Some UI elements of this game are created with AI generative.
- Creator
- Calvary Games
- Reviews
- -
- Added
- Jun 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.
Capsule art, trailers and promotional material.
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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.
Some UI elements of this game are created with AI generative.
Some 3D models (not all), some images (not all), voice acting.
As a solo indie developer, I use AI to assist with multi-language localization and the creation of some background images. This helps me provide a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and other core parts of the game.
AI was used solely to assist with the English and Spanish translations, which were then manually reviewed by the developers. However, they may still contain errors. If you find any, please let us know.
Some art assets, promotional materials, or puzzle images in this game may have been created with the assistance of AI tools. All AI-assisted content is reviewed, edited, selected, and finalized by the developer before being used in the game. The game does not include live generative AI features. Players will not enter prompts or generate new AI text, images, audio, or other content during gameplay. AI is only used as an auxiliary art creation tool during development.
代码和BGM
Some store graphical assets, store copy drafts, and internal development materials were generated or assisted with AI tools. The game itself does not generate AI content during gameplay.
AI-generated images from the Steam store (3D version of the game's 2D creatures)
Some of the art is generated, and Localization was done by AI as well. These usages are all temporary and will be replaced with real art, and localization by launch
在《烘焙糕手》的开发过程中,我们使用了AI工具来辅助创作部分游戏资产,以提升开发效率。所有资产均经过了开发者的严格筛选、手动重绘与调整。
Storefront and Marketing Materials: Generative AI was used to assist in drafting, refining, and localizing the text content for the Steam store page and promotional descriptions. In-Game Content: All final visual assets, code, and audio within the game have been created and designed by our development team. There is no AI-generated content produced in real-time during gameplay.
Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually.
I have used Claude Code to create the game itself code and assets.
AI was used to assist in the translation of in-game text and store descriptions.
The promotional poster of the store utilized AI technology.
All visual assets and sound effects in this game were created with the assistance of AI generation tools, then curated and integrated by the developer.
During the development of MC Chopped's Melee Mayhem, generative AI tools were used to assist in the creation of specific game assets to enhance variety and creative scale. Visual Assets: Select character sprites and environmental elements were initially drafted using AI tools. However, every asset has been manually cleaned, converted to our specific pixel art style, and touched up by the development team to ensure visual consistency and quality. Audio and Voice: Generative technologies were used to assist in the production of background music and select character vocalizations, providing a diverse and high-energy soundscape for the game’s various modes. All AI-assisted content was commercially licensed and has been curated and refined by the developers to reflect our creative vision. This message was partially generated by AI as well. (but not this sentence)
Artificial intelligence was used during development to generate some of the game's background music and some decorative environmental elements, such as certain statues and environmental objects. All generated content was reviewed, selected, and integrated manually by the development team. Artificial intelligence is not used during gameplay, nor does it dynamically generate content for players.
Some store page artwork and marketing images were created with the assistance of AI image generation tools. No AI is used during gameplay.
All character and environmental art began as hand-drawn sketches, which were then refined using generative AI before final pixel-perfect editing in Aseprite and Photoshop. The soundtrack originated as original piano compositions, enhanced through Udio for texture, and professionally mixed in Avid Pro Tools. Our intro sequences were hand-drawn and brought to life through Seedance 2.0 animation technology.
CADDIE's soundtrack was generated using AI music tools and curated by the developer to fit the tone and feel of each course.
Some UI elements in Drown World (specifically element icons for water, fire, gas, and similar interactive particles) were created using generative AI tools and subsequently edited and refined. Since the element roster is still being finalised and expanded, these icons will be replaced with custom artwork once the full set is locked in. Music stems were generated using AI tools, then edited and arranged by the developer. Localisation was produced with the assistance of generative AI.
As an indie non-english speaker, AI was used for polishing game store page and texts inside game. Images in game and gameplay in game are not affected by AI.
Some additional support in development, there is no dynamic generated code
How I use AI: To have it translated. To have it coded. To have the Impressionist-style-like paintings I painted transformed into accurate, precise images. To have the songs I composed enhanced with various instruments.
Some of the music tracks in this game were initially generated using AI tools and then manually edited and refined by a human composer.
wall textures
Regarding the use of AI, the game scenes images, character designs, and animations of monsters were generated using AI. We will replace these with manually created resources in the official version later
Of course, we used some artificial intelligence technologies to speed up our business processes and produce higher quality and better-performing games. We used Claude for code development, ChatGPT for visual production, created the game's cover art with ChatGPT, and wrote the game's overall code architecture with the help of Claude. These AIs significantly sped up our work, but absolutely do not think: "the developers produced this game without any hassle, using only a single prompt." This thought is completely wrong. What actually happened was that we gave these AIs some of the tasks we would have done ourselves, and they did them in stages to speed up the process. Even with this setup, it still took 6 months to finish the game.
Generative AI was carefully used for structuring the majority of content available in the decks, given the vast breadth of the topics/languages available. However, every piece of information was extracted from publicly available curated sources, where AI was used for the re-writing the facts into questions. Also, in general the distractors (wrong answers) are intelligently chosen at runtime based on similar answers of similar length, however it can occur that certain answer pools where too small for reasonable gameplay. For this, fake answers were generated by AI as well, albeit rarely.
The visual key art for this game was generated with the use of AI.
The game's code is written with the help of AI. Every other gameplay aspects and assets, i.e. Art, Audio, etc., is human produced, with love and care sprinkled in.
Some images used in the library were generated using AI while others will be purchased as we expand the library.
Some in-game assets, including certain images, graphics, and 3D meshes, were created or assisted using AI tools.
Generative AI is used to assist coding and for generating code that creates audio files.
The game has AI rendered pictures for the NPC characters.
The images for the steam store were created using concept images, some of which were ai-generated. And the text for the steam store page was translated using google translate. Except for english, dutch/nederlands, and german/deutsch.
Some assets in this game were generated or enhanced using AI.
contains generative art from netwrck ra1 art generator for art
Some promotional assets created during development, including certain store-page media, used generative AI-assisted artwork. The shipped game does not use live AI-generated gameplay content, and it does not connect to any external AI service during play.
Some Steam cover arts were created using AI tools and edited by artists.
AI has been used to help develop the game's cover art.
Text in the game and its promotional materials is machine translated. No code or graphic assets in the game itself, or its promotional materials, have been generated using machine learning algorithms.
This game includes AI-assisted content created during development. AI tools were used to support the creation of certain visual assets and/or design elements. All content has been reviewed, refined, and curated by the development team to ensure quality and consistency.
The icons are AI-generated
Text translations.
Some marketting assets may be a.i assisted.
Some fictional team logos and UI graphic assets were created with the assistance of generative AI tools during development. All logos are fictional, do not represent real lacrosse leagues, teams, schools, or organizations, and were reviewed/edited by the developer to avoid infringing or illegal content.
AI was used for Japanese translations and character voice lines (powerup words).
Currently, all locales are generated by an LLM. However, I am making significant efforts to ensure that all supported UI languages 100% human-made for the future. If the user chooses to, there are alternative translation models to download & use through the community repository. These are all text generative AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Super Arcade Soccer 2026 In-game content art | Some UI elements of this game are created with AI generative. | Calvary Games | - | Jun 3, 2026 | |
G.H.O.S.T. Ghost Hunt Ops Special Team In-game content artaudio | Some 3D models (not all), some images (not all), voice acting. | Program Man | - | Jun 3, 2026 | |
Rabbit Claw Party In-game content textart | As a solo indie developer, I use AI to assist with multi-language localization and the creation of some background images. This helps me provide a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and other core parts of the game. | ZT-Studio | - | May 23, 2026 | |
RePair in the Space In-game content text | AI was used solely to assist with the English and Spanish translations, which were then manually reviewed by the developers. However, they may still contain errors. If you find any, please let us know. | 2JDev | - | May 23, 2026 | |
图说八道 In-game content art | Some art assets, promotional materials, or puzzle images in this game may have been created with the assistance of AI tools. All AI-assisted content is reviewed, edited, selected, and finalized by the developer before being used in the game.
The game does not include live generative AI features. Players will not enter prompts or generate new AI text, images, audio, or other content during gameplay. AI is only used as an auxiliary art creation tool during development. | StarryMatrix | - | May 23, 2026 | |
The Blade Unclear codeaudio | 代码和BGM | 阿桑工作室 | - | May 23, 2026 | |
水果贪食蛇 Store/marketing arttext | Some store graphical assets, store copy drafts, and internal development materials were generated or assisted with AI tools. The game itself does not generate AI content during gameplay. | BAI XIAOGUANG | - | May 23, 2026 | |
Call of Toys: Tower Defense Store/marketing art | AI-generated images from the Steam store (3D version of the game's 2D creatures) | Bakart Games - Rômulo | - | May 23, 2026 | |
Sync or Sink In-game content arttext | Some of the art is generated, and Localization was done by AI as well.
These usages are all temporary and will be replaced with real art, and localization by launch | SyrupyGames | - | May 23, 2026 | |
烘焙糕手 In-game content art | 在《烘焙糕手》的开发过程中,我们使用了AI工具来辅助创作部分游戏资产,以提升开发效率。所有资产均经过了开发者的严格筛选、手动重绘与调整。 | Bob&Fan | - | May 23, 2026 | |
DUAL PROTOCOL: The Case of Eva & Miles In-game content text | Storefront and Marketing Materials: Generative AI was used to assist in drafting, refining, and localizing the text content for the Steam store page and promotional descriptions.
In-Game Content: All final visual assets, code, and audio within the game have been created and designed by our development team. There is no AI-generated content produced in real-time during gameplay. | AEGEAN CRAFTERS | - | May 23, 2026 | |
Silly Agent In-game content audioart | Silly Agent is a labor of love by a single developer. To make a game of this scale possible, I've integrated AI technology for specific assets like background music, character voices, and some 3D model foundations. This tech acts as my "extended team," allowing me to deliver a rich, voiced, and musically atmospheric world that would otherwise take years for one person to build manually. | Pure Intention Games | - | May 23, 2026 | |
Checkers Kingdom In-game content codeart | I have used Claude Code to create the game itself code and assets. | Pinch Games | - | May 23, 2026 | |
Just Eat Sushi! In-game content text | AI was used to assist in the translation of in-game text and store descriptions. | Aurora Colored Bird | 14 | May 23, 2026 | |
忍者刺杀行动 Store/marketing art | The promotional poster of the store utilized AI technology. | 一半世界 | - | May 23, 2026 | |
Centurion's Gambit In-game content artaudio | All visual assets and sound effects in this game were created with the assistance of AI generation tools, then curated and integrated by the developer. | iebaz | - | May 23, 2026 | |
MC Chopped's Melee Mayhem In-game content artaudio | During the development of MC Chopped's Melee Mayhem, generative AI tools were used to assist in the creation of specific game assets to enhance variety and creative scale.
Visual Assets: Select character sprites and environmental elements were initially drafted using AI tools. However, every asset has been manually cleaned, converted to our specific pixel art style, and touched up by the development team to ensure visual consistency and quality.
Audio and Voice: Generative technologies were used to assist in the production of background music and select character vocalizations, providing a diverse and high-energy soundscape for the game’s various modes.
All AI-assisted content was commercially licensed and has been curated and refined by the developers to reflect our creative vision.
This message was partially generated by AI as well. (but not this sentence) | Axysyn Interactive | - | May 23, 2026 | |
Max's Jungle Odyssey In-game content audioart | Artificial intelligence was used during development to generate some of the game's background music and some decorative environmental elements, such as certain statues and environmental objects. All generated content was reviewed, selected, and integrated manually by the development team. Artificial intelligence is not used during gameplay, nor does it dynamically generate content for players. | Fernando Garrido García-Manso | - | May 23, 2026 | |
explodes Store/marketing art | Some store page artwork and marketing images were created with the assistance of AI image generation tools. No AI is used during gameplay. | explodes dev | - | May 23, 2026 | |
The Element Ninjas In-game content artaudio | All character and environmental art began as hand-drawn sketches, which were then refined using generative AI before final pixel-perfect editing in Aseprite and Photoshop. The soundtrack originated as original piano compositions, enhanced through Udio for texture, and professionally mixed in Avid Pro Tools. Our intro sequences were hand-drawn and brought to life through Seedance 2.0 animation technology. | Izor Soft | - | May 23, 2026 | |
CADDIE In-game content audio | CADDIE's soundtrack was generated using AI music tools and curated by the developer to fit the tone and feel of each course. | Dead Level | - | May 23, 2026 | |
Drown World In-game content artaudiotext | Some UI elements in Drown World (specifically element icons for water, fire, gas, and similar interactive particles) were created using generative AI tools and subsequently edited and refined. Since the element roster is still being finalised and expanded, these icons will be replaced with custom artwork once the full set is locked in. Music stems were generated using AI tools, then edited and arranged by the developer. Localisation was produced with the assistance of generative AI. | Meat Lab | - | May 23, 2026 | |
Defenders of Ten Roads Crossing Tower In-game content text | As an indie non-english speaker, AI was used for polishing game store page and texts inside game. Images in game and gameplay in game are not affected by AI. | Hetocode | - | May 23, 2026 | |
Rally TS Dev only code | Some additional support in development, there is no dynamic generated code | 1337Interactive | - | May 23, 2026 | |
BEAUTY OR THE BEAST Dev only textcodeartaudio | How I use AI:
To have it translated.
To have it coded.
To have the Impressionist-style-like paintings I painted transformed into accurate, precise images.
To have the songs I composed enhanced with various instruments. | YOSKEANS | - | May 23, 2026 | |
Voxel Shooter In-game content audio | Some of the music tracks in this game were initially generated using AI tools and then manually edited and refined by a human composer. | Stase Games | - | May 23, 2026 | |
LowPolygonTeam Unclear | wall textures | Gorson Pitrón | - | May 23, 2026 | |
幻境奇旅 In-game content art | Regarding the use of AI, the game scenes images, character designs, and animations of monsters were generated using AI.
We will replace these with manually created resources in the official version later | OnWavelength Joy | - | May 23, 2026 | |
Dude The Dark Agent Dev only artcode | Of course, we used some artificial intelligence technologies to speed up our business processes and produce higher quality and better-performing games. We used Claude for code development, ChatGPT for visual production, created the game's cover art with ChatGPT, and wrote the game's overall code architecture with the help of Claude. These AIs significantly sped up our work, but absolutely do not think: "the developers produced this game without any hassle, using only a single prompt." This thought is completely wrong. What actually happened was that we gave these AIs some of the tasks we would have done ourselves, and they did them in stages to speed up the process. Even with this setup, it still took 6 months to finish the game. | ismail ozel games | - | May 23, 2026 | |
Recall Rogue In-game content text | Generative AI was carefully used for structuring the majority of content available in the decks, given the vast breadth of the topics/languages available. However, every piece of information was extracted from publicly available curated sources, where AI was used for the re-writing the facts into questions. Also, in general the distractors (wrong answers) are intelligently chosen at runtime based on similar answers of similar length, however it can occur that certain answer pools where too small for reasonable gameplay. For this, fake answers were generated by AI as well, albeit rarely. | BramblegateGames | - | May 23, 2026 | |
SupercarKickers Store/marketing art | The visual key art for this game was generated with the use of AI. | Adabana Game Studio | - | May 23, 2026 | |
Simon and Friends Dev only code | The game's code is written with the help of AI.
Every other gameplay aspects and assets, i.e. Art, Audio, etc., is human produced, with love and care sprinkled in. | Captain Iceblock | - | May 23, 2026 | |
Tab + Notch Store/marketing art | Some images used in the library were generated using AI while others will be purchased as we expand the library. | HATCHgames | - | May 23, 2026 | |
Brewery Simulator In-game content art | Some in-game assets, including certain images, graphics, and 3D meshes, were created or assisted using AI tools. | MDCode Forge | - | May 23, 2026 | |
Newtonia In-game content codeaudio | Generative AI is used to assist coding and for generating code that creates audio files. | METONYMOUS | - | May 23, 2026 | |
NODE: PROTOCOL In-game content art | The game has AI rendered pictures for the NPC characters. | Device | - | May 23, 2026 | |
Zwamman In-game content arttext | The images for the steam store were created using concept images, some of which were ai-generated.
And the text for the steam store page was translated using google translate. Except for english, dutch/nederlands, and german/deutsch. | Baardmoeder | - | May 23, 2026 | |
Kankao in Action In-game content | Some assets in this game were generated or enhanced using AI. | Inonimatos Games | - | May 23, 2026 | |
Ethereal Storm In-game content art | contains generative art from netwrck ra1 art generator for art | App.nz | - | May 23, 2026 | |
Conquerors: Domination Store/marketing art | Some promotional assets created during development, including certain store-page media, used generative AI-assisted artwork. The shipped game does not use live AI-generated gameplay content, and it does not connect to any external AI service during play. | Cody Harker | - | May 23, 2026 | |
Ram Fights Store/marketing art | Some Steam cover arts were created using AI tools and edited by artists. | Doomers Entertainment | - | May 23, 2026 | |
TNT Bomb Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Colorami In-game content text | Text in the game and its promotional materials is machine translated.
No code or graphic assets in the game itself, or its promotional materials, have been generated using machine learning algorithms. | Gryfyard | - | May 23, 2026 | |
The Awakener: Battle Tendency In-game content art | This game includes AI-assisted content created during development. AI tools were used to support the creation of certain visual assets and/or design elements. All content has been reviewed, refined, and curated by the development team to ensure quality and consistency. | TANER GAMES | 207 | May 23, 2026 | |
桌上足球 TableSoccer In-game content art | The icons are AI-generated | YongyeGames | - | May 23, 2026 | |
Train Goes Right Unclear text | Text translations. | Molecular Cohesion | - | May 23, 2026 | |
Big Bad Soccer Store/marketing art | Some marketting assets may be a.i assisted. | www.superstargames.co.uk | - | May 23, 2026 | |
Lacrosse 26 In-game content art | Some fictional team logos and UI graphic assets were created with the assistance of generative AI tools during development. All logos are fictional, do not represent real lacrosse leagues, teams, schools, or organizations, and were reviewed/edited by the developer to avoid infringing or illegal content. | Crosse Studios | 13 | May 23, 2026 | |
I Got Isekai'd Into a Shmup In-game content textaudio | AI was used for Japanese translations and character voice lines (powerup words). | TOMAGameStudio | - | May 23, 2026 | |
GameTranslate In-game content text | Currently, all locales are generated by an LLM. However, I am making significant efforts to ensure that all supported UI languages 100% human-made for the future.
If the user chooses to, there are alternative translation models to download & use through the community repository. These are all text generative AI. | Godnoken | - | May 23, 2026 |