Generative AI was used exclusively to assist in polishing the game's logo. All gameplay systems, code, and visual elements were developed directly by me.
- Creator
- CYR Games
- Reviews
- -
- Added
- Sep 12, 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.
Generative AI was used exclusively to assist in polishing the game's logo. All gameplay systems, code, and visual elements were developed directly by me.
Pre-generated generative AI was used during development to assist with the creation and refinement of some 2D pixel-art assets, including characters, animals, equipment, environments, and user-interface elements, as well as localized text. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI and does not generate content during gameplay.
Some of the game's 2D art, character voice acting, and localization content utilized generative AI assistance during production. All related content was generated and manually reviewed before release; no generative AI-generated content will be used during gameplay.
This game uses AI-assisted tools during development, limited exclusively to programming assistance, multilingual translation assistance, drafting assistance for written store page copy, and a synthesized voice used for the narration of our promotional videos. The narration script is written by the development team. Only the voice reading it is synthesized, and it appears in promotional videos only. It is not part of the game, and no AI-generated output is integrated into the game itself. All content is manually reviewed, edited, integrated, proofread, and tested by the development team before use. AI is not used to create characters, character illustrations, character-related artwork, animations, music, sound effects, narrative, or other core creative content. Our sound effects are public domain field recordings, and the music in our videos is licensed from human authors. The game does not generate content in real time while running, nor does it connect to external AI services to provide generative features to players.
Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay.
AI image generation tools were used to create store page artwork (capsule images, banners).
AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models.
AI was used to help with logos and game development.
store picture generate by ai
This game is currently in pre-alpha, and its visual assets are still evolving. Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight. The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve.
As a solo indie developer, I use AI to assist with multi-language localization and the creation of some visual assets.
Only the store page picture generated by ai
cut scene
Store page text (the short and long descriptions) was drafted with the help of a generative AI language model, then reviewed and edited by the developer before publication. All art and audio that ships inside the game is human-made and licensed: the creature-family icons are by Lorc and Delapouite from game-icons.net (CC BY 3.0), and the sound effects are by Kenney (CC0). The store and library capsule images were composed programmatically from the game's own icon. The game generates no content at runtime.
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.
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.
Some store artwork and marketing materials were created with the assistance of generative AI tools. These are pre-generated static assets; no AI content is generated in real time during gameplay.
Some visual assets and 3D assets used in this game were created with the assistance of generative AI. The generated assets were edited and adjusted by the developer as needed before being incorporated into the game. No content is generated by AI in real time during gameplay.
Some placeholder art, music and sound effects were AI generated
Game and Store Page localizations (excluding English and Portuguese - Portugal) were AI-generated.
Generative AI tools were used to assist with English localization and early drafts of in-game letter content. All AI-assisted text was reviewed and edited by the developer. No AI-generated images or audio are included.
游戏开发期间借助 Claude 大模型辅助完成部分代码撰写与逻辑梳理,部分 UI 界面、动画视觉素材使用 AI 工具辅助创作。游戏整体玩法框架、核心业务逻辑、数值策划全部由开发者独立设计与校验。 游戏正式运行时不会联网访问任何 AI 服务,不会在游戏内实时生成任何玩家可见内容。
Some dungeon background images were created using generative AI.
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!
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.
Some visual assets and music featured in this game were initially created with the assistance of generative AI tools. All AI-assisted content has been carefully reviewed, selected, and substantially refined by the developer to ensure consistent artistic direction, cohesive style, and a high standard of quality throughout the game.
The soundtrack is AI generated with human modifications. Art, text, localizations, and store assets were made with AI assistance and human modifications. Nothing is generated at runtime, and the game never connects to an AI service.
No AI-generated images, models, or audio appear in the game or on this Steam page. Music is composed and arranged by me in BandLab. UI and VFX are handmade or generated procedurally with code, including the breaking waves shaped by hand. Otherwise, I code Shorebreaker with AI assistance: the design decisions are mine, and AI helps me work through, implement, and debug them. For self-marketing, some of my social media videos use AI voiceover from CapCut because I can't wake the baby.
Generative AI has been used to create the majority of the UI icons and to generate pictures for the in-game paintings.
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.
Generative AI is utilized as support in the game's development, employed for concept creation, texture upscaling, and the design of icons and visual elements.
Generative AI tools were used during development to assist with drafts and revisions of some pre-generated in-game text, interface copy, localization, and store and library artwork. All resulting content is selected, edited, and reviewed by the developer before shipping. The game does not generate content with AI at runtime.
Generative AI tools were used during development to assist with the creation and refinement of certain pre-generated 2D visual assets, including environment artwork, character sprites, and store marketing images. All AI-assisted content was reviewed and edited by the developer before inclusion. No AI-generated content is created during gameplay, and the game does not connect to any external AI service.
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.
i used ai for some images
This game uses generative AI tools during development. Some textures were created with AI image-generation models as part of the art pipeline, and portions of the text (such as store page copy and in-game descriptions) were drafted with AI assistance and then reviewed and edited by the developer. No content is generated in real time during gameplay.
# AI Disclosure Generative AI was used during development as a creative support tool for selected visual and audio assets. All AI-assisted content was reviewed, curated and integrated by the developer. No generative AI is used during gameplay.
Most of the game's assets were hand modeled myself with flat solid color textures, but some of the textures were generated with AI assistance.
AI was used to help create localized versions of the game and store page, as well as some 3D models.
AI is used to help with translating the store page and in-game texts.
Some 2D art assets in this game — including UI textures, item icons, and the title and loading screens — were created with the help of generative AI tools and then hand-edited for use in the game. All game design, simulation systems, and gameplay logic are authored and directed by the developer. No content is generated by AI while the game is running.
Some icons were created using generative AI.
Generative AI was used to assist in the creation of some visual and audio assets.
i used some AI made images along with human made art. i may remove them before the full release.
Byte Bistro was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
Anomaly profile image
Generative AI was used to assist in creating certain 2D graphical assets / UI icons / background art in the game.
Artificial intelligence was used as a development assistant to generate the game's source code, as well as to write and translate the interface text (localization).
Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Core Idle TD In-game content art | Generative AI was used exclusively to assist in polishing the game's logo. All gameplay systems, code, and visual elements were developed directly by me. | CYR Games | - | Sep 12, 2026 | |
HUNTKEEPER: Idle Trails In-game content arttext | Pre-generated generative AI was used during development to assist with the creation and refinement of some 2D pixel-art assets, including characters, animals, equipment, environments, and user-interface elements, as well as localized text. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI and does not generate content during gameplay. | Crimson Smile Games | - | Sep 12, 2026 | |
Alchemy Master In-game content artaudiotext | Some of the game's 2D art, character voice acting, and localization content utilized generative AI assistance during production. All related content was generated and manually reviewed before release; no generative AI-generated content will be used during gameplay. | Fengling Studio | - | Sep 12, 2026 | |
Pawperwork In-game content textcodeaudio | This game uses AI-assisted tools during development, limited exclusively to programming assistance, multilingual translation assistance, drafting assistance for written store page copy, and a synthesized voice used for the narration of our promotional videos.
The narration script is written by the development team. Only the voice reading it is synthesized, and it appears in promotional videos only. It is not part of the game, and no AI-generated output is integrated into the game itself. All content is manually reviewed, edited, integrated, proofread, and tested by the development team before use.
AI is not used to create characters, character illustrations, character-related artwork, animations, music, sound effects, narrative, or other core creative content. Our sound effects are public domain field recordings, and the music in our videos is licensed from human authors. The game does not generate content in real time while running, nor does it connect to external AI services to provide generative features to players. | Space Wizard Studios | - | Sep 12, 2026 | |
Ant In-game content artaudio | Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay. | Fruitdish | - | Sep 12, 2026 | |
Oreia Store/marketing art | AI image generation tools were used to create store page artwork (capsule images, banners). | CRT Glow Studios | - | Sep 12, 2026 | |
Family Time In-game content artcode | AI is used for creating concept art, prototype textures, and quick mesh tests that are eventually replaced with real artist graphic designs and hand-tailored models. | sgthale | - | Sep 12, 2026 | |
Cardboard Leagues Unclear art | AI was used to help with logos and game development. | Scriblr LLC | - | Sep 12, 2026 | |
挖穿地球 Store/marketing art | store picture generate by ai | Zeros | - | Sep 12, 2026 | |
Project Oasis In-game content art | This game is currently in pre-alpha, and its visual assets are still evolving.
Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight.
The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve. | Magma Studios | - | Sep 12, 2026 | |
Animal Cozy Corner Shop In-game content arttext | As a solo indie developer, I use AI to assist with multi-language localization and the creation of some visual assets. | ZT-Studio | - | Sep 12, 2026 | |
桌面骰子牧场 Store/marketing art | Only the store page picture generated by ai | zeros | - | Sep 12, 2026 | |
Loop Miner general | cut scene | AITHENA | 27 | Sep 11, 2026 | |
Idle Realms: Rise In-game content text | Store page text (the short and long descriptions) was drafted with the help of a generative AI language model, then reviewed and edited by the developer before publication.
All art and audio that ships inside the game is human-made and licensed: the creature-family icons are by Lorc and Delapouite from game-icons.net (CC BY 3.0), and the sound effects are by Kenney (CC0). The store and library capsule images were composed programmatically from the game's own icon.
The game generates no content at runtime. | Dragon Flame Games Studio | - | Sep 11, 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 | |
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 | |
深空放置:边疆纪元 Store/marketing art | Some store artwork and marketing materials were created with the assistance of generative AI tools. These are pre-generated static assets; no AI content is generated in real time during gameplay. | 音速工业 | - | Sep 10, 2026 | |
ゆりかごプラント In-game content art | Some visual assets and 3D assets used in this game were created with the assistance of generative AI. The generated assets were edited and adjusted by the developer as needed before being incorporated into the game. No content is generated by AI in real time during gameplay. | Dayveil Games | - | Sep 10, 2026 | |
Quicksant In-game content artaudio | Some placeholder art, music and sound effects were AI generated | Pixelpocalypse Games | - | Sep 10, 2026 | |
Tick & Tired In-game content text | Game and Store Page localizations (excluding English and Portuguese - Portugal) were AI-generated. | Cr4zy | - | Sep 10, 2026 | |
Bake It Tight In-game content text | Generative AI tools were used to assist with English localization and early drafts of in-game letter content. All AI-assisted text was reviewed and edited by the developer. No AI-generated images or audio are included. | Cabbi Games | - | Sep 10, 2026 | |
Dyson:DesktopFactory In-game content artcode | 游戏开发期间借助 Claude 大模型辅助完成部分代码撰写与逻辑梳理,部分 UI 界面、动画视觉素材使用 AI 工具辅助创作。游戏整体玩法框架、核心业务逻辑、数值策划全部由开发者独立设计与校验。
游戏正式运行时不会联网访问任何 AI 服务,不会在游戏内实时生成任何玩家可见内容。 | XRT | - | Sep 10, 2026 | |
You Have Been Slain: An Idle Tragedy In-game content art | Some dungeon background images were created using generative AI. | NQR Games Inc. | - | Sep 10, 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 | |
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 | |
GridCraft In-game content artaudio | Some visual assets and music featured in this game were initially created with the assistance of generative AI tools. All AI-assisted content has been carefully reviewed, selected, and substantially refined by the developer to ensure consistent artistic direction, cohesive style, and a high standard of quality throughout the game. | hy_studio | - | Sep 9, 2026 | |
Flag Conquest In-game content audioarttext | The soundtrack is AI generated with human modifications. Art, text, localizations, and store assets were made with AI assistance and human modifications. Nothing is generated at runtime, and the game never connects to an AI service. | Karamilabs | - | Sep 9, 2026 | |
Shorebreaker In-game content codeaudioart | No AI-generated images, models, or audio appear in the game or on this Steam page. Music is composed and arranged by me in BandLab. UI and VFX are handmade or generated procedurally with code, including the breaking waves shaped by hand.
Otherwise, I code Shorebreaker with AI assistance: the design decisions are mine, and AI helps me work through, implement, and debug them. For self-marketing, some of my social media videos use AI voiceover from CapCut because I can't wake the baby. | Pailside Games | - | Sep 8, 2026 | |
Bank Architect In-game content art | Generative AI has been used to create the majority of the UI icons and to generate pictures for the in-game paintings. | Pandolin Games | - | Sep 7, 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 | |
Idle Digger Bots Deluxe In-game content arttext | Generative AI is utilized as support in the game's development, employed for concept creation, texture upscaling, and the design of icons and visual elements. | Raido Studios | - | Sep 7, 2026 | |
LINETAIN In-game content textart | Generative AI tools were used during development to assist with drafts and revisions of some pre-generated in-game text, interface copy, localization, and store and library artwork. All resulting content is selected, edited, and reviewed by the developer before shipping. The game does not generate content with AI at runtime. | AtsuK Works | - | Sep 7, 2026 | |
Creator Shelter In-game content art | Generative AI tools were used during development to assist with the creation and refinement of certain pre-generated 2D visual assets, including environment artwork, character sprites, and store marketing images. All AI-assisted content was reviewed and edited by the developer before inclusion. No AI-generated content is created during gameplay, and the game does not connect to any external AI service. | Kalzon Studio | - | 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 | |
itmoves Unclear art | i used ai for some images | Catchy | - | Sep 6, 2026 | |
Charmwick: Magic Village Market In-game content arttext | This game uses generative AI tools during development. Some textures were created with AI image-generation models as part of the art pipeline, and portions of the text (such as store page copy and in-game descriptions) were drafted with AI assistance and then reviewed and edited by the developer. No content is generated in real time during gameplay. | CMEnt | - | Sep 6, 2026 | |
Dojo of a Thousand Lives In-game content artaudio | # AI Disclosure
Generative AI was used during development as a creative support tool for selected visual and audio assets. All AI-assisted content was reviewed, curated and integrated by the developer. No generative AI is used during gameplay. | Retry Later | - | Sep 6, 2026 | |
Programming Game In-game content art | Most of the game's assets were hand modeled myself with flat solid color textures, but some of the textures were generated with AI assistance. | The Sacrificial Hand | - | Sep 6, 2026 | |
Project TITAN In-game content textart | AI was used to help create localized versions of the game and store page, as well as some 3D models. | Campo | - | Sep 6, 2026 | |
Department 98 In-game content text | AI is used to help with translating the store page and in-game texts. | Sven Schäfer | - | Sep 6, 2026 | |
Valley of Stability In-game content art | Some 2D art assets in this game — including UI textures, item icons, and the title and loading screens — were created with the help of generative AI tools and then hand-edited for use in the game. All game design, simulation systems, and gameplay logic are authored and directed by the developer. No content is generated by AI while the game is running. | Filip Pancik | - | Sep 5, 2026 | |
SPEED: 8.X In-game content art | Some icons were created using generative AI. | petitmonte | - | Sep 4, 2026 | |
Cat's Fish Stall In-game content artaudio | Generative AI was used to assist in the creation of some visual and audio assets. | Indie Bronze Hammer | - | Sep 4, 2026 | |
IT THINKS! Unclear art | i used some AI made images along with human made art. i may remove them before the full release. | Catchy | - | Sep 4, 2026 | |
Byte Bistro Store/marketing textcode | Byte Bistro was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay. | RVLWorks | - | Sep 4, 2026 | |
AnomalyVault Store/marketing art | Anomaly profile image | PostSIM | - | Sep 4, 2026 | |
Roll them all In-game content art | Generative AI was used to assist in creating certain 2D graphical assets / UI icons / background art in the game. | Plantaznik_CZ | - | Sep 4, 2026 | |
GridEnergy In-game content codetext | Artificial intelligence was used as a development assistant to generate the game's source code, as well as to write and translate the interface text (localization). | General Studios | - | Sep 4, 2026 | |
VOID CLICKER: Infinite Prestige Dev only | Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization. | TrashPanda Interactive | - | Sep 4, 2026 |