your enjoyment of the game in any way.
Ai-assisted tools were used during development for programming support. Some visuals and audio were created through developer-directed, deterministic code and exported as fixed assets—not generated by image, video, or audio models. Screenshots and trailers show actual gameplay footage.
Codex wurde unterstützend für einzelne Grafiken, Programmierarbeiten und Fehlerbehebungen eingesetzt.
Ai was used to create concept art.
During the development of Cash & Stash: A Vaultkeeper Story, we used tools that include AI-assisted features to help streamline production. However, no game content was created using generative AI.
INK ABYSS WALKER was crafted by a single indie developer. During development, AI tools were used as an assist to produce quick, early drafts of some illustrations and text — helping an ink-soaked idea take shape as images and words more efficiently. The core gameplay, worldbuilding, card and number balance, narrative, and overall tone, however, were all led, iterated and finalised by hand by the developer. AI is a tool that helps an idea move faster — not the author of it. Everything you see was selected, refined and re-crafted by a person, to keep faith with the game's ink-wash spirit. Thank you to every walker who carries the lamp onward.
The games code is made by AI, but everything else is made by the creator (story, models, design, animations, some textures and other stuff) and some assets are made by real people NOT AI (credits are in the end of the game)
static visuals and code fixes for scripts.
Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay.
I created the vast majority of the images, drawings, and text by hand. However, I did use AI from time to time.
This game uses AI to assist in code generation
I started this project completely from scratch and have spent a lot of time developing and refining it. Claude Code AI was used to help me with certain tasks, such as implementing the save system, menus, and scoring system. However, the AI did not build the game for me. I was responsible for the overall development, design, integration, testing, debugging, and all the decisions made throughout the project. The entire project was developed in Unreal Engine 5.8, primarily using C++ with a few Blueprints. Despite what you may sometimes hear, using AI does not mean that the work is done for you. It can be a useful tool, but you still need to understand what you are doing, integrate the code into your project, fix issues, test everything, and spend many hours making the final result work properly.
We are using AI to help structure and review written code by the team. AI is also in use for some artwork that will be changed at release!
AI was utilized as a supportive tool during development to streamline processes, while all final creative assets were designed, crafted, and polished by our team of artists with dedication and precision.
All final visuals of the game are created and finalized by our art team. AI-assisted tools are used only during the early concept and ideation stages. All visual assets in the final version are manually created, refined, and finalized by our artists.
Props to you for checking this out! I used AI to help code some of the newer features and port this from my original mobile build as it saved a lot of dev time. Everything else—sounds, amateur vector art, and the remaining 85%+ of the code is completely human-crafted.
Generative AI tools were used in a limited capacity during development.
AI-assisted generation of small code snippets and early visual concepts. All content has been manually reviewed and optimized. Real-time AI generation is not involved; it is entirely locally packaged and does not rely on external APIs.
AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay.
early development stages prototyping, block out replacement
Every voice you hear in Dub Night Live is a real person. Nothing in the game is AI-generated: no AI voices, no AI art, no AI judging (scoring is player votes). The clip editor uses two open-source machine-learning tools that run locally on your PC: one separates a clip's original voices from its music and effects, and one drafts line timings for you to review and fix. They process your own video files, never send anything to an external service, and never create content. During development, AI was used as a coding assistant only.
Generative AI tools were used to assist with the development and coding of the game, including generating, modifying, and troubleshooting code that ships with the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Starling Ascent Dev only code | Helped with coding the games functionality. | Roamy Games | - | Sep 13, 2026 | |
VRLF - Virtual Reality Lightgun Framework Dev only artcode | AI was used for some code generation and as part of a technique for cleaning-up of 3D scans. 3D scans were created of real lightguns using both a laser based scanner and photogrammetry, and then both models were combined using a frontier AI model for a final clean 3D scan results with higher quality game-ready topography and polycounts. | Barrettone Ltd | - | Sep 13, 2026 | |
Captain Contraption’s Safari Park Dev only codeartaudiotext | I (Sean) use AI coding assistants: GitHub Copilot and Claude Code. I've written software for years and I teach games programming at university, and I use AI tools the way I use a profiler or a compiler. They helped build web tools Dave and I use to balance the ecosystem across long simulations, they're very good at finding edge-case bugs (I'm looking at you, pathing system), and they write the boilerplate for things like save states and UI. I never ship code I haven't read and thoroughly tested.
No content in this game is AI-generated, and no generative AI runs while you play.
Every sound, art and music asset in this game was made by a human. The game started out as the idea of “Asset Safari” around the concept of buying sprite packs from artists, which is what we have done. The music, sound and writing is also all human generated. | Pill Bug Interactive | - | Sep 13, 2026 | |
Of Grit & Graves Dev only code | I use Bezi, an AI coding tool for Unity to help develop some of the more complicated algorithms used in pathfinding and enemy AI. I review all generated code used in the game and make modifications when necessary. | Melted Monster Game Studio LLC | - | Sep 13, 2026 | |
StickWord Dev only art | Some of StickWord's assets were created with the help of generative AI tools during development. | Xrootpi | - | Sep 12, 2026 | |
GLADIATOR: Survival Simulator Dev only code | No live AI. It was used to assist with the game's programming and code development. | Wynand Smit | - | Sep 12, 2026 | |
Delved Too Deep Dev only code | The coding process used artificial intelligence, to allow the creator to focus on the creative aspects of game development. All art, story, mechanics, balancing, and creative direction is human-made. | Peter Kuna | - | Sep 12, 2026 | |
Fortress Full Fury Dev only code | Contains code written with AI assistance (like probably every other game out there by now since it's impossible to even use Google without using AI). | kerntief | - | Sep 12, 2026 | |
Jumpshot Dev only | Jumpshot uses some AI-assisted tools during development. | Jack Wilds | - | Sep 12, 2026 | |
The Halloway Haunting Dev only code | Generative AI tools were used during development to assist with and expedite programming and coding tasks. | New Bones Studios | - | Sep 12, 2026 | |
Guilded Fools Dev only art | Ai tools have been used as part of production, with none used directly as final art. | toyari | - | Sep 12, 2026 | |
Sweet Street Dev only artcode | Generative AI was used to aid art composition and code implementation. | Sweet Street Ganes | - | Sep 12, 2026 | |
Fortryv Dev only code | Used to speed up coding and improve performance. | RIck Voker | - | Sep 12, 2026 | |
Keyboard Chaos Dev only | AI tools were used during the development of this game to assist with brainstorming, development, and content refinement. All final content was reviewed and integrated by the development team. The game does not generate AI content in real time during gameplay. | LostPixel | - | Sep 12, 2026 | |
MEDAKA: DEEPWILD Dev only code | Generative AI tools were used to assist with programming and code development. All generated code was reviewed, modified, and tested by the developer. | kumashin | - | Sep 12, 2026 | |
Be a Pirate! Dev only | I am a solo developer trying to get my dream games built. I use some AI tools to help me with this. I try to be thoughtful, careful and do whatever my skills allow. | Noble Rogues | - | Sep 12, 2026 | |
GEOMETRY NEXUS Dev only | AI helped me to solve complex math problem and manage the game save.
some hints/tips | SergioK | - | Sep 12, 2026 | |
Candlebook Dev only text | Headlines are fictional, written offline with the help of a language model, and reviewed before they ship. Nothing is generated while you play. | TheVegasLab.com | - | Sep 12, 2026 | |
貓貓盒CATBOX Dev only code | 部分程式碼由ai生成 | DREJ | - | Sep 12, 2026 | |
Life's Too Short: On Reflection Dev only | Gen-AI was used to help debug the game after development. | Pixel Ghost | - | Sep 12, 2026 | |
クレアラ・セレクト Dev only codetext | Generative AI tools were used as development assistance, including support for programming, text editing, brainstorming, and localization. The game's visual artwork and assets are created by the developer and do not use AI-generated images. Story concepts and final creative decisions are made and edited by the developer. | ナツミカン | - | Sep 12, 2026 | |
Go Boba Go Dev only art | AI-generated content is used during development as temporary placeholder material. Nearly all of it has already been replaced, and the final game will contain only original artwork created by human artists. | Not-a-Dragon | - | Sep 11, 2026 | |
Logistica: Under Glass Dev only code | Some code is aided by claude code | Flirp | - | Sep 10, 2026 | |
Airline Magnate Dev only artcode | Generative AI has been used to assist with game coding during development and as visual reference material. | Parker Snow | - | Sep 10, 2026 | |
HemoSim Dev only artcode | AI has been used to improve the code and some graphics. | Pablo Kessler Saiz | - | Sep 10, 2026 | |
Sediment Dev only codeart | AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process. | skeleton picture | - | Sep 10, 2026 | |
Thread the Wall Dev only | Generative AI was used in the development of this game.
No generative AI runs during gameplay, and the game does not connect to any
external AI service. | Plain Studio | - | Sep 10, 2026 | |
Infinite Chess Dev only codeart | FBF Design use ai to help with the design and coding of the game. | FBF design | - | Sep 10, 2026 | |
No Scope CEO Dev only codetext | I’m developing this game alongside my job and family life. So yes, I’ve used AI: without these tools, I probably would never have been able to bring a project of this scale to completion.
I remain the creative lead, the developer, and the person making all the decisions about the game. I see AI as an employee or assistant that helps me on a daily basis: it allows me to work faster, solve certain problems, and accomplish things that would otherwise have taken much more time.
Try the demo and make up your own mind: it’s up to you to decide whether it affects your enjoyment of the game in any way. | Schloppa Games | - | Sep 10, 2026 | |
Atom By Atom Dev only artaudiocode | Ai-assisted tools were used during development for programming support. Some visuals and audio were created through developer-directed, deterministic code and exported as fixed assets—not generated by image, video, or audio models. Screenshots and trailers show actual gameplay footage. | FurkanFS | - | Sep 10, 2026 | |
Investors Paradise Dev only artcode | Codex wurde unterstützend für einzelne Grafiken, Programmierarbeiten und Fehlerbehebungen eingesetzt. | Katzogames | - | Sep 10, 2026 | |
Slime Kingdom: The Tale of the Slime That Became a Hero Dev only art | Ai was used to create concept art. | Slime Kingdom games | - | Sep 10, 2026 | |
Cash & Stash: The Vaultkeeper Story Dev only | During the development of Cash & Stash: A Vaultkeeper Story, we used tools that include AI-assisted features to help streamline production. However, no game content was created using generative AI. | Castaways Games | - | Sep 10, 2026 | |
墨渊行者 INK ABYSS WALKER Dev only arttext | INK ABYSS WALKER was crafted by a single indie developer. During development, AI tools were used as an assist to produce quick, early drafts of some illustrations and text — helping an ink-soaked idea take shape as images and words more efficiently. The core gameplay, worldbuilding, card and number balance, narrative, and overall tone, however, were all led, iterated and finalised by hand by the developer. AI is a tool that helps an idea move faster — not the author of it. Everything you see was selected, refined and re-crafted by a person, to keep faith with the game's ink-wash spirit. Thank you to every walker who carries the lamp onward. | YukiMio Studio | - | Sep 10, 2026 | |
MaskloZoophic Sessions Dev only code | The games code is made by AI, but everything else is made by the creator (story, models, design, animations, some textures and other stuff) and some assets are made by real people NOT AI (credits are in the end of the game) | Fabian Martinez | - | Sep 10, 2026 | |
Mini IT Tycoon Dev only artcode | static visuals and code fixes for scripts. | Radulescu Cristian Stefan | - | Sep 10, 2026 | |
Colonies At War Dev only art | Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay. | John Gregory | - | Sep 10, 2026 | |
Lost Phone Dev only arttext | I created the vast majority of the images, drawings, and text by hand. However, I did use AI from time to time. | Théo Rlt | - | Sep 10, 2026 | |
Echo Protocol Dev only code | This game uses AI to assist in code generation | Black Cat Games | - | Sep 10, 2026 | |
PotionsTidy Dev only code | I started this project completely from scratch and have spent a lot of time developing and refining it.
Claude Code AI was used to help me with certain tasks, such as implementing the save system, menus, and scoring system. However, the AI did not build the game for me. I was responsible for the overall development, design, integration, testing, debugging, and all the decisions made throughout the project.
The entire project was developed in Unreal Engine 5.8, primarily using C++ with a few Blueprints.
Despite what you may sometimes hear, using AI does not mean that the work is done for you. It can be a useful tool, but you still need to understand what you are doing, integrate the code into your project, fix issues, test everything, and spend many hours making the final result work properly. | Olivier RAYON | - | Sep 9, 2026 | |
Exile: Idle ARPG Dev only codeart | We are using AI to help structure and review written code by the team. AI is also in use for some artwork that will be changed at release! | ExileDev | - | Sep 9, 2026 | |
Mise en War Dev only | AI was utilized as a supportive tool during development to streamline processes, while all final creative assets were designed, crafted, and polished by our team of artists with dedication and precision. | AVICHRONE | - | Sep 9, 2026 | |
Scratch Tickets With Your Friends 🎰 Dev only art | All final visuals of the game are created and finalized by our art team. AI-assisted tools are used only during the early concept and ideation stages. All visual assets in the final version are manually created, refined, and finalized by our artists. | Yet Another Publisher | - | Sep 9, 2026 | |
Gambit Gardens Dev only code | Props to you for checking this out! I used AI to help code some of the newer features and port this from my original mobile build as it saved a lot of dev time. Everything else—sounds, amateur vector art, and the remaining 85%+ of the code is completely human-crafted. | NOODLEDREAMS | - | Sep 9, 2026 | |
Cursor Charm Dev only | Generative AI tools were used in a limited capacity during development. | ShadowPane | 11 | Sep 8, 2026 | |
Master of Arms Dev only codeart | AI-assisted generation of small code snippets and early visual concepts. All content has been manually reviewed and optimized. Real-time AI generation is not involved; it is entirely locally packaged and does not rely on external APIs. | JJGAMES | - | Sep 7, 2026 | |
Match & Drop: Pachinko Rush Dev only code | AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay. | ArPeaKK Games | - | Sep 7, 2026 | |
Sleep It Off Dev only | early development stages prototyping, block out replacement | MonoCulture FZ-LLC | - | Sep 7, 2026 | |
Dub Night Live Dev only code | Every voice you hear in Dub Night Live is a real person. Nothing in the game is AI-generated: no AI voices, no AI art, no AI judging (scoring is player votes).
The clip editor uses two open-source machine-learning tools that run locally on your PC: one separates a clip's original voices from its music and effects, and one drafts line timings for you to review and fix. They process your own video files, never send anything to an external service, and never create content.
During development, AI was used as a coding assistant only. | Dubster Games | - | Sep 7, 2026 | |
The Adventurer's Guild Idler Dev only code | Generative AI tools were used to assist with the development and coding of the game, including generating, modifying, and troubleshooting code that ships with the game. | Arkras Studio | - | Sep 7, 2026 |