I only use AI to aid in coding. I am a solo dev and i built all music and all artwork.
- Creator
- Journeyman Games
- Reviews
- -
- Added
- Sep 30, 2026
Public Steam disclosure research 26,545 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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I only use AI to aid in coding. I am a solo dev and i built all music and all artwork.
Some background environment props and their textures (signage, lamps, surfaces, decals and small set-dressing objects) were generated with AI assistance, using AI written procedural code rather than an image or mesh generator. They ship with the game as scenery. Everything else is the developer's own work: all writing and in-game text, game design, game code, audio and sound design, the visual identity, and all store page art. No AI generated content is produced while the game is running.
本游戏包含在开发过程中借助生成式 AI 制作的预生成视觉资源,包括[角色立绘/插画/背景/其他视觉资源]。游戏运行过程中不会生成 AI 内容,也不会连接外部 AI 服务。
AI assistance was used. All in-game art, music, and sound were made by people.
Generative AI tools were used during development to assist with the creation of certain art assets.
This game uses generative AI to assist in creating visual and audio assets, and in translating and localizing in-game text into multiple languages.
Generative AI tools were used during development to assist with the creation of selected visual, audio and creative assets. All content included in the final game was reviewed and selected by the developer.
Pre-generated AI tools were used during development to create portions of the game's static 2D artwork and music, including some environment and character images, store marketing art, and achievement icons. The outputs were selected, edited, integrated, and reviewed by the developer. No content is generated while the game is running, and the game does not send player prompts or player data to any AI service.
AI was used during development for certain 2D art assets, translation scaffolding, and development assistance.
AI tools were used during development for programming, image creation, scenario writing, and translation. All AI-assisted or AI-generated content has been reviewed and, where necessary, edited by the developer before being included in the final release. No content is generated by AI during gameplay.
Various usages of LLM's and Generative Ai used in development
Library Capsule Library Header Library Hero Library Logo Store Capsule Store Header can contain AI generated images.
AI was used for localization, generating achievement textures, and the title card in the trailer.
Trapoint is made by a single developer. 3D models, 2D art, sound, music, UI text, and the English localization were generated with AI tools from the developer's own prompts and then edited and integrated by hand; game design, systems, and level data are the developer's own work.
The music and much of the artwork in Rift Ward were created with generative AI tools, then chosen and edited.
AI was used to help with the development process of the game, and was overseen by developers.
This game was made with the help of generative AI. AI tools were used during development to create visual assets, sound and music, parts of the source code, and the translations of this page and the in-game text. Everything was chosen, edited and assembled by hand before release. Nothing is generated while you play — all content ships with the game.
Generative Fill and some generative AI editing tools were used while creating the visuals.
All of the game's art, music and sound effects were made by human artists (commercially licensed packs, credited in the game). AI tools were used to assist with programming and with writing and translating the game's text; all content was reviewed and edited by the developer. The game does not generate any AI content while you play.
We use generative AI for coding and translation.
AI was used generate and polish store page graphic assets
This product contains AI generated scene art and sound design.
Pre-generated content: the pixel art (characters, animations, tiles, props, UI frames) and the store capsule art were made with the help of an AI pixel-art tool, then selected, edited and assembled by the developer. Store page texts and their translations were drafted with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play. Music, sound effects and fonts are licensed assets made by people.
Portraits of characters and creatures are generated using Stable Diffusion. They appear in-game and in store page materials. I plan to replace all generated portraits with hand-drawn art. Some in-game labels and text descriptions are placeholders generated by an LLM. I am gradually rewriting them by hand.
Translation was supported by AI tools.
Generative AI is used as a supplementary tool, primarily for partial editing of image assets and translation. ※It is not used to generate images from scratch or to create 3D models.
AI tools assisted portions of the pre-produced artwork, text, development code, and audio-production scripts. Music and sound effects use procedural synthesis. No AI content is generated during gameplay, and the Windows game does not connect to an external AI service.
Generative ai was used to do change some angles to orthographic perspective and all of the sprites are vectorized, and some sfx was generated.
Store listing assets & descriptions passed through generative AI for enhancements & review.
Pre-generated content only. No AI generated content is produced at runtime during gameplay. Some in-game text and its English localization were drafted with AI assistance and edited by the team. All art, including card art, backgrounds, icons and UI, is created by our artist. AI image tools were used as visual reference during concept work only; no AI generated image ships in the game. No AI models are used for music or sound effects.
Time Traveler: Divergence uses locally running generative AI to enable dynamic NPC conversations. AI-generated dialogue is constrained by the game's predefined rules, characters, world knowledge, and simulation state. AI is also used locally to generate voice-over for these dynamic conversations. No external AI service is required during gameplay.
This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer.
Pre-generated: AI-assisted development was used for portions of WiderUp's included preset/code content. Generative image tools were also used for splash/backdrop artwork and parts of the user-interface icon set, based on WiderUp's prompts and followed by human review/editing. Shipped outputs were reviewed, tested and integrated by WiderUp. The product does not rely on an AI service while it is running. Live-generated: None. Spiroshader does not generate content with AI at runtime and contains no runtime AI model or generative-AI service.
Used for character voice acting and for generating and editing graphical images.
The illustrated character portraits used as player avatars (also shown in our store and library artwork) were created with AI image generation (Google Gemini) and then cropped and adjusted by the developer. Some store text and interface translations were drafted with AI assistance. The game does not generate any AI content while you play.
In-game visuals and audio were developed with AI assistance.
Some of the visual and audio assets in Subject 4471 were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, curated, and edited by the developer to ensure it is appropriate, and the developer has taken steps to ensure it holds the rights necessary to use this content. This game does not generate any AI content in real time during gameplay.
Some UI icons were generated using AI, then refined by our artists to suit the UI. All other artwork was created by hand. No AI content is generated during gameplay.
Content produced with AI assistance: script functions and audio.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review: Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated. Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours. Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers. Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer. Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing.
During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay.
This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service.
Some images shipped in the game were created with generative AI during development and then selected and reviewed by the developer. No other shipped content was generated by AI.
Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay.
During development, generative AI tools were used to assist with portions of the game’s artwork and music. All such content was selected, edited, refined, and integrated by the developer, with final creative direction and implementation handled manually.
AI is used throughout game development.
As a solo developer with a big dream and limited resources, I want to be entirely upfront how this game was built. The vast majority of this game is completely human-made: I crafted the pixel characters, animations, code, and story over the past 10 years. I also utilized incredible royalty-free and purchased assets from human creators like gyvr, Eunity, RafaelMatos, penusbmic, Winlu, Geoff Harvey. The use of generative AI was for touching up and refining the marketing capsule images using Adobe Photoshop tools.
AI assisted with some interface text, English translation and vector artwork during development. No AI generation occurs during gameplay.
Hero Chains of Destiny includes pre-generated content created with the assistance of generative AI tools during development. This includes selected artwork, music, and sound effects. All generated content is reviewed, curated, and approved by the developer before being included in the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Creators of War Dev only code | I only use AI to aid in coding. I am a solo dev and i built all music and all artwork. | Journeyman Games | - | Sep 30, 2026 | |
Archival Security In-game content artcode | Some background environment props and their textures (signage, lamps,
surfaces, decals and small set-dressing objects) were generated with AI
assistance, using AI written procedural code rather than an image or mesh
generator. They ship with the game as scenery.
Everything else is the developer's own work: all writing and in-game text,
game design, game code, audio and sound design, the visual identity, and all
store page art.
No AI generated content is produced while the game is running. | Donewasting | - | Sep 30, 2026 | |
终点防线 In-game content art | 本游戏包含在开发过程中借助生成式 AI 制作的预生成视觉资源,包括[角色立绘/插画/背景/其他视觉资源]。游戏运行过程中不会生成 AI 内容,也不会连接外部 AI 服务。 | Folia Studio | - | Sep 30, 2026 | |
Pomo Valley In-game content artaudio | AI assistance was used. All in-game art, music, and sound were made by people. | Four Games | - | Sep 30, 2026 | |
英雄对决 In-game content art | Generative AI tools were used during development to assist with the creation of certain art assets. | Marty | - | Sep 30, 2026 | |
Happy Chain Friends In-game content artaudiotext | This game uses generative AI to assist in creating visual and audio assets, and in translating and localizing in-game text into multiple languages. | TheGameIsDifficult Studio | - | Sep 30, 2026 | |
Nut Runner In-game content artaudio | Generative AI tools were used during development to assist with the creation of selected visual, audio and creative assets. All content included in the final game was reviewed and selected by the developer. | Boltwork Studios | - | Sep 30, 2026 | |
Kark and the Totem Path In-game content artaudio | Pre-generated AI tools were used during development to create portions of the game's static 2D artwork and music, including some environment and character images, store marketing art, and achievement icons. The outputs were selected, edited, integrated, and reviewed by the developer. No content is generated while the game is running, and the game does not send player prompts or player data to any AI service. | Moreman Games | - | Sep 30, 2026 | |
Deep Ocean 4X - Conquest of the Abyss In-game content arttext | AI was used during development for certain 2D art assets, translation scaffolding, and development assistance. | Forever Years | - | Sep 30, 2026 | |
Defeat the Demon King with a Financed Bahamut In-game content arttext | AI tools were used during development for programming, image creation, scenario writing, and translation.
All AI-assisted or AI-generated content has been reviewed and, where necessary, edited by the developer before being included in the final release.
No content is generated by AI during gameplay. | Shobota | - | Sep 30, 2026 | |
ArkSeed Terraformery Unclear | Various usages of LLM's and Generative Ai used in development | MindWroughtGames | - | Sep 30, 2026 | |
Tarnish Online Store/marketing art | Library Capsule
Library Header
Library Hero
Library Logo
Store Capsule
Store Header can contain AI generated images. | Temel KIRCI | - | Sep 30, 2026 | |
Black Hole Simulator In-game content textart | AI was used for localization, generating achievement textures, and the title card in the trailer. | Black Hole Simulator | - | Sep 30, 2026 | |
Trapoint In-game content artaudiotext | Trapoint is made by a single developer. 3D models, 2D art, sound, music, UI text, and the English localization were generated with AI tools from the developer's own prompts and then edited and integrated by hand; game design, systems, and level data are the developer's own work. | Taruby | - | Sep 30, 2026 | |
Rift Ward In-game content artaudio | The music and much of the artwork in Rift Ward were created with generative AI tools, then chosen and edited. | Shamak | - | Sep 30, 2026 | |
Racket Club Live Dev only | AI was used to help with the development process of the game, and was overseen by developers. | Reaper Studios | - | Sep 30, 2026 | |
Puzzle Together In-game content artaudiocodetext | This game was made with the help of generative AI.
AI tools were used during development to create visual assets, sound and music, parts
of the source code, and the translations of this page and the in-game text. Everything
was chosen, edited and assembled by hand before release.
Nothing is generated while you play — all content ships with the game. | Cozy Tech INC | - | Sep 30, 2026 | |
Not Yet King Dev only art | Generative Fill and some generative AI editing tools were used while creating the visuals. | Basman Games | - | Sep 30, 2026 | |
By Royal Request In-game content textcode | All of the game's art, music and sound effects were made by human artists (commercially licensed packs, credited in the game). AI tools were used to assist with programming and with writing and translating the game's text; all content was reviewed and edited by the developer. The game does not generate any AI content while you play. | Nacho Riquelme | - | Sep 30, 2026 | |
Rasterfall Dev only codetext | We use generative AI for coding and translation. | Ota Mato | - | Sep 30, 2026 | |
Mindcell Store/marketing art | AI was used generate and polish store page graphic assets | VenomizedArt | - | Sep 30, 2026 | |
The Grave Abyss In-game content artaudio | This product contains AI generated scene art and sound design. | devbasix | - | Sep 30, 2026 | |
Brinewrack In-game content arttext | Pre-generated content: the pixel art (characters, animations, tiles, props, UI frames) and the store capsule art were made with the help of an AI pixel-art tool, then selected, edited and assembled by the developer. Store page texts and their translations were drafted with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play. Music, sound effects and fonts are licensed assets made by people. | Ninebark | - | Sep 30, 2026 | |
rogOut In-game content arttext | Portraits of characters and creatures are generated using Stable Diffusion. They appear in-game and in store page materials. I plan to replace all generated portraits with hand-drawn art.
Some in-game labels and text descriptions are placeholders generated by an LLM. I am gradually rewriting them by hand. | Stasoun | - | Sep 30, 2026 | |
Ember Gold Valkyrie In-game content text | Translation was supported by AI tools. | cretia studio | - | Sep 30, 2026 | |
花札ノ巫孤 / Blooming Solitude: Priestess of Hanafuda In-game content arttext | Generative AI is used as a supplementary tool, primarily for partial editing of image assets and translation.
※It is not used to generate images from scratch or to create 3D models. | KNPARTICLE | - | Sep 30, 2026 | |
Crypto Market Rivals In-game content arttextcodeaudio | AI tools assisted portions of the pre-produced artwork, text, development code, and audio-production scripts. Music and sound effects use procedural synthesis. No AI content is generated during gameplay, and the Windows game does not connect to an external AI service. | Gateway Information Group LLC | - | Sep 30, 2026 | |
COUNTRYBALL In-game content artaudio | Generative ai was used to do change some angles to orthographic perspective and all of the sprites are vectorized, and some sfx was generated. | Octave Louis | - | Sep 30, 2026 | |
Deepstrata Store/marketing arttext | Store listing assets & descriptions passed through generative AI for enhancements & review. | Gelm | - | Sep 30, 2026 | |
DiceZ Royale In-game content textart | Pre-generated content only. No AI generated content is produced at runtime during gameplay.
Some in-game text and its English localization were drafted with AI assistance and edited by the team.
All art, including card art, backgrounds, icons and UI, is created by our artist. AI image tools were used as visual reference during concept work only; no AI generated image ships in the game. No AI models are used for music or sound effects. | Zeroot Studios | - | Sep 30, 2026 | |
Time Traveler: Divergence Live AI textaudio | Time Traveler: Divergence uses locally running generative AI to enable dynamic NPC conversations. AI-generated dialogue is constrained by the game's predefined rules, characters, world knowledge, and simulation state. AI is also used locally to generate voice-over for these dynamic conversations. No external AI service is required during gameplay. | Fako's Studio | - | Sep 30, 2026 | |
INKTRICK In-game content artaudiocode | This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer. | zweipilot | - | Sep 30, 2026 | |
Spiroshader art | Pre-generated: AI-assisted development was used for portions of WiderUp's
included preset/code content. Generative image tools were also used for
splash/backdrop artwork and parts of the user-interface icon set, based on
WiderUp's prompts and followed by human review/editing. Shipped outputs were
reviewed, tested and integrated by WiderUp. The product does not rely on an
AI service while it is running.
Live-generated: None. Spiroshader does not generate content with AI at
runtime and contains no runtime AI model or generative-AI service. | WiderUp LLC | - | Sep 30, 2026 | |
Crimson Sanity In-game content artaudio | Used for character voice acting and for generating and editing graphical images. | SignNarva | - | Sep 30, 2026 | |
Three Nights: Moonfall In-game content arttext | The illustrated character portraits used as player avatars (also shown in our store and library artwork) were created with AI image generation (Google Gemini) and then cropped and adjusted by the developer. Some store text and interface translations were drafted with AI assistance. The game does not generate any AI content while you play. | Diay Games | - | Sep 30, 2026 | |
Fable's Prelude In-game content artaudio | In-game visuals and audio were developed with AI assistance. | Cupixel | - | Sep 30, 2026 | |
Subject 4471 In-game content artaudio | Some of the visual and audio assets in Subject 4471 were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, curated, and edited by the developer to ensure it is appropriate, and the developer has taken steps to ensure it holds the rights necessary to use this content. This game does not generate any AI content in real time during gameplay. | KalisGo | - | Sep 30, 2026 | |
MODice In-game content art | Some UI icons were generated using AI, then refined by our artists to suit the UI. All other artwork was created by hand. No AI content is generated during gameplay. | moonburn | - | Sep 30, 2026 | |
斩厄令 In-game content codeaudio | Content produced with AI assistance: script functions and audio. | 阿六Mr.Liu000 | - | Sep 30, 2026 | |
The Last Byte: Serv-Bots Firewall In-game content arttextaudiocode | Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters. | Lerk Interactive Studio | - | Sep 30, 2026 | |
BlightMist Idle In-game content artcode | I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing. | AzureMistKingdom | - | Sep 30, 2026 | |
島地在幹嘛(What the Isle) Dev only codearttext | During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay. | 斯斯工作室 | - | Sep 30, 2026 | |
小小行者 In-game content artaudiotextcode | This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service. | TPAI Entertainment | - | Sep 29, 2026 | |
Kill Through In-game content art | Some images shipped in the game were created with generative AI during development and then selected and reviewed by the developer. No other shipped content was generated by AI. | Holy Terra team | - | Sep 29, 2026 | |
SCRAPBOX In-game content artaudiocode | Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay. | HFM Games | - | Sep 29, 2026 | |
SolTarot In-game content artaudio | During development, generative AI tools were used to assist with portions of the game’s artwork and music. All such content was selected, edited, refined, and integrated by the developer, with final creative direction and implementation handled manually. | TheAgileSlug | - | Sep 29, 2026 | |
PWC Simulator Unclear | AI is used throughout game development. | Sender Jim's | - | Sep 29, 2026 | |
Pest Quest Store/marketing art | As a solo developer with a big dream and limited resources, I want to be entirely upfront how this game was built. The vast majority of this game is completely human-made: I crafted the pixel characters, animations, code, and story over the past 10 years. I also utilized incredible royalty-free and purchased assets from human creators like gyvr, Eunity, RafaelMatos, penusbmic, Winlu, Geoff Harvey.
The use of generative AI was for touching up and refining the marketing capsule images using Adobe Photoshop tools. | AzamaruStudio | - | Sep 29, 2026 | |
Paper Physics In-game content textart | AI assisted with some interface text, English translation and vector artwork during development. No AI generation occurs during gameplay. | Half Flower | - | Sep 29, 2026 | |
Hero Chains of Destiny In-game content artaudio | Hero Chains of Destiny includes pre-generated content created with the assistance of generative AI tools during development. This includes selected artwork, music, and sound effects. All generated content is reviewed, curated, and approved by the developer before being included in the game. | TavernCatGames | - | Sep 29, 2026 |