AI tools were used to generate some graphical assets for the store page (capsules, logos) and to assist with coding scripts.
- Creator
- Dreampanda
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,508 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.
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AI tools were used to generate some graphical assets for the store page (capsules, logos) and to assist with coding scripts.
None of the music is AI generated. The Bard's Kingdom was built by a solo developer using AI as a creative partner. Artwork was generated with AI tools and hand-edited to fit the game's vision. Programming was done collaboratively with AI assistance, guided by over a decade of software development experience. The story, design, and heart of the game are entirely human.
AI tools were used as part of the development process to assist with artwork and coding. All final assets and gameplay content are human-curated and implemented.
As a small team of 2, we used A.I. to generate references and some base materials. Every final asset was either created from scratch or extensively modified, painted over, and artistically reworked by us. We took all creative decisions.
Throughout development, we may utilize procedural and AI-driven tools to support content generation. However, the completed work ultimately represents the creative vision and authorship of our development team.
As a solo developer project, this game leverages generative AI technologies to enable a full-scale production. AI tools were used to generate the C# codebase, visual assets (sprites, backgrounds), Sounds and audio tracks. All content was directed, compiled, and curated by the human developer to ensure a consistent gameplay experience.
AI was used to help with coding and creating concept art.
Concept Art
I used AIs for Items/Skill Icons
few icons
Only a few of the materials are created by AI.
Most of the game's art and UI are generated by AI.
"Generative AI tools were used during the development of this game. Code: AI was used as a coding assistant to improve development efficiency and debugging. Art: AI tools were used to generate drafts for some character designs, icons, and background images. All AI-generated assets were manually reviewed, retouched, and polished by the developer to fit the game's style."
In this project, generative AI is used for development support purposes. AI is mainly utilized to assist with providing code examples and resolving technical issues, and it does not generate code or content dynamically during gameplay. All final code and in-game behavior are reviewed and implemented by the developer.
AI-assisted translation is used for localization on this store page and in parts of the in-game text.
Some resources/sprites are generated/optimized using ComfyUI
Upgrade names based on player progress Short functional descriptions for power-ups Lore quotes from "Ancient Penguin Spirits" How it works: When players level up during gameplay, the AI creates contextual narrative elements based on the player's current level, recent performance, and the type of upgrade being offered. This content is generated in real-time and adapts to the language setting (English or Traditional Chinese). Player experience: AI-generated content is limited to optional narrative flavor text only. All core gameplay, mechanics, weapons, enemies, and progression systems are pre-designed by the developer. The AI does not affect game balance, difficulty, or player outcomes.
The game was programmed by the developer. AI was used as a code-reviewer and suggested changes were implemented within individual functions. Some sound effects were AI generated. Others were legally sourced or recorded by the developer. All sound effects were edited by the developer. To the best of my knowledge, no AI generated images exist in this game. Every animation in the game was made by the developer. Some of the background objects, tile sprites, and fire sprites were sourced from legally purchased asset packs and then modified by the developer.
Only certain visual assets such as the cover art, banners, and installation icons were created using AI. No in-game content, gameplay elements, or narrative assets were generated with AI.
Some AI sound effects and music.
The translations in this game (excluding English and Polish) were prepared with the assistance of artificial intelligence. Each text has been verified and edited by the developer.
Some images on the store page and in game were created using AI tools.
🎮 About the Development of this game As a project developed by a solo creator with limited manpower, Explosive Battle is dedicated to delivering a battlefield that feels both familiar and freshly innovative. Here is our transparent disclosure regarding the game's content creation: Character Concept Art: During the conceptual design phase, generative AI tools were used for style exploration, initial composition, and editing of key art (such as the store capsule images). This helped in finding a unique visual direction.
I use AI to debug my existing code so I don't need to spend time looking at documentation. I also use AI to generate some of the art but not all of it.
Some of the game and promo assets (Less than 5% of all the game assets) were made or improved using AI as a temporal decision and will be replaced when it's financially possible
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Some objects, music, and sounds were generated using AI.
AI tools have been used to help generate the store graphics, which were then edited for final use. No AI tools have been used for any game content. All art in the game is self-made.
Pre-generated Content: This game uses generative AI to assist in the creation of visual assets and environmental artwork. These elements have been further curated and integrated manually by the developer to ensure they fit the game's unique "Solar Escape" aesthetic and gameplay requirements. Live-generated Content: This game does not use any live-generated AI content. All assets are pre-rendered and included in the game files.
Some of the game's visual assets and parts of the soundtrack were created with the assistance of generative AI tools. These AI-generated outputs were then manually edited, curated, and refined by the developers before being included in the game. All AI-assisted content is pre-generated; no live-generated AI content is used during gameplay.
I used AI for generating some images
Font and Translations
Asset created by AI included
5 images were made by AI, but the model was trained by images owned.
As a solo dev, I do not have the skills like many other dev teams. Therefore some parts like the game icon, and the image of the game name, are made with the help of AI. I do not have any plans to expand beyond that.
Generative AI has been used to create marketing content (game poster, capsule image) for this game.
The game’s logo + the level's images list was generated using AI and then manually edited and finalized by the developer. No gameplay, art, or audio content was AI-generated.
No AI is used in core development. We use AI sparingly for some initial aspects such as toy mock ups - all final models are made by our team. We also use to aid in ideation, some social media graphics, voices, sound track and renders. All core aspects, such as development work, maps, VFX, final toy models and code are done by hand and our development team of 30.
We use tools like GitHub Copilot during development. However, all code is verified by our 2 member team, with over 30 years combined experience.
This game subtly experiments with AI-assisted tools in parts of the experience and in some of the marketing images.
Roach english voice. Some marketing images
Includes AI‑assisted artwork.
The only use of AI in this game is for generating character voice lines. No gameplay elements, visuals, or other content are AI-generated. The AI voices may be replaced with human voice actors in future updates.
I have used the AI only to prepare the rough localizations. Furthermore on the way I'am planing to setup crowd localization
Promo materials for marketing and community.
voice-over and some store metadata.
Some visual assets used in the store page and in-game presentation were initially created with the assistance of AI-based tools and were subsequently manually edited, refined, and integrated by the developer. AI tools were used only as part of the early creative workflow (such as concept exploration or base imagery). All final assets were curated, modified, and approved by a human developer. No AI-generated content is created dynamically at runtime, and AI is not used to generate gameplay logic, player interactions, or in-game decisions.
AI is used to generate artwork displayed on in-game loading screens.
AI Pictures AI Voiceover
AI was used coding asistance, marketing assets and musics.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ramming Turtleship - 1592: The Imjin War Store/marketing artcode | AI tools were used to generate some graphical assets for the store page (capsules, logos) and to assist with coding scripts. | Dreampanda | - | Mar 18, 2026 | |
The Bard's Kingdom In-game content artcode | None of the music is AI generated.
The Bard's Kingdom was built by a solo developer using AI as a creative partner. Artwork was generated with AI tools and hand-edited to fit the game's vision. Programming was done collaboratively with AI assistance, guided by over a decade of software development experience. The story, design, and heart of the game are entirely human. | Panda Blade Software | - | Mar 18, 2026 | |
Cosmic Gold Rush In-game content artcode | AI tools were used as part of the development process to assist with artwork and coding. All final assets and gameplay content are human-curated and implemented. | Prospera Mentis | - | Mar 18, 2026 | |
Skinator Dev only art | As a small team of 2, we used A.I. to generate references and some base materials. Every final asset was either created from scratch or extensively modified, painted over, and artistically reworked by us. We took all creative decisions. | Craig Paul Green | - | Mar 18, 2026 | |
BattleBoat X Unclear art | Throughout development, we may utilize procedural and AI-driven tools to support content generation. However, the completed work ultimately represents the creative vision and authorship of our development team. | Glitchfree Games | - | Mar 18, 2026 | |
Sunset Sprinters '98 In-game content artaudiocode | As a solo developer project, this game leverages generative AI technologies to enable a full-scale production. AI tools were used to generate the C# codebase, visual assets (sprites, backgrounds), Sounds and audio tracks. All content was directed, compiled, and curated by the human developer to ensure a consistent gameplay experience. | TrihermesGames LLC | - | Mar 18, 2026 | |
Blue Blaze Dev only codeart | AI was used to help with coding and creating concept art. | SixCats | - | Mar 18, 2026 | |
Echoes of the Wild Store/marketing art | Concept Art | LLogix | - | Mar 18, 2026 | |
Cunning Crooks In-game content art | I used AIs for Items/Skill Icons | Mardus | - | Mar 18, 2026 | |
SECTOR LOCKDOWN In-game content art | few icons | NDDP | - | Mar 18, 2026 | |
A Camera Duel! Unclear | Only a few of the materials are created by AI. | JamieEng542 | - | Mar 18, 2026 | |
地下城竞技场 In-game content art | Most of the game's art and UI are generated by AI. | Underground Cat | - | Mar 18, 2026 | |
ClawBurst In-game content artcode | "Generative AI tools were used during the development of this game.
Code: AI was used as a coding assistant to improve development efficiency and debugging.
Art: AI tools were used to generate drafts for some character designs, icons, and background images. All AI-generated assets were manually reviewed, retouched, and polished by the developer to fit the game's style." | GunGunDev | - | Mar 18, 2026 | |
ルミアと永久の塔 Dev only code | In this project, generative AI is used for development support purposes.
AI is mainly utilized to assist with providing code examples and resolving technical issues,
and it does not generate code or content dynamically during gameplay.
All final code and in-game behavior are reviewed and implemented by the developer. | CoreHatch | - | Mar 18, 2026 | |
GRID/ In-game content text | AI-assisted translation is used for localization on this store page and in parts of the in-game text. | ノエノエゲームズ | - | Mar 18, 2026 | |
Blast Grid Battle Grounds In-game content art | Some resources/sprites are generated/optimized using ComfyUI | FAN HONGHUI | - | Mar 18, 2026 | |
Arctic Survivors In-game content text | Upgrade names based on player progress
Short functional descriptions for power-ups
Lore quotes from "Ancient Penguin Spirits"
How it works:
When players level up during gameplay, the AI creates contextual narrative elements based on the player's current level, recent performance, and the type of upgrade being offered. This content is generated in real-time and adapts to the language setting (English or Traditional Chinese).
Player experience:
AI-generated content is limited to optional narrative flavor text only. All core gameplay, mechanics, weapons, enemies, and progression systems are pre-designed by the developer. The AI does not affect game balance, difficulty, or player outcomes. | The Survivors | - | Mar 18, 2026 | |
What A World In-game content codeaudioart | The game was programmed by the developer. AI was used as a code-reviewer and suggested changes were implemented within individual functions.
Some sound effects were AI generated. Others were legally sourced or recorded by the developer. All sound effects were edited by the developer.
To the best of my knowledge, no AI generated images exist in this game. Every animation in the game was made by the developer. Some of the background objects, tile sprites, and fire sprites were sourced from legally purchased asset packs and then modified by the developer. | Jesse Bensen | - | Mar 18, 2026 | |
The Other Me Reborn In-game content art | Only certain visual assets such as the cover art, banners, and installation icons were created using AI. No in-game content, gameplay elements, or narrative assets were generated with AI. | Anomalybyte Studio | - | Mar 18, 2026 | |
Wings of Vi 2 In-game content audio | Some AI sound effects and music. | Grynsoft | - | Mar 18, 2026 | |
Saveggies In-game content text | The translations in this game (excluding English and Polish) were prepared with the assistance of artificial intelligence. Each text has been verified and edited by the developer. | melancode | - | Mar 18, 2026 | |
Behold the Horde In-game content art | Some images on the store page and in game were created using AI tools. | Dawnless Interactive | - | Mar 18, 2026 | |
Three Kingdoms:Explosive Battle Store/marketing art | 🎮 About the Development of this game
As a project developed by a solo creator with limited manpower, Explosive Battle is dedicated to delivering a battlefield that feels both familiar and freshly innovative. Here is our transparent disclosure regarding the game's content creation:
Character Concept Art: During the conceptual design phase, generative AI tools were used for style exploration, initial composition, and editing of key art (such as the store capsule images). This helped in finding a unique visual direction. | DeerChaser | - | Mar 18, 2026 | |
Target Menace : The Awakening In-game content artcode | I use AI to debug my existing code so I don't need to spend time looking at documentation. I also use AI to generate some of the art but not all of it. | thebitbinarygames | - | Mar 18, 2026 | |
Paws Coven In-game content art | Some of the game and promo assets (Less than 5% of all the game assets) were made or improved using AI as a temporal decision and will be replaced when it's financially possible | Wintercrow Games | 37 | Mar 18, 2026 | |
Max's Adventures: Valentine's Edition In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | J Indie Games | - | Mar 18, 2026 | |
AbyssFloor Survivors In-game content artaudio | Some objects, music, and sounds were generated using AI. | Katarienumono.inc | - | Mar 18, 2026 | |
Overpowered 2 - Crux of Fate Store/marketing art | AI tools have been used to help generate the store graphics, which were then edited for final use. No AI tools have been used for any game content. All art in the game is self-made. | Eastasiasoft Limited | - | Mar 18, 2026 | |
Solar Escape In-game content art | Pre-generated Content: This game uses generative AI to assist in the creation of visual assets and environmental artwork. These elements have been further curated and integrated manually by the developer to ensure they fit the game's unique "Solar Escape" aesthetic and gameplay requirements.
Live-generated Content: This game does not use any live-generated AI content. All assets are pre-rendered and included in the game files. | Hauntspectre | - | Mar 18, 2026 | |
KOOO TO JUMP! In-game content artaudio | Some of the game's visual assets and parts of the soundtrack were created with the assistance of generative AI tools. These AI-generated outputs were then manually edited, curated, and refined by the developers before being included in the game. All AI-assisted content is pre-generated; no live-generated AI content is used during gameplay. | Tzavis Studio | - | Mar 18, 2026 | |
Battlemage Ascension Unclear art | I used AI for generating some images | Alex H | - | Mar 18, 2026 | |
Slay The Berserker In-game content text | Font and Translations | Advance Garde | - | Mar 18, 2026 | |
Halls of the damned In-game content | Asset created by AI included | Team EX | - | Mar 18, 2026 | |
Magus Day Store/marketing art | 5 images were made by AI, but the model was trained
by images owned. | Lost Crit | - | Mar 18, 2026 | |
Dead Circuit In-game content art | As a solo dev, I do not have the skills like many other dev teams. Therefore some parts like the game icon, and the image of the game name, are made with the help of AI.
I do not have any plans to expand beyond that. | Devils Hire Games | - | Mar 18, 2026 | |
LOZT: Legion of Zombie Terrors Store/marketing art | Generative AI has been used to create marketing content (game poster, capsule image) for this game. | Wizard Games Inc. | - | Mar 18, 2026 | |
AIZASIA In-game content art | The game’s logo + the level's images list was generated using AI and then manually edited and finalized by the developer. No gameplay, art, or audio content was AI-generated. | LLC Onisino | - | Mar 18, 2026 | |
Bedroom Brawl In-game content artaudiotext | No AI is used in core development. We use AI sparingly for some initial aspects such as toy mock ups - all final models are made by our team. We also use to aid in ideation, some social media graphics, voices, sound track and renders. All core aspects, such as development work, maps, VFX, final toy models and code are done by hand and our development team of 30. | RED Gaming LLC | - | Mar 18, 2026 | |
DreadHold Dev only code | We use tools like GitHub Copilot during development.
However, all code is verified by our 2 member team, with over 30 years combined experience. | Sam Parton | - | Mar 18, 2026 | |
The Zyrdain Sands In-game content | This game subtly experiments with AI-assisted tools in parts of the experience and in some of the marketing images. | FifoArts | - | Mar 18, 2026 | |
MeetMeat In-game content audioart | Roach english voice. Some marketing images | Cherokee Games | - | Mar 18, 2026 | |
StormBonk Unclear art | Includes AI‑assisted artwork. | Edenvind | - | Mar 18, 2026 | |
Whispers Of The Crypt In-game content audio | The only use of AI in this game is for generating character voice lines. No gameplay elements, visuals, or other content are AI-generated. The AI voices may be replaced with human voice actors in future updates. | AstroRealmStudios | - | Mar 18, 2026 | |
UltiMage In-game content text | I have used the AI only to prepare the rough localizations.
Furthermore on the way I'am planing to setup crowd localization | CrimsonShaman | - | Mar 18, 2026 | |
StalSide Store/marketing art | Promo materials for marketing and community. | Mobster | - | Mar 18, 2026 | |
Kings Do Not Fall In-game content audio | voice-over and some store metadata. | HYPERDEVBOX JAPAN | - | Mar 18, 2026 | |
BlastForge MFPS In-game content art | Some visual assets used in the store page and in-game presentation were initially created with the assistance of AI-based tools and were subsequently manually edited, refined, and integrated by the developer.
AI tools were used only as part of the early creative workflow (such as concept exploration or base imagery). All final assets were curated, modified, and approved by a human developer.
No AI-generated content is created dynamically at runtime, and AI is not used to generate gameplay logic, player interactions, or in-game decisions. | BlastForge– Forge your legend Studio | - | Mar 18, 2026 | |
Protocol Nightmare In-game content art | AI is used to generate artwork displayed on in-game loading screens. | Cauan Buzolin | - | Mar 18, 2026 | |
Unreal Parkour Running In-game content artaudio | AI Pictures
AI Voiceover | Zeus159REG | - | Mar 18, 2026 | |
SECOND WIND Store/marketing codeartaudio | AI was used coding asistance, marketing assets and musics. | Goldenstone Games | - | Mar 18, 2026 |