开发阶段使用了ai辅助开发代码
- Creator
- 蓄势游戏工作室
- Reviews
- -
- Added
- Sep 24, 2026
Public Steam disclosure research 26,626 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.
开发阶段使用了ai辅助开发代码
Generative AI was used to assist in creating certain visual assets for this game, including artwork used for promotional and marketing purposes. The game does not use generative AI to generate content during gameplay.
Assets in Graphical Assets, including Store assets and Library assets, are used AI to design.
Generative AI was used to create the achievement icons. The application itself does not use generative AI: all fractal images and videos are rendered in real time from mathematical Mandelbrot-set calculations and user-selected settings. No AI-generated content is created while using the application.
Some visual assets and promotional artwork included in the game were created or assisted with generative AI tools during development. These assets were subsequently edited, adjusted, animated, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI tools were used during development to assist in creating pre-generated content included in the game and its Steam store presence. This includes selected in-game UI icons, unit and building artwork, other visual assets, Steam capsule and library artwork, promotional/store graphics, and AI-assisted localization and translated text. All AI-assisted content is pre-generated, reviewed, and manually selected by the developer before inclusion. The game does not use generative AI to generate content or code during gameplay and does not connect to external generative AI services while running.
Generative AI tools assisted in producing content for the game and its store materials, including some images, music and character voices. Starlit Hall Studio designs, selects, revises, integrates and reviews the final content. All content is prepared before release; the game does not generate content or connect to generative AI services during play.
AI was used in the creation of the game logic and for 3D model design.
Use AI for drawing art materials, generating music, and writing game code.
very limited amount of ui elements was generated by ai
Artwork, sound
Generative AI formed part of the production workflow for Run Man: Wash the Dish, contributing to code, visual assets, written content, localization, and promotional materials. These contributions were incorporated through developer selection, revision, and integration, with creative direction and final implementation determined by the developer.
Visual assets and music in Homeward on the Wind were created with the assistance of generative AI tools and were reviewed and refined by the development team. The game does not generate content in real time. All storylines, choices, and interactions are pre-designed.
This game uses pre-generated AI-assisted artwork for character portraits, store images, and some illustrations. No AI content is generated during gameplay.
The game used generative AI for coding, and the machine translation of the game into languages other than English.
We use AI tools as part of our development pipeline: some images were generated with AI, and AI-assisted tools support parts of the production process. Everything produced this way is reviewed, edited and integrated by hand - the design, gameplay systems and final content are our own work.
As a solo developer, I leverage generative AI tools to efficiently create visual assets and UI elements. Much like an automated tool helps a single craftsman, this technology allows me to bring my vision to life independently, maintaining full creative control over the game's mechanics, logic, and design.
Generative AI tools were used during development to help create some of the game's artwork, including zombie character sprites, hammer icons, achievement icons. All AI-assisted artwork was reviewed and selected by the developer before being included in the final game. The store page description was also written with the assistance of an AI writing tool.
Generative AI tools were used as part of the development process to assist with code and a small portion of the visual assets.
We cautiously use AI for extending our 2D elements such as icons. We always start with OUR art first. All in game 3D art is created by artists or uses asset packs from various asset stores.
Some pre-rendered visual and audio assets were created with the assistance of generative AI tools during development. All such content was reviewed, edited, and finalized by the developer before shipping. The game does not use AI to generate content during gameplay.
Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen.
Generative AI was used to assist with programming during development and to help draft and translate portions of the Steam store page. No AI-generated content or code is created during gameplay.
AI tools were used for troubleshooting coding during development and resolving errors. AI was also used to assist with artwork and logo assets.
Some store and marketing images were created with generative AI tools. Parts of the in-game UI artwork were also created or assisted with generative AI, then reviewed and integrated by the developer. All other game content is human-authored or from licensed third-party assets. No generative AI content is created live during gameplay.
Generative AI was used in a limited and disclosed way while making this game. Artwork: the logo and wordmark were created with the help of a generative AI image tool, then edited, recoloured and assembled by hand into the store and library artwork you see here. Text: parts of this store page description were drafted with AI assistance and edited before publication. Nothing in the game itself is generated by AI. The match engine, the simulation, the player and club database, the match commentary and every other piece of in-game text are hand-built and hand-written. The game does not call any AI service, and no content is generated while you play.
Companion OS uses local LLM models and supported cloud AI providers to power some companion conversations and interactive responses.
Potion Pantry contains limited pre-generated content created with AI assistance during development. OpenAI Codex assisted with portions of the puzzle clue and narrative writing used in Chapters 2–6. Rogue Andromeda reviewed and approved the resulting campaign content and retains final creative control. OpenAI's image-generation tool also created two ingredient icons, Iron Kettle and Wooden Ladle, which the developer explicitly reviewed and approved for use. The remaining displayed artwork is human-created or commercially licensed, including pantry artwork assembled by Rogue Andromeda and PONETI ingredient icons licensed through the Unity Asset Store. Music, sound effects, and the Keeper voice performance are human-made; no audio waveform, performance, or composition was generated by AI. Development provenance, prompts where applicable, approvals, hashes, licenses, and source records are retained by Rogue Andromeda LLC.
During development, Google Gemini and OpenAI GPT were primarily used for programming assistance, debugging, and development workflow support. Nano Banana was used to generate some character sprite artwork and to redraw or adjust certain facial-expression variants of existing character sprites. All AI-assisted art assets were manually reviewed, selected, and edited by the developer before being included in the game.
AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands.
BitWise was made by a single developer with AI assistance, under the developer's direction and review. It contains no AI-generated images or voices: the game draws all of its art and synthesizes all of its sound with its own code. Nothing is generated by AI while you play.
It was used for the localization of the Steam page and in-game notices.
AI tools were used in the creation of some sounds and graphics.
Some environment art is AI-generated (game background and level-select planet images). Gameplay models, UI, store capsules, and trailer footage are original. Code was written with AI assistance.
The background music was generated with AI tools. In-game text translations were produced with AI assistance.
Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service.
Part of the artwork in this game was generated using AI image tools and then edited by us. Being a tiny team, those tools are what made this project possible.
AI tools were used in a limited way to help generate parts of some in-game images.
Some art assets are generated by AI and then manually optimized and adjusted.
Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials.
Generative AI tools were used during development to create pre-generated artwork and visual assets used in the game and its Steam store materials. All AI-generated assets included in the final game were reviewed and selected by the developer before use. No generative AI content is created during gameplay, and the game does not connect to any external AI services.
I designed the game, rules, maps and territories myself. The AI assistant helped write the code, and I reviewed and play-tested every change before release. Players never interact with any AI. I would use pictures, send them through Nano Banana to enhance and modify (Example: silver eyes for Bees) then have AI turn the creatures into sprites. A few sounds are AI generated. The game itself contains no AI and generates nothing while it's being played.
Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers.
Some in-game image assets were generated using AI tools, but all of them have been re-arranged and painted over by our artists.
Generative AI was used to assist with the creation of some visual assets and images included in the game.
This game uses generative AI in the creation of the following content: - Parts of the ending animations and still illustrations - Parts of the scenario text - UI artwork - Store page assets such as the logo and key visual - Store page text in languages other than Japanese All generated assets were reviewed, selected and edited by our team before being included in the final build. No content is generated by AI while the game is running.
Game uses AI generated Code, Art and Sound.
This game uses generative AI in the creation of some visual assets, including character illustrations, backgrounds, and promotional artwork. These assets were selected, adjusted, and integrated into the game and store materials by the developer. The game does not generate content in real time during gameplay, and no player input or personal data is sent to external AI services.
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets. Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
Meeting the World (Aira) uses generative AI to create conversations and optional synthesized speech during gameplay. Depending on the enabled features, AI can also select predefined character actions and influence conversational emotion, autonomous behaviour and long-term understanding. The Windows build includes a local Gemma 4 e2b chat model. Players may optionally configure their own external AI provider. Local speech synthesis uses CosyVoice3 with a bundled reference voice or a voice reference selected by the player. AI responses may be inaccurate or inappropriate and should not be treated as professional advice.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
异世天书录:乱纪元 Dev only code | 开发阶段使用了ai辅助开发代码 | 蓄势游戏工作室 | - | Sep 24, 2026 | |
The Last Cup of Chai Store/marketing art | Generative AI was used to assist in creating certain visual assets for this game, including artwork used for promotional and marketing purposes. The game does not use generative AI to generate content during gameplay. | NexTribe Studios | - | Sep 24, 2026 | |
Your City Coming Store/marketing art | Assets in Graphical Assets, including Store assets and Library assets, are used AI to design. | Alright Peaches Studio | - | Sep 24, 2026 | |
RealMandelRender - Fractal Visualizer In-game content art | Generative AI was used to create the achievement icons. The application itself does not use generative AI: all fractal images and videos are rendered in real time from mathematical Mandelbrot-set calculations and user-selected settings. No AI-generated content is created while using the application. | ukaapple | - | Sep 24, 2026 | |
Ogro Buchón: Barrio Multiversal In-game content art | Some visual assets and promotional artwork included in the game were created or assisted with generative AI tools during development. These assets were subsequently edited, adjusted, animated, and integrated by the developer. The game does not use generative AI to create content during gameplay. | John Michel Rivera de Leon | - | Sep 24, 2026 | |
Great Tribal Wars In-game content arttext | Generative AI tools were used during development to assist in creating pre-generated content included in the game and its Steam store presence. This includes selected in-game UI icons, unit and building artwork, other visual assets, Steam capsule and library artwork, promotional/store graphics, and AI-assisted localization and translated text. All AI-assisted content is pre-generated, reviewed, and manually selected by the developer before inclusion. The game does not use generative AI to generate content or code during gameplay and does not connect to external generative AI services while running. | HASAN ENES YILDIZ | - | Sep 24, 2026 | |
Happy Sunny Doll In-game content artaudio | Generative AI tools assisted in producing content for the game and its store materials, including some images, music and character voices. Starlit Hall Studio designs, selects, revises, integrates and reviews the final content. All content is prepared before release; the game does not generate content or connect to generative AI services during play. | Starlit Hall Studio | - | Sep 24, 2026 | |
Random & Unfair Battlefields In-game content artcode | AI was used in the creation of the game logic and for 3D model design. | Casual Games | - | Sep 24, 2026 | |
重生之我在产业园当AI In-game content artaudiocode | Use AI for drawing art materials, generating music, and writing game code. | NextD STUDIO | - | Sep 24, 2026 | |
Fertile Crescent | very limited amount of ui elements was generated by ai | gold_iron_and_salt | - | Sep 24, 2026 | |
Sanguine Canvas Unclear artaudio | Artwork, sound | Mildly Annoying Games. | - | Sep 24, 2026 | |
Run Man: Wash the Dish In-game content arttextcode | Generative AI formed part of the production workflow for Run Man: Wash the Dish, contributing to code, visual assets, written content, localization, and promotional materials. These contributions were incorporated through developer selection, revision, and integration, with creative direction and final implementation determined by the developer. | SunDay | - | Sep 24, 2026 | |
回到风吹过的地方 In-game content artaudio | Visual assets and music in Homeward on the Wind were created with the assistance of generative AI tools and were reviewed and refined by the development team. The game does not generate content in real time. All storylines, choices, and interactions are pre-designed. | 大吃一斤汉堡团队 | - | Sep 24, 2026 | |
阵前·三国 In-game content art | This game uses pre-generated AI-assisted artwork for character portraits, store images, and some illustrations. No AI content is generated during gameplay. | 阵前游戏 | - | Sep 24, 2026 | |
Ferryman's Obol In-game content codetext | The game used generative AI for coding, and the machine translation of the game into languages other than English. | IOGenisys LLC | - | Sep 24, 2026 | |
GroundInFlames Dev only art | We use AI tools as part of our development pipeline: some images were generated with AI, and AI-assisted tools support parts of the production process. Everything produced this way is reviewed, edited and integrated by hand - the design, gameplay systems and final content are our own work. | VasyliyBritva | - | Sep 24, 2026 | |
KIBA - Kittys Idle Brick Arena In-game content art | As a solo developer, I leverage generative AI tools to efficiently create visual assets and UI elements. Much like an automated tool helps a single craftsman, this technology allows me to bring my vision to life independently, maintaining full creative control over the game's mechanics, logic, and design. | Kitty Games | - | Sep 24, 2026 | |
World War Whack In-game content arttext | Generative AI tools were used during development to help create some of the game's artwork, including zombie character sprites, hammer icons, achievement icons. All AI-assisted artwork was reviewed and selected by the developer before being included in the final game. The store page description was also written with the assistance of an AI writing tool. | Groundbreakers | - | Sep 24, 2026 | |
Warlords In-game content artcode | Generative AI tools were used as part of the development process to assist with code and a small portion of the visual assets. | Howlerz Games | - | Sep 24, 2026 | |
Reaper GP In-game content art | We cautiously use AI for extending our 2D elements such as icons. We always start with OUR art first. All in game 3D art is created by artists or uses asset packs from various asset stores. | M80 Games Inc | - | Sep 24, 2026 | |
Homegrown: Sports Agent Empire In-game content artaudio | Some pre-rendered visual and audio assets were created with the assistance of generative AI tools during development. All such content was reviewed, edited, and finalized by the developer before shipping. The game does not use AI to generate content during gameplay. | SL_RS | - | Sep 24, 2026 | |
迷你文明 In-game content text | Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen. | yyyz26 | - | Sep 24, 2026 | |
Half Body Duo Store/marketing textcode | Generative AI was used to assist with programming during development and to help draft and translate portions of the Steam store page. No AI-generated content or code is created during gameplay. | HwanheeChoi | - | Sep 24, 2026 | |
Rock Market In-game content artcode | AI tools were used for troubleshooting coding during development and resolving errors. AI was also used to assist with artwork and logo assets. | SpaceeSapling | - | Sep 24, 2026 | |
Ashfield In-game content art | Some store and marketing images were created with generative AI tools. Parts of the in-game UI artwork were also created or assisted with generative AI, then reviewed and integrated by the developer. All other game content is human-authored or from licensed third-party assets. No generative AI content is created live during gameplay. | Pioneer Games | - | Sep 24, 2026 | |
Rugby Head Coach Store/marketing arttext | Generative AI was used in a limited and disclosed way while making this game.
Artwork: the logo and wordmark were created with the help of a generative
AI image tool, then edited, recoloured and assembled by hand into the store
and library artwork you see here.
Text: parts of this store page description were drafted with AI assistance
and edited before publication.
Nothing in the game itself is generated by AI. The match engine, the
simulation, the player and club database, the match commentary and every
other piece of in-game text are hand-built and hand-written. The game does
not call any AI service, and no content is generated while you play. | Openside Games | - | Sep 24, 2026 | |
Companion OS Live AI text | Companion OS uses local LLM models and supported cloud AI providers to power some companion conversations and interactive responses. | Pedro Verpha | - | Sep 24, 2026 | |
Potion Pantry In-game content arttext | Potion Pantry contains limited pre-generated content created with AI assistance during development. OpenAI Codex assisted with portions of the puzzle clue and narrative writing used in Chapters 2–6. Rogue Andromeda reviewed and approved the resulting campaign content and retains final creative control. OpenAI's image-generation tool also created two ingredient icons, Iron Kettle and Wooden Ladle, which the developer explicitly reviewed and approved for use. The remaining displayed artwork is human-created or commercially licensed, including pantry artwork assembled by Rogue Andromeda and PONETI ingredient icons licensed through the Unity Asset Store. Music, sound effects, and the Keeper voice performance are human-made; no audio waveform, performance, or composition was generated by AI. Development provenance, prompts where applicable, approvals, hashes, licenses, and source records are retained by Rogue Andromeda LLC. | Rogue Andromeda Studios | - | Sep 24, 2026 | |
We, situated in a parallel world ~ Parallel Hearts ~ In-game content artcode | During development, Google Gemini and OpenAI GPT were primarily used for programming assistance, debugging, and development workflow support. Nano Banana was used to generate some character sprite artwork and to redraw or adjust certain facial-expression variants of existing character sprites. All AI-assisted art assets were manually reviewed, selected, and edited by the developer before being included in the game. | ShimimoStudios | - | Sep 24, 2026 | |
Human Error In-game content artcode | AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands. | BefuddleBug | - | Sep 24, 2026 | |
BitWise code | BitWise was made by a single developer with AI assistance, under the developer's direction and review. It contains no AI-generated images or voices: the game draws all of its art and synthesizes all of its sound with its own code. Nothing is generated by AI while you play. | Faint Current | - | Sep 24, 2026 | |
Face Picka Store/marketing text | It was used for the localization of the Steam page and in-game notices. | NextBuff | - | Sep 24, 2026 | |
There Is Eternal War In-game content artaudio | AI tools were used in the creation of some sounds and graphics. | Purri Cat Studio | - | Sep 24, 2026 | |
Asteroid OnSlaught In-game content artcode | Some environment art is AI-generated (game background and level-select planet images). Gameplay models, UI, store capsules, and trailer footage are original. Code was written with AI assistance. | Crazy Retro Games | - | Sep 24, 2026 | |
NumeNume In-game content audiotext | The background music was generated with AI tools. In-game text translations were produced with AI assistance. | Phuriko | - | Sep 24, 2026 | |
SLAM TANK Store/marketing artcode | Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service. | Next Stage Inc. | - | Sep 24, 2026 | |
OREBELT In-game content art | Part of the artwork in this game was generated using AI image tools and then edited by us. Being a tiny team, those tools are what made this project possible. | balaya | - | Sep 24, 2026 | |
Steal Everything In-game content art | AI tools were used in a limited way to help generate parts of some in-game images. | Thief Crow Games | - | Sep 24, 2026 | |
方块战场 Block Battlefield In-game content art | Some art assets are generated by AI and then manually optimized and adjusted. | 棱镜工作室 | - | Sep 24, 2026 | |
The Wokest In-game content artaudio | Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials. | Ichipinisu Studio | - | Sep 24, 2026 | |
Cleanup Unit In-game content art | Generative AI tools were used during development to create pre-generated artwork
and visual assets used in the game and its Steam store materials.
All AI-generated assets included in the final game were reviewed and selected by
the developer before use.
No generative AI content is created during gameplay, and the game does not connect
to any external AI services. | 2ooT Games | - | Sep 24, 2026 | |
Doctor Moore's World of Creatures In-game content artaudiocode | I designed the game, rules, maps and territories myself. The AI assistant helped write the code, and I reviewed and play-tested every change before release. Players never interact with any AI. I would use pictures, send them through Nano Banana to enhance and modify (Example: silver eyes for Bees) then have AI turn the creatures into sprites. A few sounds are AI generated. The game itself contains no AI and generates nothing while it's being played. | Alan T Moore | - | Sep 24, 2026 | |
Hearth & Harvest In-game content text | Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers. | AD1 Studios | - | Sep 24, 2026 | |
Steal the Chicken In-game content art | Some in-game image assets were generated using AI tools, but all of them have been re-arranged and painted over by our artists. | Bai | - | Sep 24, 2026 | |
BACKROOMS: REALITY FAILURE In-game content art | Generative AI was used to assist with the creation of some visual assets and images included in the game. | GameBiome Studio | - | Sep 24, 2026 | |
PROTOCOL: NOAH In-game content arttext | This game uses generative AI in the creation of the following content:
- Parts of the ending animations and still illustrations
- Parts of the scenario text
- UI artwork
- Store page assets such as the logo and key visual
- Store page text in languages other than Japanese
All generated assets were reviewed, selected and edited by our team before being included in the final build. No content is generated by AI while the game is running. | SINEN STUDIO Inc. | - | Sep 24, 2026 | |
Sharma Ji's Shop In-game content artaudiocode | Game uses AI generated Code, Art and Sound. | Renvake | - | Sep 24, 2026 | |
IAI BREAKER In-game content art | This game uses generative AI in the creation of some visual assets, including character illustrations, backgrounds, and promotional artwork. These assets were selected, adjusted, and integrated into the game and store materials by the developer. The game does not generate content in real time during gameplay, and no player input or personal data is sent to external AI services. | βETALCA Games | - | Sep 24, 2026 | |
Touhou Gensokyo Defense Dev only art | Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction. | Erosion | - | Sep 24, 2026 | |
Meeting the World:AIRA Live AI text | Meeting the World (Aira) uses generative AI to create conversations and optional synthesized speech during gameplay. Depending on the enabled features, AI can also select predefined character actions and influence conversational emotion, autonomous behaviour and long-term understanding.
The Windows build includes a local Gemma 4 e2b chat model. Players may optionally configure their own external AI provider. Local speech synthesis uses CosyVoice3 with a bundled reference voice or a voice reference selected by the player.
AI responses may be inaccurate or inappropriate and should not be treated as professional advice. | wmdm | - | Sep 24, 2026 |