Generative AI tools were used to assist with the development and coding of the game, including generating, modifying, and troubleshooting code that ships with the game.
- Creator
- Arkras Studio
- Reviews
- -
- Added
- Sep 7, 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.
Generative AI tools were used to assist with the development and coding of the game, including generating, modifying, and troubleshooting code that ships with the game.
During the development of the video game DEPTH STRIKE, I used neural networks, but I did most of the work myself.
AI was used to code and concept art generation.
During the early stages of development, I used AI tools as a creative and technical aid, mainly to help with parts of the code and to create early drafts of some background artwork. These were only starting points in the development process. The materials were then reviewed, adapted, modified, and integrated as part of the game’s overall development.
This game used generative AI during development as a programming aid, assisting with the writing, debugging, and optimization of portions of the source code. All AI-assisted code was reviewed, edited, and tested by the developer before inclusion.
AI tools were used during development as a programming and brainstorming assistant: the game's code were written with AI assistance under my direction and review, and I used AI to talk through design ideas. All art, audio, and text in the game itself are either hand-made, procedurally generated by the game's own code, or sourced from credited CC0 asset packs (big thanks to Kenney Vleugels).
The game's art and sound are drawn and synthesised in code at runtime rather than shipped as asset files, and that code was written with AI coding assistance under human direction. No AI runs while the game is playing. The soundtrack is licensed human-authored works.
Generative AI tools were used during development to assist with programming and the creation of portions of the game's source code. The game does not use generative AI during gameplay and does not connect to external AI services.
Used in code development, including visual animation code, and certain text content.
Generative AI was used as an assistive tool during the development of ASTROLANDER. It helped accelerate certain prototyping phases, explore concept art ideas, and experiment with programming solutions. All assets integrated into the game were modified or recreated by the developer to align with the project's art direction and gameplay.
Enchanted Blackjack is a creative outlet and passion project of mine. The original build was created in 48 hours for a game jam without using AI. Since then, I have incorporated LLMs such as Claude Code into my workflow to speed up the software development part of game making. I am very aware AI is antithetical to the artform and I take care to ensure all graphics, sound effects, and music is created by humans WITHOUT the use of AI.
Generative artificial intelligence was used to develop the code in this game
Sirius speaks using pre-rendered audio clips. Every line of dialogue was written by hand; an open-weight text-to-speech model (Kokoro-82M, Apache 2.0) was used during development to record those written lines as audio, in the same way a voice actor would. No dialogue, text or imagery is generated by AI — the model performs a fixed script of authored lines, and the resulting audio files ship with the product. Nothing is generated while the software is running.
During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team.
Generative AI tools were used during development to assist with the creation of some visual assets and development materials. All AI-assisted content was reviewed and integrated by the developer. No generative AI is used during gameplay.
During the visual development process, I used generative AI tools (Leonardo AI, ChatGPT, etc.) to generate initial concept art and ideas. Using these concepts as a foundation, I manually redrew and refined every pixel in Aseprite, split them into layers for parallax effects, and converted them into functional game assets for Unity. — Esra Soner (Catstanbul's Developer)
Epoch Studio is a private writing and worldbuilding studio. When you ask it to, it can generate text suggestions and illustrations to help you develop your own manuscript. All generation runs locally on your own machine using bundled, permissively-licensed AI models — or optional cloud providers you connect with your own API key. Nothing is generated on its own: every suggestion is a deliberate action you take, and you review, edit, and decide what becomes part of your book. Your writing never leaves your device and is never used to train any AI model.
Game code and ui was assisted with Claude
Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization.
AI was not used to make mechanics or maps AI was used to create placeholder images that will be removed before the full release of the game.
Shirt Happens! was made with the help of generative AI. We used it to write and review code, to bring the game's mechanics online, to support our UI work, to generate visual assets and reference images for our 2D and 3D art, to draft written text including parts of this store page, and as a sounding board for design ideas. Everything it produced was reviewed, edited and finished by us before it shipped.
AI-assistive tools were used for development support, including prototyping, coding, testing, documentation, and workflows; all player-facing creative content such as Art, UI, VFX, music, voice acting, and marketing materials was created by human developers and artists.
Generative AI tools were used during the development of Don't Fall Down as an assistive tool for development
Game Title itself is generated by AI and will be changed before demo release.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
AI was used to assist in coding, as this is my first multiplayer game.
AI has been used solely as a coding assistant for assistance purposes. As a solo indie developer with no software background, using a coding assistant is my only option. Regards.
The game code is written using AI but the ideas and game concepts are human made.
AI has been used to assist in the build process, but has absolutely not been used in thematic creative direction, game play or story direction whatsoever. Aveos is a solo developer project, and nothing has been left for AI to decide. All results have been tailored to fit the output of the vision, and it is used in lieu of a team of developers. Should those resources have been available, they would have been obviously preferred.
Generative AI may be used during the development of AIRPORT 7 for development assistance, brainstorming, and creating or refining certain development-related content. AI-generated content is reviewed and edited by the developer before being included in the game. The game does not use generative AI to generate content for players during gameplay.
Were used during development to assist with selected visual asset workflows. All final assets were reviewed, edited, optimized, and manually integrated by the developer.
This game has no AI ready to jump out and harm you. Research from LLMs and "AI" was used in some production of the game. It is just a safe, harmless game for you to enjoy. We hope you will like it as much as we do.
AI was used to help program the game. All art, assets, and game design decisions did not use any AI.
AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team.
As a solo developer, I utilize AI to amplify my outputs. Although I never rely on or depend on the AI to do the work, it is a tool much like this computer that I am typing on, the creativity is still up to us to use it correctly. No content is generated during play.
I’m an indie game developer and have tried making games for years. Generative AI has been used as part of my development process, including helping with code, visual and sound assets. It is not a simple one-shot process, but effort has been put in over multiple generations to control and curate the art style.
AI used for coding assistance
This game was developed with assistance from multiple generative AI models, but it does not use generative AI at runtime or produce any live-generated content.
All artwork, sprites, terrain, animations and audio are procedurally generated by our own deterministic tools or licensed/purchased from human-made sources. No generative AI images or audio are used. AI assistance was used for drafting and prototyping, all of which is reviewed and further iterated by a human. No AI models run while the game is played.
FryDay does not use generative AI in real time. It's only used as an assisstant during production, marketing, sound, and music.
Used AI for code generation. Audio was source by humans, developer used their own voice for the radio, and art sourced by humans.
This app uses AI tools during the development process, for example to configure some behavior algorithms. All dog sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay.
AI used for programmation
Some limited AI tools are use in research and debugging
Note: Developed entirely solo, this project utilizes modern auxiliary tools for code optimization and localization. If you encounter any bugs, please feel free to reach out to help improve the game experience!
Coppersmog is a game created independently by me, a father, a husband and a video game hobbyist. I'm proud to say that I designed the game, directed it, and decided what made it fun to play. I also built it with the help of generative AI. I wanted to tell you this fact plainly so that my honesty could help bridge your concerns and inform your choice to play this game. Here is what the AI contribution actually means in this game and with me specifically. Every decision in this game is mine. The world, the rules, how a room feels, what a blorb is, and what's allowed to happen to one, I set it all. To be honest, I throw away most of what AI generates because it just doesn't "get it" most of the time. AI has no taste. It cannot tell when something is right, funny, or profound. It can make an enormous number of things, but it cannot decide which of them belongs in Coppersmog. That judgement is the heart of the job. That judgement is my most important aspect of what I do. AI gives me is attempts, drafts and options. It writes code segments, runs thousands of fight simulations, and fixes my grammar and then I cut, change, reject, and try again. AI is wrong constantly. Sometimes it builds a second version of something the game already has. Sometimes it forgets a decision we made weeks ago. Sometimes it writes code that looks perfect and never runs. There's a lot of invisible work to keep those pieces pointed in the same direction. Orchestrating it all falls to me. I know that AI integration is not acceptable to everyone and so I wanted to be honest about how I'm using it to give you a chance to make an informed decision. If you read all of this and decide that Coppersmog is not for you, that's a completely fair choice. I want you to make choices that are best for you, using the facts in front of you. One thing that brings me comfort as I wrestle with where I want AI to be in my life is that this is a hobby project that made me smile quite a bit. I'm proud of my little world. Thank you.
Daily code audits using AI, mainly focussed on optimization. Some hud art is generated as concept art, then altered or remade to specifically fit the game theme. We plan to replace all before release. Actual building blocks and pixelart is partly bought from isometric art sellers and most of them recrafted by hand. No AI content is generated during gameplay.
We may use AI-based tools during development to assist with content creation. In all such cases, the final game mirrors our dev team's creativity and expression.
No Generative AI art was used in-game or in any of the promotional material. However, ai-assisted tools were used in development for coding assistance and image editing tasks such as upscaling and cleanup of screenshots to be used in capsule arts.
Generative AI has been used during the early stages of development to create temporary placeholder content, primarily to support production and prototyping. This content is intended to be temporary and is planned to be replaced with final assets specifically created for the game as development progresses.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Adventurer's Guild Idler Dev only code | Generative AI tools were used to assist with the development and coding of the game, including generating, modifying, and troubleshooting code that ships with the game. | Arkras Studio | - | Sep 7, 2026 | |
DEPTH STRIKE Dev only | During the development of the video game DEPTH STRIKE, I used neural networks, but I did most of the work myself. | Victoria Games | - | Sep 7, 2026 | |
Only Straight Bros Dev only codeart | AI was used to code and concept art generation. | Nocean Studio | - | Sep 7, 2026 | |
Gemorium Dev only artcode | During the early stages of development, I used AI tools as a creative and technical aid, mainly to help with parts of the code and to create early drafts of some background artwork. These were only starting points in the development process. The materials were then reviewed, adapted, modified, and integrated as part of the game’s overall development. | Bagosz Dev | - | Sep 7, 2026 | |
ONE MORE BITE! Dev only code | This game used generative AI during development as a programming aid, assisting with the writing, debugging, and optimization of portions of the source code. All AI-assisted code was reviewed, edited, and tested by the developer before inclusion. | MusuGame | - | Sep 7, 2026 | |
Minevester Dev only code | AI tools were used during development as a programming and brainstorming assistant: the game's code were written with AI assistance under my direction and review, and I used AI to talk through design ideas. All art, audio, and text in the game itself are either hand-made, procedurally generated by the game's own code, or sourced from credited CC0 asset packs (big thanks to Kenney Vleugels). | Arkamia | - | Sep 6, 2026 | |
Neon Meltdown Dev only artaudiocode | The game's art and sound are drawn and synthesised in code at runtime rather than shipped as asset files, and that code was written with AI coding assistance under human direction. No AI runs while the game is playing. The soundtrack is licensed human-authored works. | Living Skies Interactive | - | Sep 6, 2026 | |
LowBudgetSlots Dev only code | Generative AI tools were used during development to assist with programming and the creation of portions of the game's source code. The game does not use generative AI during gameplay and does not connect to external AI services. | Flaxx | - | Sep 6, 2026 | |
Project RedTeam: Contract Offensive Dev only textcode | Used in code development, including visual animation code, and certain text content. | HomeOfTheDev | - | Sep 6, 2026 | |
Astrolander Dev only artcode | Generative AI was used as an assistive tool during the development of ASTROLANDER. It helped accelerate certain prototyping phases, explore concept art ideas, and experiment with programming solutions. All assets integrated into the game were modified or recreated by the developer to align with the project's art direction and gameplay. | SpaghetGames | - | Sep 6, 2026 | |
Enchanted Blackjack Dev only code | Enchanted Blackjack is a creative outlet and passion project of mine. The original build was created in 48 hours for a game jam without using AI. Since then,
I have incorporated LLMs such as Claude Code into my workflow to speed up the software development part of game making. I am very aware AI is antithetical to the artform and I take care to ensure all graphics, sound effects, and music is created by humans WITHOUT the use of AI. | drikdrok | - | Sep 6, 2026 | |
Rico Rite Dev only code | Generative artificial intelligence was used to develop the code in this game | Wenxuan Su | - | Sep 5, 2026 | |
SIRIUS BFM Coach Dev only audio | Sirius speaks using pre-rendered audio clips. Every line of dialogue was written by hand; an open-weight text-to-speech model (Kokoro-82M, Apache 2.0) was used during development to record those written lines as audio, in the same way a voice actor would. No dialogue, text or imagery is generated by AI — the model performs a fixed script of authored lines, and the resulting audio files ship with the product. Nothing is generated while the software is running. | S.A.L.S.A. Simulation | - | Sep 4, 2026 | |
Macrostate Dev only | During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team. | Leveraged Interactive | - | Sep 4, 2026 | |
Human Protocol Dev only art | Generative AI tools were used during development to assist with the creation of some visual assets and development materials. All AI-assisted content was reviewed and integrated by the developer. No generative AI is used during gameplay. | IONAR Studio Games | - | Sep 4, 2026 | |
Catstanbul Dev only art | During the visual development process, I used generative AI tools (Leonardo AI, ChatGPT, etc.) to generate initial concept art and ideas. Using these concepts as a foundation, I manually redrew and refined every pixel in Aseprite, split them into layers for parallax effects, and converted them into functional game assets for Unity.
— Esra Soner (Catstanbul's Developer) | Esra Soner | - | Sep 4, 2026 | |
Epoch Studio Dev only textart | Epoch Studio is a private writing and worldbuilding studio. When you ask it to, it can generate text suggestions and illustrations to help you develop your own manuscript. All generation runs locally on your own machine using bundled, permissively-licensed AI models — or optional cloud providers you connect with your own API key. Nothing is generated on its own: every suggestion is a deliberate action you take, and you review, edit, and decide what becomes part of your book. Your writing never leaves your device and is never used to train any AI model. | Epoch Works LLC | - | Sep 4, 2026 | |
Drag and Conquer Dev only code | Game code and ui was assisted with Claude | Grawr | - | Sep 4, 2026 | |
VOID CLICKER: Infinite Prestige Dev only | Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization. | TrashPanda Interactive | - | Sep 4, 2026 | |
Bow Warfare Dev only art | AI was not used to make mechanics or maps AI was used to create placeholder images that will be removed before the full release of the game. | Iron Tank Studios | - | Sep 4, 2026 | |
Shirt Happens! Dev only arttextcode | Shirt Happens! was made with the help of generative AI. We used it to write and review
code, to bring the game's mechanics online, to support our UI work, to generate visual
assets and reference images for our 2D and 3D art, to draft written text including parts
of this store page, and as a sounding board for design ideas. Everything it produced was
reviewed, edited and finished by us before it shipped. | Duigrind | - | Sep 4, 2026 | |
Maneater 2 Dev only artaudiotextcode | AI-assistive tools were used for development support, including prototyping, coding, testing, documentation, and workflows; all player-facing creative content such as Art, UI, VFX, music, voice acting, and marketing materials was created by human developers and artists. | Tripwire Interactive | - | Sep 3, 2026 | |
Don't Fall Down Dev only | Generative AI tools were used during the development of Don't Fall Down as an assistive tool for development | Shade Games | - | Sep 3, 2026 | |
Take That Shot Dev only text | Game Title itself is generated by AI and will be changed before demo release. | Triarch Interactive | - | Sep 3, 2026 | |
Ultracapitalism Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Andrew Brown | - | Sep 3, 2026 | |
Don't Forget the Train Dev only code | AI was used to assist in coding, as this is my first multiplayer game. | Glitch Omen | - | Sep 3, 2026 | |
AI Domination 98 Dev only code | AI has been used solely as a coding assistant for assistance purposes.
As a solo indie developer with no software background, using a coding assistant is my only option.
Regards. | TOzcanDev | - | Sep 3, 2026 | |
Neon Arcade Dev only code | The game code is written using AI but the ideas and game concepts are human made. | geertvd | - | Sep 3, 2026 | |
Aveos Dev only | AI has been used to assist in the build process, but has absolutely not been used in thematic creative direction, game play or story direction whatsoever. Aveos is a solo developer project, and nothing has been left for AI to decide. All results have been tailored to fit the output of the vision, and it is used in lieu of a team of developers. Should those resources have been available, they would have been obviously preferred. | Castles | - | Sep 3, 2026 | |
Airport 7 Dev only | Generative AI may be used during the development of AIRPORT 7 for development assistance, brainstorming, and creating or refining certain development-related content. AI-generated content is reviewed and edited by the developer before being included in the game. The game does not use generative AI to generate content for players during gameplay. | Mr Dev | - | Sep 3, 2026 | |
Garage: Tidy Up! Dev only art | Were used during development to assist with selected visual asset workflows.
All final assets were reviewed, edited, optimized, and manually integrated by the developer. | Cat Company Limited | - | Sep 3, 2026 | |
Forty Depths Beneath Knossos: The Minotaur's Maze Dev only | This game has no AI ready to jump out and harm you. Research from LLMs and "AI" was used in some production of the game. It is just a safe, harmless game for you to enjoy. We hope you will like it as much as we do. | Troll Hunter Gaming | - | Sep 1, 2026 | |
John Whisk Dev only code | AI was used to help program the game. All art, assets, and game design decisions did not use any AI. | Magirush | - | Sep 1, 2026 | |
Card Shelter Defence Dev only artaudio | AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team. | NeographGamer | - | Sep 1, 2026 | |
Empires of Black Powder Dev only | As a solo developer, I utilize AI to amplify my outputs. Although I never rely on or depend on the AI to do the work, it is a tool much like this computer that I am typing on, the creativity is still up to us to use it correctly. No content is generated during play. | ArchAngel Cinema | - | Sep 1, 2026 | |
The Frog Prince: Unfrogged Dev only artaudiocode | I’m an indie game developer and have tried making games for years. Generative AI has been used as part of my development process, including helping with code, visual and sound assets. It is not a simple one-shot process, but effort has been put in over multiple generations to control and curate the art style. | Spacial Vision Pte. Ltd. | - | Sep 1, 2026 | |
Adventurers-wanted Dev only code | AI used for coding assistance | Happy Distractions Studio | - | Sep 1, 2026 | |
Chroma Keyboard Dev only | This game was developed with assistance from multiple generative AI models, but it does not use generative AI at runtime or produce any live-generated content. | Ambertide Studio | - | Sep 1, 2026 | |
A Million Orcs Dev only artaudio | All artwork, sprites, terrain, animations and audio are procedurally generated by our own deterministic tools or licensed/purchased from human-made sources. No generative AI images or audio are used. AI assistance was used for drafting and prototyping, all of which is reviewed and further iterated by a human. No AI models run while the game is played. | JD Interactive | - | Sep 1, 2026 | |
Fryday Dev only audioart | FryDay does not use generative AI in real time. It's only used as an assisstant during production, marketing, sound, and music. | End Games | - | Sep 1, 2026 | |
Bumper to Billions Dev only code | Used AI for code generation. Audio was source by humans, developer used their own voice for the radio, and art sourced by humans. | Happy Distractions Studio | - | Sep 1, 2026 | |
Sill Dogs Dev only code | This app uses AI tools during the development process, for example to configure some behavior algorithms. All dog sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay. | SQOOL | - | Sep 1, 2026 | |
Out of Range Dev only code | AI used for programmation | Yoho Games | - | Sep 1, 2026 | |
Everyone Will Die Dev only | Some limited AI tools are use in research and debugging | Konstantine Games | - | Sep 1, 2026 | |
Heroes of Aetheria : Crystal Siege Dev only codetext | Note: Developed entirely solo, this project utilizes modern auxiliary tools for code optimization and localization. If you encounter any bugs, please feel free to reach out to help improve the game experience! | Aethel Studio | - | Sep 1, 2026 | |
Coppersmog Dev only codetext | Coppersmog is a game created independently by me, a father, a husband and a video game hobbyist.
I'm proud to say that I designed the game, directed it, and decided what made it fun to play.
I also built it with the help of generative AI.
I wanted to tell you this fact plainly so that my honesty could help bridge your concerns and inform your choice to play this game.
Here is what the AI contribution actually means in this game and with me specifically.
Every decision in this game is mine. The world, the rules, how a room feels, what a blorb is, and what's allowed to happen to one, I set it all.
To be honest, I throw away most of what AI generates because it just doesn't "get it" most of the time.
AI has no taste. It cannot tell when something is right, funny, or profound. It can make an enormous number of things, but it cannot decide which of them belongs in Coppersmog. That judgement is the heart of the job. That judgement is my most important aspect of what I do.
AI gives me is attempts, drafts and options.
It writes code segments, runs thousands of fight simulations, and fixes my grammar and then I cut, change, reject, and try again.
AI is wrong constantly.
Sometimes it builds a second version of something the game already has. Sometimes it forgets a decision we made weeks ago. Sometimes it writes code that looks perfect and never runs. There's a lot of invisible work to keep those pieces pointed in the same direction. Orchestrating it all falls to me.
I know that AI integration is not acceptable to everyone and so I wanted to be honest about how I'm using it to give you a chance to make an informed decision.
If you read all of this and decide that Coppersmog is not for you, that's a completely fair choice. I want you to make choices that are best for you, using the facts in front of you.
One thing that brings me comfort as I wrestle with where I want AI to be in my life is that this is a hobby project that made me smile quite a bit. I'm proud of my little world. Thank you. | Jamie McBurney | - | Sep 1, 2026 | |
Forgotten Towns Dev only artcode | Daily code audits using AI, mainly focussed on optimization.
Some hud art is generated as concept art, then altered or remade to specifically fit the game theme. We plan to replace all before release.
Actual building blocks and pixelart is partly bought from isometric art sellers and most of them recrafted by hand.
No AI content is generated during gameplay. | Taffee Software | - | Sep 1, 2026 | |
Melt Down Dev only | We may use AI-based tools during development to assist with content creation. In all such cases, the final game mirrors our dev team's creativity and expression. | BallBearingGames | - | Sep 1, 2026 | |
Divebomb: Weaponized Racing Dev only artcode | No Generative AI art was used in-game or in any of the promotional material. However, ai-assisted tools were used in development for coding assistance and image editing tasks such as upscaling and cleanup of screenshots to be used in capsule arts. | RPM Digital | - | Sep 1, 2026 | |
Tobamacco Defense Dev only | Generative AI has been used during the early stages of development to create temporary placeholder content, primarily to support production and prototyping. This content is intended to be temporary and is planned to be replaced with final assets specifically created for the game as development progresses. | Tarodev | - | Aug 31, 2026 |