AI tools are used during development to help streamline our team's workflow. All in-game content is created and reviewed by our development team.
- Creator
- Asobism.Co.,Ltd
- Reviews
- -
- Added
- Aug 20, 2026
Public Steam disclosure research 25,380 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.
AI tools are used during development to help streamline our team's workflow. All in-game content is created and reviewed by our development team.
Steam store page logo and art made with ai tools
Some artwork, sounds, narrative, and localization were built using AI.
AI tools were used during the development process for asset creation/reference, and no dynamic AI content is generated during real-time gameplay.
The game utilized AI for a 3D assets and background music.
Steam store page logo and cover art made with ai tools
Generative AI tools were used during development to create concept art before being updated with art from human artist(s).
Steam game logo and steam cover art made with ai tools
Steam store page and cover art made with ai tools
Steam store page logo and cover art made with ai tools
Source code and store page copy were written with AI assistance (Claude), reviewed and edited by the developer before shipping. No AI-generated artwork, music, voice or narrative content ships in this game. All in-game visuals are hand-written shaders and code-drawn geometry; sound effects are procedurally synthesised by a deterministic script; music is licensed from a human artist; fonts are licensed typefaces. No generative AI runs at runtime.
steam logo and cover art made with ai software tools
Game logo and cover art to store page made with ai tools
We used AI tools to assist in drafting and refining parts of the game's store description and promotional texts
Pregenerated AI audio tools were used during development to generate character voice lines and background music tracks. All visual art, graphics, puzzle task and animations were created by hand without generative AI.
I am a solo indie developer with little coding experience. AI has helped me with the programming in my game, which has allowed me to build this game for you all. Game Development is a big passion of mine, and I could not do it without the assistance of AI.
This game uses generative AI to assist in creating some monster and card artwork.
This game contains AI-generated assets. The player character and user interface were created using AI tools.
During the development of Star Surge, generative AI tools were used to assist in designing certain in-game visuals (such as achievement icons) and promotional materials. AI was utilized as an aid to accelerate the visual production process, and all generated content was adjusted to fit the game's sci-fi theme. The core mechanics and coding of the game were developed entirely by hand.
AI was used to assist in the creation of some artwork along with UI/UX elements.
Generative AI was used to create visual references and process select textures. No content is generated during gameplay.
All graphics and sounds in Woolmates are calculated at runtime by the game itself; no AI-generated image, audio, or video files are delivered. AI assistance tools were used in the development of the program code as well as in text and marketing materials. No AI is used during the actual game.
Some sound effects and visual assets in the game were created with the assistance of generative AI tools.
Generative AI was used in the creation of BFX/SFX audio assets. No generative AI was used for the game's artwork.
Generative AI tools were used during development to create pre-generated content included in the game. Suno AI was used to create the music tracks under a paid commercial-use plan. AI-assisted tools were also used to help create some 3D and environmental assets, as well as localization text. All outputs were reviewed, edited, and integrated by the developer before release. The game does not generate AI content during gameplay and does not connect to any generative AI service at runtime.
Generative AI was used exclusively as a programming assistant during development to help write and optimize the game's code. All creative elements, including the story, game design, and artwork, were entirely crafted by human hand.
Human solo dev made: writing, music, game design, game production, voice acting, SFX, and basically everything else. In addition, some 3D and VFX asset packs (plus additional SFX) were purchased from third-party marketplaces, where they are explicitly labeled as non-AI, human-made content, and credited in-game. AI usage: AI helped with localization corrections, and was used to refine assets, strictly following human artistic direction and human-made examples — no generation from scratch. Example: Plum's character portraits are in-game mesh screenshots, inserted by me into pre-designed empty icon frames, then refined with AI for a more polished result. Note: I would be happy to replace AI-refined assets with human artist's work, if this becomes financially possible in the future.
AI was used to generate music and game store art.
Used to generate game logo, some in-game icons and steam store page content
Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation.
Much of the 2D artwork in TRAP LAB — character sprites, enemy and boss art, and cutscene illustrations — was created with the help of generative AI image tools. Every generated image was hand-selected, edited, and assembled by the developer before being used in the game. The game's code, level design, and audio are hand-made and are not AI-generated.
In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling.
Some raster artwork, interface and marketing artwork, sprite animation frames, and authored music were created with assistance from generative AI tools during development. All shipped output was artist-directed, reviewed, edited, and integrated specifically for Bunnyhop. No content is generated by AI while the game is running.
AI was used to enhance and adapt original images to widescreens.
Some music and sound in Perfectly Fair was created using AI tools (Suno AI, ElevenLabs) during development. All content is fixed in the final game; nothing is generated live during gameplay.
Generative AI was used to create some marketing assets, specifically the store capsule images and page banners. The core game content, including the code, levels, character pixel art, and music, has been traditionally developed to ensure a consistent and high-quality solo-developer experience.
Some BGs and the temporary world map use AI generated 2D content which is based on 3D asset packs. However, these assets are intended as temporary placeholders and in the polish process they are planned to be swapped with hand made ones.
Some models and sound effects in this game were created using AI.
It has been used in the store page images.
I'm a solo developer. The idea, design, writing, levels and world are my own work. I use AI to help me write code, and some environment art starts from AI-generated drafts that I then repaint and edit by hand in Procreate. Nothing is AI-generated while you play. The music is a real recording from the 1930s.
AI generation used for trial names that are shown at the start of trials and for player/NPC avatars.
The background music was created using artificial intelligence.
Generative AI was used during development to create certain promotional artwork and some environmental background art. All gameplay mechanics, programming, level design, characters, animations, UI, and game systems were created and curated by the developer. The game does not use live-generated AI content during gameplay.
Generative AI used for game box art, 3d modelling and vibe coding assistance.
Some in-game and marketing images were generated with AI.
AI was used in some developer workflows for programming and for translation to all languages other than English.
We used Gemini AI during the development process to assist in generating some ambient background music tracks. Additionally, AI tools were used for minor assistance in refining some visual components and lighting enhancements for marketing assets. All components have been carefully curated, hand-edited, and integrated by the developer to comply with Steam's content policies.
Some resources were created using AI for efficiency as a Solo Developer.
As an independent developer/publisher, AI-assisted tools have been used selectively to support presentation and marketing workflows, not to replace the game’s creative direction or development. The game itself is designed, directed, developed, coded, and assembled by human creators. Core gameplay systems, level design, story direction, implementation, and development decisions are not generated by AI.
Some marketing materials for this game were made with generative AI: the trailer's narration uses an AI text-to-speech voice, and parts of this store page were drafted with AI assistance. Nothing inside the game is AI-generated. The soundtrack is human-composed music licensed for commercial use, all artwork and logos are drawn programmatically by the game's own code, and every screenshot is captured from real gameplay. The game generates no AI content while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
OmOchim Dev only | AI tools are used during development to help streamline our team's workflow.
All in-game content is created and reviewed by our development team. | Asobism.Co.,Ltd | - | Aug 20, 2026 | |
Worm In Rotating Land Store/marketing art | Steam store page logo and art made with ai tools | Valkeala Software | - | Aug 20, 2026 | |
Thornwake: Forest Adventure In-game content artaudiotext | Some artwork, sounds, narrative, and localization were built using AI. | Mobile Vision Technologies LTD | - | Aug 20, 2026 | |
Lethe In-game content art | AI tools were used during the development process for asset creation/reference, and no dynamic AI content is generated during real-time gameplay. | Purplemoon | - | Aug 20, 2026 | |
Ink Rush In-game content artaudio | The game utilized AI for a 3D assets and background music. | Lee Dong Gyu | - | Aug 20, 2026 | |
Sad Virus Darkland Store/marketing art | Steam store page logo and cover art made with ai tools | Kendall Studios | - | Aug 20, 2026 | |
Tintle's Great Colorful Adventure Dev only art | Generative AI tools were used during development to create concept art before being updated with art from human artist(s). | Midnight Pounce Studios | - | Aug 20, 2026 | |
Sad Virus Cave Store/marketing art | Steam game logo and steam cover art made with ai tools | Kendall Studios | - | Aug 20, 2026 | |
Sad Virus Asia Store/marketing art | Steam store page and cover art made with ai tools | Kendall Studios | - | Aug 20, 2026 | |
Worm in Ruins Store/marketing art | Steam store page logo and cover art made with ai tools | Kendall Studios | - | Aug 20, 2026 | |
Rushmark Dev only code | Source code and store page copy were written with AI assistance (Claude), reviewed and edited by the developer before shipping. No AI-generated artwork, music, voice or narrative content ships in this game. All in-game visuals are hand-written shaders and code-drawn geometry; sound effects are procedurally synthesised by a deterministic script; music is licensed from a human artist; fonts are licensed typefaces. No generative AI runs at runtime. | Beyond Bounds Digital | - | Aug 19, 2026 | |
Sad Virus Egypt Store/marketing art | steam logo and cover art made with ai software tools | Valkeala Software | - | Aug 19, 2026 | |
Devil Worm Store/marketing art | Game logo and cover art to store page made with ai tools | Saylor Games | - | Aug 19, 2026 | |
Yeet the Chest Store/marketing text | We used AI tools to assist in drafting and refining parts of the game's store description and promotional texts | GooseBumps | - | Aug 19, 2026 | |
Life of Pawn: Chocolate and Marshmallow In-game content audio | Pregenerated AI audio tools were used during development to generate character voice lines and background music tracks. All visual art, graphics, puzzle task and animations were created by hand without generative AI. | BrokenTeaCups | - | Aug 19, 2026 | |
LIMINAL ROOMS Dev only code | I am a solo indie developer with little coding experience. AI has helped me with the programming in my game, which has allowed me to build this game for you all. Game Development is a big passion of mine, and I could not do it without the assistance of AI. | brissanna | - | Aug 19, 2026 | |
Arrow Rain In-game content art | This game uses generative AI to assist in creating some monster and card artwork. | potg | - | Aug 19, 2026 | |
Forsaken Trials In-game content art | This game contains AI-generated assets. The player character and user interface were created using AI tools. | Xukuth | - | Aug 19, 2026 | |
Star Surge In-game content art | During the development of Star Surge, generative AI tools were used to assist in designing certain in-game visuals (such as achievement icons) and promotional materials. AI was utilized as an aid to accelerate the visual production process, and all generated content was adjusted to fit the game's sci-fi theme. The core mechanics and coding of the game were developed entirely by hand. | Typhoon | - | Aug 19, 2026 | |
Golfing Is Easy In-game content art | AI was used to assist in the creation of some artwork along with UI/UX elements. | S.L.Kool Games | - | Aug 19, 2026 | |
Flapverse In-game content art | Generative AI was used to create visual references and process select textures. No content is generated during gameplay. | Maksim Salin | - | Aug 18, 2026 | |
Woolmates Dev only codetextart | All graphics and sounds in Woolmates are calculated at runtime by the game itself; no AI-generated image, audio, or video files are delivered. AI assistance tools were used in the development of the program code as well as in text and marketing materials. No AI is used during the actual game. | Fyjam Studios | - | Aug 17, 2026 | |
Project: Fractunum In-game content artaudio | Some sound effects and visual assets in the game were created with the assistance of generative AI tools. | Avalorix Interactive | - | Aug 16, 2026 | |
YellowJacket In-game content audio | Generative AI was used in the creation of BFX/SFX audio assets. No generative AI was used for the game's artwork. | BusyPotato | - | Aug 16, 2026 | |
修行~shugyo~ In-game content audioarttext | Generative AI tools were used during development to create pre-generated content included in the game. Suno AI was used to create the music tracks under a paid commercial-use plan. AI-assisted tools were also used to help create some 3D and environmental assets, as well as localization text. All outputs were reviewed, edited, and integrated by the developer before release. The game does not generate AI content during gameplay and does not connect to any generative AI service at runtime. | destination_68 | - | Aug 16, 2026 | |
CyberCon: Cybersecurity Tycoon Dev only code | Generative AI was used exclusively as a programming assistant during development to help write and optimize the game's code. All creative elements, including the story, game design, and artwork, were entirely crafted by human hand. | Wolfgrid Games | - | Aug 16, 2026 | |
Plum In-game content arttext | Human solo dev made: writing, music, game design, game production, voice acting, SFX, and basically everything else. In addition, some 3D and VFX asset packs (plus additional SFX) were purchased from third-party marketplaces, where they are explicitly labeled as non-AI, human-made content, and credited in-game.
AI usage: AI helped with localization corrections, and was used to refine assets, strictly following human artistic direction and human-made examples — no generation from scratch. Example: Plum's character portraits are in-game mesh screenshots, inserted by me into pre-designed empty icon frames, then refined with AI for a more polished result.
Note: I would be happy to replace AI-refined assets with human artist's work, if this becomes financially possible in the future. | Mad Arena Games | - | Aug 16, 2026 | |
Questing: A Tick's Tale In-game content audioart | AI was used to generate music and game store art. | John F Montgomery II | - | Aug 16, 2026 | |
HellRock Diver In-game content art | Used to generate game logo, some in-game icons and steam store page content | HyugaHouse Games | - | Aug 16, 2026 | |
Gameoverd In-game content art | Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation. | Daniel Manzie | - | Aug 16, 2026 | |
TRAP LAB In-game content art | Much of the 2D artwork in TRAP LAB — character sprites, enemy and boss art, and cutscene illustrations — was created with the help of generative AI image tools. Every generated image was hand-selected, edited, and assembled by the developer before being used in the game. The game's code, level design, and audio are hand-made and are not AI-generated. | Boohsted | - | Aug 16, 2026 | |
Neubo In-game content art | In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling. | Neubound Games | - | Aug 14, 2026 | |
Bunnyhop In-game content artaudio | Some raster artwork, interface and marketing artwork, sprite animation frames, and authored music were created with assistance from generative AI tools during development. All shipped output was artist-directed, reviewed, edited, and integrated specifically for Bunnyhop. No content is generated by AI while the game is running. | Oddbrd | - | Aug 14, 2026 | |
HiRoads Remastered In-game content art | AI was used to enhance and adapt original images to widescreens. | Filippo Bodei | - | Aug 14, 2026 | |
Perfectly Fair In-game content audio | Some music and sound in Perfectly Fair was created using AI tools (Suno AI, ElevenLabs) during development. All content is fixed in the final game; nothing is generated live during gameplay. | STORMY RISE | - | Aug 14, 2026 | |
Froggy Fruits In-game content art | Generative AI was used to create some marketing assets, specifically the store capsule images and page banners. The core game content, including the code, levels, character pixel art, and music, has been traditionally developed to ensure a consistent and high-quality solo-developer experience. | Pollocrudo Company | - | Aug 14, 2026 | |
Mission Catastrophic! In-game content art | Some BGs and the temporary world map use AI generated 2D content which is based on 3D asset packs. However, these assets are intended as temporary placeholders and in the polish process they are planned to be swapped with hand made ones. | Nekologic | - | Aug 14, 2026 | |
SAMAKKHI In-game content artaudio | Some models and sound effects in this game were created using AI. | jepmem | - | Aug 13, 2026 | |
Chained Parkour Together Store/marketing art | It has been used in the store page images. | cnsgames | - | Aug 13, 2026 | |
LILITH In-game content artcode | I'm a solo developer. The idea, design, writing, levels and world are my own work. I use AI to help me write code, and some environment art starts from AI-generated drafts that I then repaint and edit by hand in Procreate. Nothing is AI-generated while you play. The music is a real recording from the 1930s. | Mustafa Tugay Sert | - | Aug 13, 2026 | |
Super Frog Ninja In-game content textart | AI generation used for trial names that are shown at the start of trials and for player/NPC avatars. | David Harrington | - | Aug 13, 2026 | |
Experimento73 In-game content audio | The background music was created using artificial intelligence. | Max Calderon | - | Aug 13, 2026 | |
Kamenkik and Friends In-game content art | Generative AI was used during development to create certain promotional artwork and some environmental background art. All gameplay mechanics, programming, level design, characters, animations, UI, and game systems were created and curated by the developer. The game does not use live-generated AI content during gameplay. | Kamencic Games | - | Aug 13, 2026 | |
Nocto And The Ray Of Light Store/marketing artcode | Generative AI used for game box art, 3d modelling and vibe coding assistance. | Spacefarer Retro Remasters LLC | - | Aug 12, 2026 | |
Tilefall In-game content art | Some in-game and marketing images were generated with AI. | Echelon Productions | - | Aug 11, 2026 | |
AfterImage In-game content codetext | AI was used in some developer workflows for programming and for translation to all languages other than English. | Wolf Studios | - | Aug 11, 2026 | |
WHY THE LADDER? In-game content audioart | We used Gemini AI during the development process to assist in generating some ambient background music tracks. Additionally, AI tools were used for minor assistance in refining some visual components and lighting enhancements for marketing assets. All components have been carefully curated, hand-edited, and integrated by the developer to comply with Steam's content policies. | ZeroFlux Games | - | Aug 11, 2026 | |
Bluso Hero and the Copper Heart Dev only | Some resources were created using AI for efficiency as a Solo Developer. | El Abrigo de Paulo | - | Aug 11, 2026 | |
Ancient Bloods: Shadowborn Rising Dev only | As an independent developer/publisher, AI-assisted tools have been used selectively to support presentation and marketing workflows, not to replace the game’s creative direction or development.
The game itself is designed, directed, developed, coded, and assembled by human creators. Core gameplay systems, level design, story direction, implementation, and development decisions are not generated by AI. | 01 Aspects | - | Aug 11, 2026 | |
Detonate & Dash In-game content audiotextart | Some marketing materials for this game were made with generative AI: the trailer's narration uses an AI text-to-speech voice, and parts of this store page were drafted with AI assistance.
Nothing inside the game is AI-generated. The soundtrack is human-composed music licensed for commercial use, all artwork and logos are drawn programmatically by the game's own code, and every screenshot is captured from real gameplay. The game generates no AI content while you play. | Jose Montalvo | - | Aug 10, 2026 |