AI was used only to enhance storyboard artwork and loading screen images.
- Creator
- UY Studios
- Reviews
- -
- Added
- Jun 8, 2026
Public Steam disclosure research 25,695 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 was used only to enhance storyboard artwork and loading screen images.
Some ingame models and textures are AI generated to help speed up the production pipeline. These will eventually be replaced and I simply refuse to charge money for a game which uses AI assets, so until then this game will be free until all AI assets are replaced.
The game's English and Japanese translations were generated using AI-assisted translation.
Some sound effects and audio assets were initially generated using generative AI tools, and subsequently edited and refined by a human sound designer to fit the game's requirements.
Only a small portion of art assets are AI-generated.
AI was used to generate trailer music and couple of upgrades icons, but game is still in early development phase and i'm working on replacing those with real art.
GenAI is used for the animated character portraits.
We have updated our AI disclosure in order to provide better transparency and clarity around the use of this support tool for Crazy Taxi: World Tour: At SEGA Corporation, we utilize generative AI as an optional support tool for developers, with the aim of enabling developers to focus more on creative tasks and deliver better experiences to our players. In Crazy Taxi: World Tour, generative AI was used as part of the ideation process for background objects. However, no AI-generated content will be included in the final game.
Some images and audio assets in this game were created with the assistance of AI tools and further edited by the developer.
Warning: This game contains trace amounts of human effort—mostly restricted to pressing "Ctrl+C" and "Ctrl+V." In the spirit of our title, "AI Slop" was created using generative artificial intelligence for practically every asset, line of code, and marketing material in existence. Here is exactly how we let the machine do our jobs: - Art & Assets: Every single visual asset, from the UI to the 6-fingered anime girls and the melting hands of our characters, was generated using text-to-image AI tools. No digital painters were harmed in the making of this game, because we didn't hire any. - Narrative & Writing: The dialogue, item descriptions, and this very disclosure statement were generated by LLMs. We simply prompted a chatbot to "be funny and cynical" and copied the output without editing the typos. - Code & Mechanics: The logic powering our card games and botnet automation was largely assembled by AI coding assistants. If the game crashes, please blame the algorithm, as our "lead developer" is actually just a prompt engineer. - Music & Sound: The background tracks were generated by synthetic audio engines to ensure a continuous stream of procedurally generated slop-lofi beats. We believe in a future where humans do not have to create things, freeing us up to spend more time looking at screens. We hope you enjoy consuming this premium, 100% synthetic digital garbage.
We utilize generative AI tools as part of our development process to assist in the creation of dialog background.
Some background music in this game was created with the assistance of generative AI tools. The final selection, editing, and implementation of the music were handled by the developer.
Capsule Art. Partial code
Generative AI was used to create ingame voices.
This game uses the assistance of Claude Code for code generation, ChatGPT for image generation, and Meshy for model generation.
Some promotional images on the Steam store page and selected in-game UI images were created or assisted using generative AI, then reviewed and edited by the development team before use.
"Generative AI was used to assist in brainstorming, structuring, and refining the game's story and text."
Some promotional materials for Solar Defiance were created with the assistance of generative AI tools.
The demo version contains temporary AI (generated music and promotional artwork only). These assets will be replaced with original content in the final version of the game.
Generative AI was used for a very limited portion of the programming and for most of the English translation. However, all textures and 3D models were created by human artists.
AI tools were used to assist in the creation of store capsule images and logo
As a small indie team of 3 developers, we utilized AI technologies as a supplementary tool in highly specific areas to optimize our development pipeline and deliver a more immersive experience: Voice Acting: The character voice-overs in the game were generated using AI-assisted voice models. Concept Art: For the portrait designs appearing after the 2nd planet, AI was used strictly during the initial concept and ideation phase. All final assets were carefully refined and finalized by us to ensure strict visual consistency and match our artistic vision. Beyond these specific use cases, all programming, core game design, narrative, and primary in-game assets were handcrafted by our team. The game does not feature any live-generated AI content, and player safety/experience is fully controlled.
O jogo usa imagens editadas com inteligencia artificial, as telas de carregamento são ficticias e ilustrativas geradas por ia.
Some elements of this game were created using generative AI. The game also utilizes AI-powered upscaling technology provided by GPU manufacturers.
Generative AI was used during the development of Phantom Fools as a helper tool. It was used for some images, sound effects, music, and small parts of code. The 3D models, animations, most of the code, and the main game design were made by the developers without generative AI. Everything made with AI was checked, edited, and added to the game manually. The game does not use generative AI during gameplay. No live AI-generated content is shown to players.
Monster Pit features handcrafted assets created by talented artists, musicians, and creators from the indie community. AI image generation tools were used during prototyping and stylization to keep the overall visual direction together.
Generative AI tools were used to create the 2D character sprites and background art in this game. All final assets were manually edited, resized, aligned, and integrated by the developer. AI language models were also used as coding assistants during development. All music tracks in this game are 100% original, human-composed pieces created by The Cyber Den. Sound effects are a combination of original recordings and royalty-free assets. No music or audio was generated using AI.
AI Generated Assets Included
This game uses generative artificial intelligence to create images and 3D models based on period (American Civil War) photographs and illustrations.
This game features AI-generated soundtracks and translations.
Choice matrix art, Hero videos.
This game does not use generative AI to create any shipped game assets, including artwork, audio, or other player-facing content. We prioritize human-created assets and content throughout the development process. We may use AI-powered tools internally to assist with development workflows, research, testing, debugging, automation, marketing, and other backend tasks. These tools are used to support development efficiency and do not generate content that is presented directly to players as part of the game experience.
This game uses AI-generated tools to assist in the creation of certain assets, including music and logo design used in promotional materials such as the trailer. All gameplay content, art direction, and game design are created by the developer.
The game wasn't made with AI, but the marketing photos for the game were made with AI.
Generative AI is used to create sound effects and voice lines. The AI-generated images provide foundational 2D artwork for promotional materials that are heavily stylized and edited. All the AI-generated assets are static, pre-baked and there is no live, real-time interaction with AI during gameplay.
Enemy head textures were AI generated to avoid use of the likenesses of real people. All other assets were human-made.
AI was used to generate initial language translations, which were then reviewed and refined by human editors to ensure quality and cultural accuracy.
The game's radio includes AI-generated music tracks.
Generative AI was used only for some store page marketing images, including the box art. No AI-generated content appears in the actual game.
Its used for some Art and some of the Code
Since this is a large project for a two-person team, we used AI assistance to refine some code and create certain images that were difficult for us to capture in the real world. All AI-assisted content was reviewed, adjusted, and approved by us before being included in the game.
LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art process, audio, game design, or balancing. No version prior to 0.9 contained LLM output.
Artificial intelligence has been used for "Localization".
AI-assisted tools were used during parts of the development process to support the creation and enhancement of certain visual and audio assets.
Some visual promotional materials and graphic assets used for the Steam store page, including logo and marketing imagery, were created or assisted using generative AI tools. All final assets were reviewed, edited and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
Some artwork used on this game's store page and in promotional materials, as well as certain in-game art assets, was created with the assistance of generative AI tools. All AI-assisted content was reviewed and curated by the developer.
Generative AI was used to assist in creating a limited amount of pre-rendered visual content, including decorative in-game images, minor visual assets, and prologue background artwork.
Generative AI tools were used during development to assist in creating select pre-rendered 2D background environments, UI icons, and character voice-over audio for cutscenes and narration. All AI-generated content was pre-generated and manually reviewed to ensure quality and compliance before being integrated into the game. The game does not generate any AI content live during gameplay.
Current store artwork, in-game loading screen images, and background music were created with assistance from generative AI tools. These assets were manually reviewed and edited by the development team.
AI tools were used to assist with the English localization of texts and dialogues. Additionally, some sound effects in the current Demo are AI-generated placeholders, which will be completely replaced with custom audio in the final release.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Explosive Track Store/marketing art | AI was used only to enhance storyboard artwork and loading screen images. | UY Studios | - | Jun 8, 2026 | |
Emberwild In-game content art | Some ingame models and textures are AI generated to help speed up the production pipeline. These will eventually be replaced and I simply refuse to charge money for a game which uses AI assets, so until then this game will be free until all AI assets are replaced. | PYRO3D | - | Jun 8, 2026 | |
东方醉游稽传~Touhou Drunken Rebellion In-game content text | The game's English and Japanese translations were generated using AI-assisted translation. | 落羽社 | 101 | Jun 8, 2026 | |
DeepSeaIdle: Infinity Abyss In-game content audio | Some sound effects and audio assets were initially generated using generative AI tools, and subsequently edited and refined by a human sound designer to fit the game's requirements. | HIGHKICKSTUDIO | - | Jun 8, 2026 | |
Aeriea In-game content art | Only a small portion of art assets are AI-generated. | 2ndDream Studio | - | Jun 8, 2026 | |
A Game About Clicking A Rock In-game content audioart | AI was used to generate trailer music and couple of upgrades icons, but game is still in early development phase and i'm working on replacing those with real art. | SleeplessDogStudio | - | Jun 7, 2026 | |
Hexborn In-game content art | GenAI is used for the animated character portraits. | Makeshift Software Inc | - | Jun 7, 2026 | |
Crazy Taxi: World Tour Dev only art | We have updated our AI disclosure in order to provide better transparency and clarity around the use of this support tool for Crazy Taxi: World Tour:
At SEGA Corporation, we utilize generative AI as an optional support tool for developers, with the aim of enabling developers to focus more on creative tasks and deliver better experiences to our players.
In Crazy Taxi: World Tour, generative AI was used as part of the ideation process for background objects. However, no AI-generated content will be included in the final game. | SEGA | - | Jun 7, 2026 | |
Penguin Weapons In-game content artaudio | Some images and audio assets in this game were created with the assistance of AI tools and further edited by the developer. | UNIQAZI | - | Jun 7, 2026 | |
AI Slop In-game content arttextcodeaudio | Warning: This game contains trace amounts of human effort—mostly restricted to pressing "Ctrl+C" and "Ctrl+V."
In the spirit of our title, "AI Slop" was created using generative artificial intelligence for practically every asset, line of code, and marketing material in existence.
Here is exactly how we let the machine do our jobs:
- Art & Assets: Every single visual asset, from the UI to the 6-fingered anime girls and the melting hands of our characters, was generated using text-to-image AI tools. No digital painters were harmed in the making of this game, because we didn't hire any.
- Narrative & Writing: The dialogue, item descriptions, and this very disclosure statement were generated by LLMs. We simply prompted a chatbot to "be funny and cynical" and copied the output without editing the typos.
- Code & Mechanics: The logic powering our card games and botnet automation was largely assembled by AI coding assistants. If the game crashes, please blame the algorithm, as our "lead developer" is actually just a prompt engineer.
- Music & Sound: The background tracks were generated by synthetic audio engines to ensure a continuous stream of procedurally generated slop-lofi beats.
We believe in a future where humans do not have to create things, freeing us up to spend more time looking at screens. We hope you enjoy consuming this premium, 100% synthetic digital garbage. | Recoil Mojo | - | Jun 7, 2026 | |
Saga of Yurina In-game content text | We utilize generative AI tools as part of our development process to assist in the creation of dialog background. | FIVE DUCK GAMES | - | Jun 7, 2026 | |
Phil in the Mirror In-game content audio | Some background music in this game was created with the assistance of generative AI tools. The final selection, editing, and implementation of the music were handled by the developer. | Lunanod | 30 | Jun 7, 2026 | |
Rabbits From The Gas Planet Store/marketing codeart | Capsule Art. Partial code | Unleashed Seal Studio LLC | - | Jun 7, 2026 | |
Cat Ball Arena In-game content audio | Generative AI was used to create ingame voices. | Fox with a Cap | - | Jun 7, 2026 | |
Direlands: Extraction In-game content artcode | This game uses the assistance of Claude Code for code generation, ChatGPT for image generation, and Meshy for model generation. | Milk Barf Games | - | Jun 7, 2026 | |
Order of Beast In-game content art | Some promotional images on the Steam store page and selected in-game UI images were created or assisted using generative AI, then reviewed and edited by the development team before use. | Abiohill | - | Jun 7, 2026 | |
ShuriStella In-game content text | "Generative AI was used to assist in brainstorming, structuring, and refining the game's story and text." | SmileForeverStudio | - | Jun 7, 2026 | |
Solar Defiance Store/marketing art | Some promotional materials for Solar Defiance were created with the assistance of generative AI tools. | Werewolf Moon Studios LLC | - | Jun 7, 2026 | |
Brassfang In-game content audioart | The demo version contains temporary AI (generated music and promotional artwork only). These assets will be replaced with original content in the final version of the game. | Hannes Realm | - | Jun 7, 2026 | |
Spider Subway In-game content textcode | Generative AI was used for a very limited portion of the programming and for most of the English translation. However, all textures and 3D models were created by human artists. | Bronzeman Socks | - | Jun 6, 2026 | |
7 Millimeters Store/marketing art | AI tools were used to assist in the creation of store capsule images and logo | DNA ARMY GAMING | - | Jun 6, 2026 | |
Sodaman In-game content audioart | As a small indie team of 3 developers, we utilized AI technologies as a supplementary tool in highly specific areas to optimize our development pipeline and deliver a more immersive experience:
Voice Acting: The character voice-overs in the game were generated using AI-assisted voice models.
Concept Art: For the portrait designs appearing after the 2nd planet, AI was used strictly during the initial concept and ideation phase. All final assets were carefully refined and finalized by us to ensure strict visual consistency and match our artistic vision.
Beyond these specific use cases, all programming, core game design, narrative, and primary in-game assets were handcrafted by our team. The game does not feature any live-generated AI content, and player safety/experience is fully controlled. | Tape Corps | 692 | Jun 6, 2026 | |
Rocinha Wars In-game content art | O jogo usa imagens editadas com inteligencia artificial, as telas de carregamento são ficticias e ilustrativas geradas por ia. | Amadeu Augusto de Carvalho Venturini | - | Jun 6, 2026 | |
AccidentHouse In-game content art | Some elements of this game were created using generative AI. The game also utilizes AI-powered upscaling technology provided by GPU manufacturers. | K App. | 63 | Jun 6, 2026 | |
Phantom Fools In-game content artaudiocode | Generative AI was used during the development of Phantom Fools as a helper tool. It was used for some images, sound effects, music, and small parts of code. The 3D models, animations, most of the code, and the main game design were made by the developers without generative AI. Everything made with AI was checked, edited, and added to the game manually.
The game does not use generative AI during gameplay. No live AI-generated content is shown to players. | Simply The Best | - | Jun 6, 2026 | |
Monster Pit Dev only art | Monster Pit features handcrafted assets created by talented artists, musicians, and creators from the indie community. AI image generation tools were used during prototyping and stylization to keep the overall visual direction together. | WrongDoor | - | Jun 6, 2026 | |
War Games: Roman Times In-game content artcode | Generative AI tools were used to create the 2D character sprites and background art in this game. All final assets were manually edited, resized, aligned, and integrated by the developer.
AI language models were also used as coding assistants during development.
All music tracks in this game are 100% original, human-composed pieces created by The Cyber Den. Sound effects are a combination of original recordings and royalty-free assets. No music or audio was generated using AI. | Jorge Rosales | - | Jun 6, 2026 | |
Chiggas - Survival of the Mitiest In-game content | AI Generated Assets Included | UndaWirrldArcade | - | Jun 5, 2026 | |
Time Gamers: Guardians of the Marble Man In-game content art | This game uses generative artificial intelligence to create images and 3D models based on period (American Civil War) photographs and illustrations. | David Brinkman | - | Jun 5, 2026 | |
Scare: Fatal Picture - Remake In-game content audiotext | This game features AI-generated soundtracks and translations. | Daniel Henriques | - | Jun 5, 2026 | |
Dark Thoughts Store/marketing art | Choice matrix art, Hero videos. | Pastor Fussycat | - | Jun 5, 2026 | |
WackyWackyWacky Dev only | This game does not use generative AI to create any shipped game assets, including artwork, audio, or other player-facing content. We prioritize human-created assets and content throughout the development process.
We may use AI-powered tools internally to assist with development workflows, research, testing, debugging, automation, marketing, and other backend tasks. These tools are used to support development efficiency and do not generate content that is presented directly to players as part of the game experience. | Program.gg | - | Jun 5, 2026 | |
Harmonic Catastrophe In-game content audioart | This game uses AI-generated tools to assist in the creation of certain assets, including music and logo design used in promotional materials such as the trailer. All gameplay content, art direction, and game design are created by the developer. | Splinternova | - | Jun 5, 2026 | |
Blackstrike Protocol Store/marketing art | The game wasn't made with AI, but the marketing photos for the game were made with AI. | Paulo Vitor de Almeida | - | Jun 5, 2026 | |
SCP-939: With Many Voices In-game content audioart | Generative AI is used to create sound effects and voice lines. The AI-generated images provide foundational 2D artwork for promotional materials that are heavily stylized and edited. All the AI-generated assets are static, pre-baked and there is no live, real-time interaction with AI during gameplay. | Lot Stories Studio | - | Jun 5, 2026 | |
SPEARPOINT - Delta Unit 7 In-game content art | Enemy head textures were AI generated to avoid use of the likenesses of real people. All other assets were human-made. | wtx | - | Jun 5, 2026 | |
Date Due In-game content text | AI was used to generate initial language translations, which were then reviewed and refined by human editors to ensure quality and cultural accuracy. | Creepy Bread | - | Jun 5, 2026 | |
One Star Hotel In-game content audio | The game's radio includes AI-generated music tracks. | GoTouchGrass | - | Jun 5, 2026 | |
Armor of God Store/marketing art | Generative AI was used only for some store page marketing images, including the box art. No AI-generated content appears in the actual game. | Shaun Graham | - | Jun 5, 2026 | |
Geometry Fight In-game content artcode | Its used for some Art and some of the Code | DiaP | - | Jun 5, 2026 | |
Outage: Trespass In-game content artcode | Since this is a large project for a two-person team, we used AI assistance to refine some code and create certain images that were difficult for us to capture in the real world. All AI-assisted content was reviewed, adjusted, and approved by us before being included in the game. | Paul Brunner | - | Jun 5, 2026 | |
Antistatic In-game content text | LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art process, audio, game design, or balancing. No version prior to 0.9 contained LLM output. | bluehexagons | - | Jun 5, 2026 | |
Lost Dude In-game content text | Artificial intelligence has been used for "Localization". | Animo Games | - | Jun 5, 2026 | |
TEAM PANIC Unclear artaudio | AI-assisted tools were used during parts of the development process to support the creation and enhancement of certain visual and audio assets. | Furko | 81 | Jun 5, 2026 | |
Still Here Store/marketing art | Some visual promotional materials and graphic assets used for the Steam store page, including logo and marketing imagery, were created or assisted using generative AI tools. All final assets were reviewed, edited and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time. | LordOfTheCat Art | - | Jun 5, 2026 | |
Send Them Fly In-game content art | Some artwork used on this game's store page and in promotional materials, as well as certain in-game art assets, was created with the assistance of generative AI tools. All AI-assisted content was reviewed and curated by the developer. | 奕枫 Aurel Voss | - | Jun 5, 2026 | |
Labyrinth's Depths In-game content art | Generative AI was used to assist in creating a limited amount of pre-rendered visual content, including decorative in-game images, minor visual assets, and prologue background artwork. | Orthrus | - | Jun 5, 2026 | |
Gems are Mine, Slashes are Yours: Blood & Blessing In-game content artaudio | Generative AI tools were used during development to assist in creating select pre-rendered 2D background environments, UI icons, and character voice-over audio for cutscenes and narration. All AI-generated content was pre-generated and manually reviewed to ensure quality and compliance before being integrated into the game. The game does not generate any AI content live during gameplay. | DIM Games | - | Jun 5, 2026 | |
Into the Swarm In-game content artaudio | Current store artwork, in-game loading screen images, and background music were created with assistance from generative AI tools. These assets were manually reviewed and edited by the development team. | Night Claw Games | - | Jun 5, 2026 | |
Bloodsalt In-game content textaudio | AI tools were used to assist with the English localization of texts and dialogues. Additionally, some sound effects in the current Demo are AI-generated placeholders, which will be completely replaced with custom audio in the final release. | LUKISGAMES | - | Jun 4, 2026 |