As a solo dev who is horrible at drawing but good at code, 2d and 3d assets have been build using the help of generative AI.
- Creator
- OPPRESSED Game Studios
- Reviews
- -
- Added
- Oct 3, 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.
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Interactive or runtime AI features disclosed by the developer.
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As a solo dev who is horrible at drawing but good at code, 2d and 3d assets have been build using the help of generative AI.
The operator portraits in-game are procedurally drawn, but their designs were based on AI-generated reference art. The full body operators in the promo images were also AI-generated.
AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets.
The sound effects, engine sounds and the race announcer's voice were generated with ElevenLabs (sound effects, text-to-speech and voice design) and then edited, mixed and processed by the developer. Parts of the store page text were drafted with AI assistance.
Guild of Souls features artwork developed with generative AI.
Audio and music are AI generated.
Pre-generated content only; nothing is generated while the game runs. - Localization: the game and store page were translated into 9 languages (Portuguese, Spanish, French, German, Polish, Russian, Japanese, Korean, Simplified Chinese) with AI assistance. - Writing: story, tutorial and store text were drafted with AI assistance and edited and approved by the developer. - Visuals are drawn procedurally by the game's own code; no AI image generators were used. Sound effects and music are licensed CC0 recordings chosen by the developer.
AI-assisted tools were used during development to create some visual assets and textures, music and sound effects, and to assist with English localization. Generated promotional illustrations and pre-generated synthetic voice performances are also used in the Steam store materials and trailers. These assets were selected, edited and integrated during production. The game does not generate AI content while it is running.
Most graphics are generatively produced with refined qualities.
The key art, store capsules and library artwork were created with an AI image generator and edited by the developer. The trailer music was generated with Suno under a paid plan. No AI-generated content is included in the game itself, and the game runs no AI generation and requires no AI service.
Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service.
Generative AI tools were used during development to help create some of the game's visual assets, including 3D props and environments, as well as localized text and store page descriptions. The main cat character model is a purchased third-party asset. The game does not generate AI content or connect to external AI services during gameplay.
Artificial Intelligence utilized in store images due to solo developer budget constraints. Images will be updated in the near future as budget constraints ease.
Localization was produced with AI-assisted
AI powered tools were used to build this game
Generative AI was used to assist in the development of this game. Approximately 60% of the code was generated or written with the assistance of AI; in-game imagery was created using generative AI, with a portion of the assets refined and post-processed manually; music was created using generative AI; and approximately 90% of the sound effects were generated or created with AI assistance. Except for Traditional Chinese, localization for all other languages was translated using AI.
Generative AI was used to create portions of the game’s artwork. All such content is prepared during development; no content is AI-generated during gameplay.
Generative AI tools were used during development to assist with game localization and code generation.
Some voice audio in EMPTYLAND was created using generative artificial intelligence tools. AI-generated voices are used as part of the game's narrative and in-game audio experience.
Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay.
For 25 years, we dreamed of making this game together. Alpha Draconis's lore, world, creatures, and factions were all created long before generative AI existed. What we lacked was the time and resources to build it. Generative AI changed that: by using it to help write code and create 3D assets, we were finally able to speed up development enough to turn Alpha Draconis into a real, playable game.
Some artwork and marketing assets for Fallen Crowns were created with the assistance of generative AI tools. All AI-assisted assets were reviewed and edited by the developer before inclusion. The game does not use AI to generate content live during gameplay.
Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it.
Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game.
This game uses generative AI to write code.
Spudfall's visuals and music are created entirely by the game's own code as you play. There are no image, sprite, or audio files. The developer used an AI assistant to help design and write that code, including the neon visual style and the synthesized soundtrack, and to draft the store page text. Trailers and screenshots show real gameplay. The game does not generate any content with AI while you play.
AI was used to help code some parts of the game and find bugs
Art Resource, BGM, Store Asset
Some visual assets used in the game, including selected artwork, character images, interface graphics, and cinematic images, were created with the assistance of generative AI tools. All generated assets were reviewed, selected, edited where necessary, and integrated into the final game by the developer.
Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases. In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it.
Generative AI was used during development to create some artwork, character animation assets, music, and promotional artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to an AI service.
Pre-generated AI-assisted illustrations are used in the Yustar studio opening animation and Steam store and library promotional artwork. AI also assisted with the written store descriptions. No content is generated using AI during gameplay.
The Sounds and some Assets are AI-Generated
Some visual content, including parts of the backgrounds and selected graphics, was created with the assistance of generative AI and subsequently edited for the game. These elements serve as temporary placeholders during development and are intended to be replaced with custom artwork once a suitable artist joins the team.
AI-assisted tools were used to support performance optimization and to generate the player character. AI tools also contributed to enemy character assets, store artwork and translations. These uses concern content prepared during development.
Store page capsule images and some in-game sound effects were generated using AI
This game uses a mix of human and generative AI tools. AI was used in some visual art assets, code generation, and portions of the store page text. All writing in the game, voice acting, and music are fully human-created.
Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players.
Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision. AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators. Screenshots and GIFs show real gameplay. The game does not use generative AI while you play.
Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI.
Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people.
Generative AI has been used to help work with coding. All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought)
Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay.
We use AI to assist with debugging, prototyping, automating repetitive processes, and generating some of the game's visual assets.
Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release.
Deep Lantern contains some pre-generated visual assets created or assisted with generative AI, including certain textures, interface or illustrative visual elements, which were then reviewed, edited, and integrated manually by the developer. The game does not use live generative AI during gameplay, and players cannot generate content in-game using AI.
DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets.
Some pre-generated 2D artwork, visual effects, icons, maps, promotional images, and achievement artwork were created or refined with generative AI during development. All AI-generated output was reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime and does not generate player-facing text, images, audio, music, code, or other content while you play.
Used gemini and deepseek to coding this game
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Frozen Velocity In-game content art | As a solo dev who is horrible at drawing but good at code, 2d and 3d assets have been build using the help of generative AI. | OPPRESSED Game Studios | - | Oct 3, 2026 | |
Slot Theory In-game content art | The operator portraits in-game are procedurally drawn, but their designs were based on AI-generated reference art. The full body operators in the promo images were also AI-generated. | Dextrome | - | Oct 2, 2026 | |
Ashes of Midgard In-game content textart | AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets. | EverTier Games | - | Oct 2, 2026 | |
Lead Foot In-game content audiotext | The sound effects, engine sounds and the race announcer's voice were generated with ElevenLabs (sound effects, text-to-speech and voice design) and then edited, mixed and processed by the developer. Parts of the store page text were drafted with AI assistance. | Filip Suta | - | Oct 1, 2026 | |
Guild of Souls In-game content art | Guild of Souls features artwork developed with generative AI. | Recoil Mojo | - | Oct 1, 2026 | |
Veilborn In-game content audio | Audio and music are AI generated. | Xootic | - | Oct 1, 2026 | |
Hivetide In-game content text | Pre-generated content only; nothing is generated while the game runs.
- Localization: the game and store page were translated into 9 languages (Portuguese, Spanish, French, German, Polish, Russian, Japanese, Korean, Simplified Chinese) with AI assistance.
- Writing: story, tutorial and store text were drafted with AI assistance and edited and approved by the developer.
- Visuals are drawn procedurally by the game's own code; no AI image generators were used. Sound effects and music are licensed CC0 recordings chosen by the developer. | DragonFlameGameStudio | - | Oct 1, 2026 | |
28 Dawns In-game content artaudiotext | AI-assisted tools were used during development to create some visual assets and textures, music and sound effects, and to assist with English localization. Generated promotional illustrations and pre-generated synthetic voice performances are also used in the Steam store materials and trailers. These assets were selected, edited and integrated during production. The game does not generate AI content while it is running. | Vaelmino Games | - | Oct 1, 2026 | |
Valoria In-game content art | Most graphics are generatively produced with refined qualities. | Ironstone Interactive | - | Oct 1, 2026 | |
Superpower Sandbox Store/marketing artaudio | The key art, store capsules and library artwork were created with an AI image generator and edited by the developer. The trailer music was generated with Suno under a paid plan. No AI-generated content is included in the game itself, and the game runs no AI generation and requires no AI service. | PHABDEV | - | Oct 1, 2026 | |
PoopMan: Sewer Survivor In-game content arttext | Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service. | PoopMan Productions | - | Oct 1, 2026 | |
Meow Game Desert Island Survival In-game content arttext | Generative AI tools were used during development to help create some of the game's visual assets, including 3D props and environments, as well as localized text and store page descriptions. The main cat character model is a purchased third-party asset. The game does not generate AI content or connect to external AI services during gameplay. | Webhack | - | Oct 1, 2026 | |
March Out! Store/marketing art | Artificial Intelligence utilized in store images due to solo developer budget constraints. Images will be updated in the near future as budget constraints ease. | Mason Brignac | - | Oct 1, 2026 | |
Magic Words In-game content text | Localization was produced with AI-assisted | Maboy Games | - | Oct 1, 2026 | |
Dead Man's Deck Unclear | AI powered tools were used to build this game | Frederick Martinez | - | Oct 1, 2026 | |
Chain Card In-game content artaudiocodetext | Generative AI was used to assist in the development of this game. Approximately 60% of the code was generated or written with the assistance of AI; in-game imagery was created using generative AI, with a portion of the assets refined and post-processed manually; music was created using generative AI; and approximately 90% of the sound effects were generated or created with AI assistance. Except for Traditional Chinese, localization for all other languages was translated using AI. | 9667 | - | Oct 1, 2026 | |
Wizards of Elnia In-game content art | Generative AI was used to create portions of the game’s artwork. All such content is prepared during development; no content is AI-generated during gameplay. | Black Fox Games | - | Oct 1, 2026 | |
Usurper In-game content textcode | Generative AI tools were used during development to assist with game localization and code generation. | IndieRaven | - | Oct 1, 2026 | |
EMPTYLAND In-game content audio | Some voice audio in EMPTYLAND was created using generative artificial intelligence tools. AI-generated voices are used as part of the game's narrative and in-game audio experience. | GAMEPAGE | - | Oct 1, 2026 | |
Mandate Kingdoms In-game content artaudiotext | Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay. | Dreolo | - | Oct 1, 2026 | |
Alpha Draconis In-game content codeart | For 25 years, we dreamed of making this game together. Alpha Draconis's lore, world, creatures, and factions were all created long before generative AI existed. What we lacked was the time and resources to build it. Generative AI changed that: by using it to help write code and create 3D assets, we were finally able to speed up development enough to turn Alpha Draconis into a real, playable game. | Menno Amoraal | - | Oct 1, 2026 | |
Fallen Crowns Store/marketing art | Some artwork and marketing assets for Fallen Crowns were created with the assistance of generative AI tools. All AI-assisted assets were reviewed and edited by the developer before inclusion. The game does not use AI to generate content live during gameplay. | Demonia Game Studios | - | Oct 1, 2026 | |
Shark Bait In-game content artaudiotextcode | Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it. | Fire Tornado Studio | - | Oct 1, 2026 | |
HEAVENBREAK In-game content arttext | Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game. | GPUN Corp. | - | Oct 1, 2026 | |
go Up Dev only code | This game uses generative AI to write code. | yee | - | Oct 1, 2026 | |
SpudFall In-game content artaudiotextcode | Spudfall's visuals and music are created entirely by the game's own code as you play. There are no image, sprite, or audio files. The developer used an AI assistant to help design and write that code, including the neon visual style and the synthesized soundtrack, and to draft the store page text. Trailers and screenshots show real gameplay. The game does not generate any content with AI while you play. | A Beautiful Potato | - | Oct 1, 2026 | |
Sketch Kingdom Dev only code | AI was used to help code some parts of the game and find bugs | COCOASOO | - | Oct 1, 2026 | |
Soul Stream Unclear artaudio | Art Resource, BGM, Store Asset | Enter the Game Studios | - | Oct 1, 2026 | |
WHERE THE SEA IS DEEP In-game content art | Some visual assets used in the game, including selected artwork, character images, interface graphics, and cinematic images, were created with the assistance of generative AI tools. All generated assets were reviewed, selected, edited where necessary, and integrated into the final game by the developer. | Selçuk Çetiner | - | Sep 30, 2026 | |
After ICEY In-game content textartcode | Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases.
In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it. | TAMASHI GAMING | - | Sep 30, 2026 | |
CRUSH LOAD In-game content artaudio | Generative AI was used during development to create some artwork, character animation assets, music, and promotional artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to an AI service. | BREYES | - | Sep 30, 2026 | |
咕噜物语 Store/marketing arttext | Pre-generated AI-assisted illustrations are used in the Yustar studio opening animation and Steam store and library promotional artwork. AI also assisted with the written store descriptions. No content is generated using AI during gameplay. | Yustar | - | Sep 30, 2026 | |
Tiny RTS In-game content audioart | The Sounds and some Assets are AI-Generated | DiaP | - | Sep 30, 2026 | |
Xoul:Sync In-game content art | Some visual content, including parts of the backgrounds and selected graphics, was created with the assistance of generative AI and subsequently edited for the game. These elements serve as temporary placeholders during development and are intended to be replaced with custom artwork once a suitable artist joins the team. | Gaunter Games | - | Sep 30, 2026 | |
The Core: Protocol In-game content arttext | AI-assisted tools were used to support performance optimization and to generate the player character. AI tools also contributed to enemy character assets, store artwork and translations. These uses concern content prepared during development. | ChritzleCraft | - | Sep 30, 2026 | |
The Pale Sorcerer In-game content artaudio | Store page capsule images and some in-game sound effects were generated using AI | akameC | - | Sep 30, 2026 | |
Victory's Grave: Death Before Dismount In-game content artcodetext | This game uses a mix of human and generative AI tools. AI was used in some visual art assets, code generation, and portions of the store page text. All writing in the game, voice acting, and music are fully human-created. | Old Glory Studios | - | Sep 30, 2026 | |
Compost Apocalypse Survivors In-game content art | Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players. | Iron Veg Interactive | - | Sep 30, 2026 | |
Slavlands: Tribes at War In-game content audioart | Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision.
AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators.
Screenshots and GIFs show real gameplay. The game does not use generative AI while you play. | SAD Games Studio | - | Sep 30, 2026 | |
星際傭兵團 In-game content art | Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services. | 鉅墨遊戲JUMO GAMES | - | Sep 30, 2026 | |
Nadas In-game content textaudioart | The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI. | Ato Games | - | Sep 30, 2026 | |
Madame Cheng - Pirate Queen of Hong Kong In-game content art | Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people. | Hong Kong XR Museum, Inc | - | Sep 30, 2026 | |
Restless Path Dev only code | Generative AI has been used to help work with coding.
All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought) | Cotenko Games | - | Sep 30, 2026 | |
CORE//PULSE In-game content text | Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay. | EEE Inc. | - | Sep 30, 2026 | |
Helbreath Mystic Tavern Classic In-game content art | We use AI to assist with debugging, prototyping, automating repetitive processes, and generating some of the game's visual assets. | Mystic Tavern | - | Sep 30, 2026 | |
Peso Pena In-game content arttext | Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release. | Dotsmith | - | Sep 30, 2026 | |
Deep Lantern In-game content art | Deep Lantern contains some pre-generated visual assets created or assisted with generative AI, including certain textures, interface or illustrative visual elements, which were then reviewed, edited, and integrated manually by the developer.
The game does not use live generative AI during gameplay, and players cannot generate content in-game using AI. | Deep Lantern | - | Sep 30, 2026 | |
光与绽森语 Live AI text | DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets. | DAWNBLOOM Studio | - | Sep 30, 2026 | |
永夜余烬 In-game content art | Some pre-generated 2D artwork, visual effects, icons, maps, promotional images, and achievement artwork were created or refined with generative AI during development. All AI-generated output was reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime and does not generate player-facing text, images, audio, music, code, or other content while you play. | 隔壁老王 | - | Sep 30, 2026 | |
Backpack Legion Dev only code | Used gemini and deepseek to coding this game | Pikafun | - | Sep 30, 2026 |