Some visual or written content in this game may have been assisted by AI tools during development. All content has been reviewed and finalized by the developer.
- Creator
- Wyrmfang Forge
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,706 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.
Some visual or written content in this game may have been assisted by AI tools during development. All content has been reviewed and finalized by the developer.
We use AI in part of the character design
3D Models and Graphics were AI generated.
Some cutscene images were generated with AI .
Use of AI for ideas for store page text, and use of AI to write portions of code for the game.
Store page graphical assets (capsule images, achievement icons, app icon) were created using AI-assisted tools. Game soundtrack is procedurally generated in real-time using the Web Audio API. All game code, gameplay systems, dialogue, and lore were written by the developer.
This game's background music was generated using Suno (AI music generation). Some sprite and store artwork was created programmatically using Python scripts with AI-assisted design. No AI content is generated during gameplay.
Questo gioco utilizza strumenti di intelligenza artificiale durante lo sviluppo. L’AI è stata utilizzata per supportare la creazione di alcune texture, suoni ed elementi visivi minori. Tutti i contenuti generati sono stati revisionati e modificati manualmente dallo sviluppatore per garantire qualità e coerenza con lo stile del gioco. Non è presente generazione AI in tempo reale durante il gameplay.
AI in this game is only used for the monsters their behavior.
AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck".
Some of the game's art assets were created with the assistance of generative AI tools.
The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI.
Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios. Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work. We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows.
The logo was made by my homie with the help of an ai there i said it
Generative AI has been used to populate the Steam Store Page with graphics, for BGM and occasionally during coding
Some background image assets in this game are generated using artificial intelligence and then further modified and refined by the development team. All other assets and content within the game are created without the use of AI-generated material.
AI was used for multilingual localization work and during the prototyping and implementation of in-game systems. All AI-generated outputs were directly reviewed and modified by the developer before final integration.
Some of the images are generated by AI, they are only cosmetic and do not affect the gameplay.
Features a single optional AI node that works with a locally installed LLM when enabled.
Uses assets and tools made partially or fully with AI.
This game has AI content only on the images of the tittle, store images and the Mucaro production video at the start of the game.
Some UI elements in Drown World (specifically element icons for water, fire, gas, and similar interactive particles) were created using generative AI tools and subsequently edited and refined. Since the element roster is still being finalised and expanded, these icons will be replaced with custom artwork once the full set is locked in. Music stems were generated using AI tools, then edited and arranged by the developer. Localisation was produced with the assistance of generative AI.
The game's cover art and several background images were generated using artificial intelligence.
Some visual assets, including environmental art and vegetation, were created with the assistance of AI image generation tools and manually refined for use in the game.
AI tools (Claude Code) were used to assist with code development and store page localization. All game design, visual style, and creative decisions were made by the developer. All visuals are procedurally generated by the game's own code at runtime.
Some visual assets, including loading screen images and menu screen artwork, were developed with the assistance of AI image generation tools. AI video generation tools were also used to assist in the production of opening, ending, and promotional trailer videos. All content was created and directed by the developer, with AI serving as a supporting tool to realize the game's creative vision.
During the development of this game, a portion of the image resources and background music was created using generative AI.
During our development, we have used AI tools to assist us in Content creation for the game. As a small team that is still learning and growing, we leverage AI to help us in generating content. But the final product has been shaped by the team's collective hardwork, dedication and creativity.
To streamline our development and bring the game to market faster, we utilize generative AI for core visualization. Our team then uses these outputs as a foundation to refine, improve, and create the final iterations you see in the game.
We use generative AI tools to assist in the creation of 2D pixel art assets and marketing materials. All AI-generated content is refined and integrated by the developer to ensure a high-quality, cohesive aesthetic that fits the game's unique medieval-tech world.
AI tools were used to assist in creating parts of the soundtrack, selected UI elements (primarily in the main menu), and some achievement icons. All gameplay systems, design, and core content are handcrafted.
AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support.
Some sound effects are created using AI.
Some store page promotional images and marketing materials were created with the assistance of AI tools.
AI was used to help fine-tuning some graphics and animations, also to create some background graphics. AI was used to create voices and to fine tune music.
Generative IA was used for the translation and localization of in-game text and store page content into multiple languages. This helped ensure natural-sounding phrases for the voice recognition system.
We use AI tools only for the proper translations
This work uses AI technology for certain art assets, which are subsequently refined by the developers.
This game uses generative AI (Grok Imagine by xAI) to create visual assets for the Steam store page, including the header, capsules, background images, and logos.
Some programming code writing for Torizon Telecom utilized AI. (However, the code written by AI is either directly corrected or used for reference.) All other resources and fonts are available It reveals that AI has not been used at all.
Word Space Blaster uses pre-rendered AI Art and Animations.
Pre-generated: We have used AI tools to assist in the creation of certain 2D graphic elements, specifically some user interface (UI) icons. All AI-generated assets have been manually refined, integrated, and polished by our team to ensure they fit the game's unique visual style and meet our quality standards. Live-generated: None. The game does not use any AI to generate content in real-time during gameplay.
Some images and sound effects are generated using AI.
Generative AI was used to create the character illustrations and programming for this game.
We used AI to make icons for abilities, and inventory icons. Those icons are being replaced in chunks by our in house artist.
Artificial intelligence was used in some of the art, music, sound effects, and translation.
The game does not use AI-generated art, music, character assets, or gameplay content. Generative AI tools were used only to assist with localization drafts for some in-game and store page text, and the final text was reviewed and edited by the developer.
Gen AI was used as a dev tool to help with implementing code and in game content. Game design, mechanics, and creative direction were not by AI.
The visual assets in this game, including character sprites, UI elements, and environmental items, were created with the assistance of Generative AI tools. All AI-generated content has been manually curated, edited, and modified by the developer—including manual rigging and frame-by-frame animation—to ensure a cohesive art style and high-quality gameplay experience.
Some of this game’s assets were developed with the assistance of AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Matron of Ashes Unclear arttext | Some visual or written content in this game may have been assisted by AI tools during development. All content has been reviewed and finalized by the developer. | Wyrmfang Forge | - | May 23, 2026 | |
バレットバラージュ-弾幕乱舞- Bullet Barrge In-game content art | We use AI in part of the character design | Logicule Studio | - | May 23, 2026 | |
Plastic Battle Rush In-game content art | 3D Models and Graphics were AI generated. | LERN-E | - | May 23, 2026 | |
XiaoLuo's English War In-game content art | Some cutscene images were generated with AI . | LUO WENJUN | - | May 23, 2026 | |
Captain Awesome - Adventures in Space In-game content codetext | Use of AI for ideas for store page text, and use of AI to write portions of code for the game. | Paul Granelli | - | May 23, 2026 | |
Neon Planet In-game content artaudiotext | Store page graphical assets (capsule images, achievement icons, app icon) were created using AI-assisted tools. Game soundtrack is procedurally generated in real-time using the Web Audio API. All game code, gameplay systems, dialogue, and lore were written by the developer. | Neon Planet Studio | - | May 23, 2026 | |
Tacos or Death In-game content audioart | This game's background music was generated using Suno (AI music generation).
Some sprite and store artwork was created programmatically using Python scripts with
AI-assisted design. No AI content is generated during gameplay. | Loaf Master Games | - | May 23, 2026 | |
Nightmare Before BlackGate In-game content artaudio | Questo gioco utilizza strumenti di intelligenza artificiale durante lo sviluppo. L’AI è stata utilizzata per supportare la creazione di alcune texture, suoni ed elementi visivi minori. Tutti i contenuti generati sono stati revisionati e modificati manualmente dallo sviluppatore per garantire qualità e coerenza con lo stile del gioco. Non è presente generazione AI in tempo reale durante il gameplay. | JJ | - | May 23, 2026 | |
Thunder Tie Live AI | AI in this game is only used for the monsters their behavior. | T&T studios | - | May 23, 2026 | |
Prism Deck Survivor Dev only code | AI was used for initial code reviews. Everything it produced was carefully reviewd, and we shipped those results in early production. It also served as a great "rubber duck". | CryCauseDry | - | May 23, 2026 | |
BULLET GIRL:ZOMBIE DEFENSE In-game content art | Some of the game's art assets were created with the assistance of generative AI tools. | Sojourner. Game | - | May 23, 2026 | |
Hook and Gun In-game content audio | The background music for the game was created using generative AI tools. However, all other game assets, including pixel art, sound effects, programming code, and narrative content, were created manually by the developer without the use of generative AI. | Giant Beak Games | - | May 23, 2026 | |
Aetheris Core In-game content artaudiocode | Aetheris Core is a hand-crafted indie game, built and tuned over thousands of hours of development and playtesting by Kavik Studios.
Generative AI tools were used to assist with parts of the process, including some visual and audio assets and technical code such as shaders. No content is generated live during gameplay; everything ships as fixed, pre-made assets. Every AI-assisted element was reviewed, edited, reworked, and integrated by hand to meet the game's quality and consistency standards. The design, balance, feel, and final form of the game are Kavik Studios' own work.
We've disclosed our use of AI tools openly since day one, and we're committed to keeping that transparency as the game grows. | Kavik Studios | - | May 23, 2026 | |
Birds Store/marketing art | The logo was made by my homie with the help of an ai there i said it | RubenCo | - | May 23, 2026 | |
Shapemonger In-game content artaudiocode | Generative AI has been used to populate the Steam Store Page with graphics, for BGM and occasionally during coding | Topito Games | - | May 23, 2026 | |
Carpet Hero: Jet Hunter In-game content art | Some background image assets in this game are generated using artificial intelligence and then further modified and refined by the development team. All other assets and content within the game are created without the use of AI-generated material. | SKG Games | - | May 23, 2026 | |
GummyGom Delivery In-game content text | AI was used for multilingual localization work and during the prototyping and implementation of in-game systems. All AI-generated outputs were directly reviewed and modified by the developer before final integration. | NEONORI | - | May 23, 2026 | |
Eternal Spring: Oblivion In-game content art | Some of the images are generated by AI, they are only cosmetic and do not affect the gameplay. | MilitaryOblivion | - | May 23, 2026 | |
Macro Mesh Live AI text | Features a single optional AI node that works with a locally installed LLM when enabled. | Nin-Jogo | - | May 23, 2026 | |
The Remaining Unclear | Uses assets and tools made partially or fully with AI. | Krabbe Studios | - | May 23, 2026 | |
Despertar art | This game has AI content only on the images of the tittle, store images and the Mucaro production video at the start of the game. | Chuepa | - | May 23, 2026 | |
Drown World In-game content artaudiotext | Some UI elements in Drown World (specifically element icons for water, fire, gas, and similar interactive particles) were created using generative AI tools and subsequently edited and refined. Since the element roster is still being finalised and expanded, these icons will be replaced with custom artwork once the full set is locked in. Music stems were generated using AI tools, then edited and arranged by the developer. Localisation was produced with the assistance of generative AI. | Meat Lab | - | May 23, 2026 | |
Wing Walker Store/marketing art | The game's cover art and several background images were generated using artificial intelligence. | mehmetozbostanci | - | May 23, 2026 | |
Exit Error In-game content art | Some visual assets, including environmental art and vegetation, were created with the assistance of AI image generation tools and manually refined for use in the game. | Venterno | - | May 23, 2026 | |
FARLUME: Into the Silent Dark In-game content codetext | AI tools (Claude Code) were used to assist with code development and store page localization. All game design, visual style, and creative decisions were made by the developer. All visuals are procedurally generated by the game's own code at runtime. | Farlume Studio | - | May 23, 2026 | |
Save Princess Torosso In-game content art | Some visual assets, including loading screen images and menu screen artwork, were developed with the assistance of AI image generation tools. AI video generation tools were also used to assist in the production of opening, ending, and promotional trailer videos. All content was created and directed by the developer, with AI serving as a supporting tool to realize the game's creative vision. | KOKOPAZU STUDIO | - | May 23, 2026 | |
Pravitas In-game content artaudio | During the development of this game, a portion of the image resources and background music was created using generative AI. | VT Games | - | May 23, 2026 | |
Be A Firefighter In-game content textartaudio | During our development, we have used AI tools to assist us in Content creation for the game. As a small team that is still learning and growing, we leverage AI to help us in generating content. But the final product has been shaped by the team's collective hardwork, dedication and creativity. | Treta Studios | - | May 23, 2026 | |
W.A.M In-game content art | To streamline our development and bring the game to market faster, we utilize generative AI for core visualization. Our team then uses these outputs as a foundation to refine, improve, and create the final iterations you see in the game. | METROPOLICE | - | May 23, 2026 | |
Ironfall In-game content art | We use generative AI tools to assist in the creation of 2D pixel art assets and marketing materials. All AI-generated content is refined and integrated by the developer to ensure a high-quality, cohesive aesthetic that fits the game's unique medieval-tech world. | Asreal | - | May 23, 2026 | |
Graviton Core In-game content audioart | AI tools were used to assist in creating parts of the soundtrack, selected UI elements (primarily in the main menu), and some achievement icons. All gameplay systems, design, and core content are handcrafted. | JPGames | - | May 23, 2026 | |
Void Strike Dev only code | AI was used only to help review, correct, and improve portions of existing code during development. All visual assets, music, and other creative content in the game were made by real artists, whose work I fully support. | BareboneDev | - | May 23, 2026 | |
Tales from the Other Side: Beneath the Roots In-game content audio | Some sound effects are created using AI. | CATFURY | - | May 23, 2026 | |
GammaBoost+ Store/marketing art | Some store page promotional images and marketing materials were created with the assistance of AI tools. | Sidearm Studios | - | May 23, 2026 | |
The Last Zeppelin In-game content artaudio | AI was used to help fine-tuning some graphics and animations, also to create some background graphics.
AI was used to create voices and to fine tune music. | Innopede GmbH | - | May 23, 2026 | |
Medium Chronicles: Room 644 In-game content text | Generative IA was used for the translation and localization of in-game text and store page content into multiple languages. This helped ensure natural-sounding phrases for the voice recognition system. | FOSKO GAMES | - | May 23, 2026 | |
Eternal Hatred In-game content text | We use AI tools only for the proper translations | Vladislav Tokarev | - | May 23, 2026 | |
Deep Space Survivor: Endless Starfield In-game content art | This work uses AI technology for certain art assets, which are subsequently refined by the developers. | NodeStudio | - | May 23, 2026 | |
天藻のモズクヒメ In-game content art | This game uses generative AI (Grok Imagine by xAI) to create visual assets for the Steam store page, including the header, capsules, background images, and logos. | Kazumitsu Ota | - | May 23, 2026 | |
Torizon Telecom Dev only code | Some programming code
writing for Torizon Telecom utilized AI.
(However, the code written by AI is either directly corrected or used for reference.)
All other resources and fonts are available
It reveals that AI has not been used at all. | SkagoGames | - | May 23, 2026 | |
Word Space Blaster In-game content art | Word Space Blaster uses pre-rendered AI Art and Animations. | a|REA Software | - | May 23, 2026 | |
EXPEDITION : THE CULT In-game content art | Pre-generated:
We have used AI tools to assist in the creation of certain 2D graphic elements, specifically some user interface (UI) icons. All AI-generated assets have been manually refined, integrated, and polished by our team to ensure they fit the game's unique visual style and meet our quality standards.
Live-generated:
None. The game does not use any AI to generate content in real-time during gameplay. | ASIM GAMES | - | May 23, 2026 | |
BLOCK13 In-game content artaudio | Some images and sound effects are generated using AI. | GameCrewHK | - | May 23, 2026 | |
パパさ、旅系インフルエンサーで食っていこうと思っているんだ。 In-game content artcode | Generative AI was used to create the character illustrations and programming for this game. | HataGames | - | May 23, 2026 | |
DREADHOLM In-game content art | We used AI to make icons for abilities, and inventory icons. Those icons are being replaced in chunks by our in house artist. | DREADHOLM | - | May 23, 2026 | |
Keyboard Warrior: Type to Destroy In-game content artaudiotext | Artificial intelligence was used in some of the art, music, sound effects, and translation. | 赛博风 | - | May 23, 2026 | |
Rope Up! In-game content text | The game does not use AI-generated art, music, character assets, or gameplay content. Generative AI tools were used only to assist with localization drafts for some in-game and store page text, and the final text was reviewed and edited by the developer. | Elpoco | - | May 23, 2026 | |
Hollow Ward In-game content code | Gen AI was used as a dev tool to help with implementing code and in game content. Game design, mechanics, and creative direction were not by AI. | Take A Nuke | - | May 23, 2026 | |
Capy Chaos In-game content art | The visual assets in this game, including character sprites, UI elements, and environmental items, were created with the assistance of Generative AI tools. All AI-generated content has been manually curated, edited, and modified by the developer—including manual rigging and frame-by-frame animation—to ensure a cohesive art style and high-quality gameplay experience. | Sleepy Cactus | - | May 23, 2026 | |
Military Football Unclear | Some of this game’s assets were developed with the assistance of AI. | Karao Games | - | May 23, 2026 |