AI is used in some of the musics in game. AI is used for Game's logo
- Creator
- Morteza Ahmadi
- Reviews
- -
- Added
- Aug 31, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
AI is used in some of the musics in game. AI is used for Game's logo
All visual art in SagoCat — characters, animation, and visual design — is hand-crafted, with no AI used. Generative AI is used as follows: the pet's conversational replies are generated in real time by a third-party AI service and require an internet connection (use the built-in free quota or your own API key); during development, AI tools also assisted with parts of the code, some in-app text, and some sound effects.
Destroy the Flag was developed with the assistance of a generative AI coding assistant (Claude, by Anthropic), used throughout development as a programming and writing collaborator. Pre-Generated content (created during development, ships with the game): - In-game interface text — menu labels, HUD text, on-screen instructions, and system messages — was drafted with AI assistance as part of the game's code, then reviewed and refined by the developer before shipping. - The Steam store page's short and long descriassistance, then fact-checked, edited, and approvpublishing. Live-Generated content: None. The game does not usnt isgenerated by AI while the game is being played
We have used generative AI tools to translate the game into other languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure correct display and the proper functioning of the interface and menus.
Utilizes artificial intelligence tools to assist in the development of certain in-game content.
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
music
Some of the 2D artwork and animation frames in this game were produced with the assistance of generative AI tools. Every AI-assisted asset was reviewed and edited by me (the developer) before shipping. The game contains no live-generated AI content — all art, animation, and text are fixed at release and identical for every player.
Some of the assets used in the game were generated using Generative AI.
Generative AI was used in developing game code.
Generative AI was used to assist in creating some in-game artwork and promotional artwork for the game, including certain environment backgrounds and Steam store assets.
This game uses generative AI tools. Some art assets, texts and portions of the game's code were created with the assistance of generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the developer before release. The game does not use generative AI in real time during gameplay.
UI Art Assets uses generative artificial intelligence.
AI‑generated music is used in this game, and some artwork was created with reference to AI‑generated images.
Generative AI was used to assist with writing portions of the game’s code and store page.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
AI was used solely for localization purposes.
Some of this game's promotional and background artwork was made with generative AI tools and then edited by the developer: the store capsule/key art images, the painted title-screen background, and the cinematic clips used in the intro trailer. All gameplay, code, game design, in-game visuals (the emoji fighters, gloves, effects and UI), sound effects and music were created without generative AI. No AI content is generated during gameplay and the game does not connect to any AI service.
Some assets were fine tuned with the help of AI.
Generative AI tools were used to assist in the creation of some promotional artwork and marketing assets for the game. Final assets were reviewed and edited by the development team.
In-game 3D props, audio sound effects, etc.
Coquí Crusader was made with AI-assisted tools under the developer's direction. The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer. Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization. No content is generated during gameplay, and the game never connects to any external AI service.
The images and music are 100% AI generated but the story is 100% human generated.
### Use of Generative Artificial Intelligence During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation. AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements. It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements. The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me. I want to be transparent with players regarding the use of these technologies in the creation of the game.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
Generative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages.
本游戏部分美术素材、背景音效及叙事文本由生成式人工智能工具辅助创作,所有内容均经过人工审核、校对与合规修改,完整版权归本工作室所有。
A large number of AI‑generated assets are used in this game. However, every asset has undergone extensive manual adjustments.
Some of this game's content was created with the assistance of generative AI tools, always under human direction and review. Portions of the painted environment artwork and the store/marketing artwork began as AI-generated images that were then curated, edited, and integrated by hand. The music was generated with a licensed AI music tool, then curated and edited. Nothing is generated by AI while you play — everything you see and hear ships as fixed, human-reviewed content.
Generative AI tools were used. All AI-assisted content was reviewed by the developer, with some assets further edited and refined.No AI content is generated during gameplay.
Sprite assets were made with AI. What can I say? I'm not an artist and can't afford one (though would love to be able to!)
The voices in the game were generated by AI, following scripts written by hand.
Rhythm Nebula's chart generation runs totally offline, on your local hardware. None of the art, music, or other assets are AI-generated.
Some of the artwork in Scoundrel: The Descent, including the illustrated card art and background images, was created with the help of generative AI tools and then reviewed and edited by hand. No AI-generated content is produced while you play. If you would rather not see it, Settings includes a "No AI art" option that hides the card illustrations and shows only suit, rank, and frame.
Procedural and AI tools used to assist in some content creation
Some audio and text translations are powered by AI
Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation.
Art assets are AI-generated with subsequent manual refinement.
AI was only used to generate minimal resources to support ball and chalk design. All AI-assisted content has been reviewed, and the final assets were manually drawn and retouched to fit the game's artistic style and atmosphere.
One man team with no budget who used Codex to add code, and some AI Upscaling etc.
Handcrafted assets are refined and upscaled with AI
This game heavily uses generative AI to generate the initial world and direct events and experiences for the player in real time.
Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content.
I developed this game entirely on my own, handling all the game design, hand-drawn artwork, and music composition myself. Only the translations/localizations were generated by AI.
The artwork was made by hand, AI was used to upscale the images.
As a small independent developer, obviously AI tools was used to assist in the development of this game, including working on graphical elements as well as writing code.
HaddyForge utilizes PixelLab AI as part of our development workflow to assist with the prototyping and production of select pixel-art sprites, character concepts, and animation frames. AI-assisted output is primarily used as a starting point for development and is not typically considered game-ready in its initial form. Assets are reviewed, refined, edited, and iterated upon by the developer using PixelLab, Aseprite, and our broader pixel-art workflow until they meet the visual, animation, and technical requirements of the game. As an independent studio combining pixel-art creation and software development, HaddyForge uses AI-assisted tools to accelerate experimentation and prototyping while maintaining direct creative control over the final assets included in the game. AI-assisted development tools have also been used during software development to help review and iterate on game systems, identify potential bugs, improve testing, and increase development efficiency. All resulting game systems and implementations are reviewed, tested, and integrated by the developer before release.
Parts of this game's content were created with generative AI tools: - 3D models and their textures (towers, enemies, terrain and scenery props) were generated with Meshy AI, then hand-adjusted and assembled by the developer. - The English localization was AI-translated from the original Chinese text and then reviewed by the developer. - Some in-game flavor text (event, relic and achievement descriptions) was drafted with an AI writing assistant. - Some store page and marketing artwork was produced with AI image tools. All of this content is generated ahead of time and ships as fixed assets. The game does not generate any content live during play and does not connect to any AI service at runtime. Sound effects and music are procedurally synthesized by our own scripts and are not AI-generated.
"The help of an AI assistant has been used during the entire development process, including for content such as sound and localization."
Some 2D art assets (backgrounds, characters, UI icons) were created with the assistance of generative AI tools and then edited, cropped and assembled manually. Localization text for some supported languages was assisted by AI translation. All generated content was reviewed by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pointless Climb In-game content audioart | AI is used in some of the musics in game.
AI is used for Game's logo | Morteza Ahmadi | - | Aug 31, 2026 | |
SagoCat Live AI textcodeaudio | All visual art in SagoCat — characters, animation, and visual design — is hand-crafted, with no AI used.
Generative AI is used as follows: the pet's conversational replies are generated in real time by a third-party AI service and require an internet connection (use the built-in free quota or your own API key); during development, AI tools also assisted with parts of the code, some in-app text, and some sound effects. | Sago Cat Studio | - | Aug 31, 2026 | |
Destroy the Flag In-game content textcode | Destroy the Flag was developed with the assistance of a generative AI coding assistant (Claude, by Anthropic), used throughout development as a programming and writing collaborator.
Pre-Generated content (created during development, ships with the game):
- In-game interface text — menu labels, HUD text, on-screen instructions, and system messages — was drafted with AI assistance as part of the game's code, then reviewed and refined by the developer before shipping.
- The Steam store page's short and long descriassistance, then fact-checked, edited, and approvpublishing.
Live-Generated content: None. The game does not usnt isgenerated by AI while the game is being
played | Pisuke | - | Aug 31, 2026 | |
Rookie Rook In-game content text | We have used generative AI tools to translate the game into other languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure correct display and the proper functioning of the interface and menus. | Dozy Duck Games | - | Aug 29, 2026 | |
Basketball Dynasty Unclear | Utilizes artificial intelligence tools to assist in the development of certain in-game content. | YBC Studio | - | Aug 29, 2026 | |
Rock Flipper In-game content text | This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages. | Mini Fun Games | - | Aug 29, 2026 | |
Me VS Demonking?Seriously? Unclear | music | 异世界卡车 | - | Aug 29, 2026 | |
Punch The Monkey In-game content art | Some of the 2D artwork and animation frames in this game were produced with the assistance of generative AI tools. Every AI-assisted asset was reviewed and edited by me (the developer) before shipping. The game contains no live-generated AI content — all art, animation, and text are fixed at release and identical for every player. | DiamondDev | - | Aug 29, 2026 | |
Don't Stop Cutting The Trees! In-game content art | Some of the assets used in the game were generated using Generative AI. | Wovley Games | - | Aug 29, 2026 | |
Royal Bomb Squad POP! Dev only code | Generative AI was used in developing game code. | STONEFRUITWORKS | - | Aug 29, 2026 | |
Minip In-game content art | Generative AI was used to assist in creating some in-game artwork and promotional artwork for the game, including certain environment backgrounds and Steam store assets. | NorthIron Studios | - | Aug 29, 2026 | |
Managing Up In-game content arttextcode | This game uses generative AI tools. Some art assets, texts and portions of the game's code were created with the assistance of generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the developer before release. The game does not use generative AI in real time during gameplay. | Slacking Logic | - | Aug 29, 2026 | |
RoboSquare: Recharged In-game content art | UI Art Assets uses generative artificial intelligence. | Fizz | - | Aug 29, 2026 | |
Draw My Home | AI‑generated music is used in this game, and some artwork was created with reference to AI‑generated images. | Happy Fish | - | Aug 28, 2026 | |
Huma Store/marketing codetext | Generative AI was used to assist with writing portions of the game’s code and store page. | Beep | - | Aug 28, 2026 | |
BUNGLERS! In-game content art | AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team. | Emre Şahin | - | Aug 28, 2026 | |
Flippy the Spider In-game content text | AI was used solely for localization purposes. | Zerith | - | Aug 28, 2026 | |
Emoji Massacre Store/marketing art | Some of this game's promotional and background artwork was made with generative AI tools and then edited by the developer: the store capsule/key art images, the painted title-screen background, and the cinematic clips used in the intro trailer. All gameplay, code, game design, in-game visuals (the emoji fighters, gloves, effects and UI), sound effects and music were created without generative AI. No AI content is generated during gameplay and the game does not connect to any AI service. | UndaWirrld Arcade | - | Aug 28, 2026 | |
Keep to the Blue Unclear | Some assets were fine tuned with the help of AI. | Kool Matter | - | Aug 28, 2026 | |
Stop Reading the Cards Store/marketing art | Generative AI tools were used to assist in the creation of some promotional artwork and marketing assets for the game. Final assets were reviewed and edited by the development team. | Working As Intended | - | Aug 28, 2026 | |
Kennel Chaos In-game content artaudio | In-game 3D props, audio sound effects, etc. | Watashi Games | - | Aug 28, 2026 | |
Coquí Crusader: Defenders of Borikén In-game content artaudiotext | Coquí Crusader was made with AI-assisted tools under the developer's direction.
The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer.
Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization.
No content is generated during gameplay, and the game never connects to any external AI service. | Yucayeque Games | - | Aug 28, 2026 | |
She Sucked Me Once, and Dry In-game content artaudio | The images and music are 100% AI generated but the story is 100% human generated. | ProgenitorWorks | - | Aug 28, 2026 | |
DuelX In-game content artcode | ### Use of Generative Artificial Intelligence
During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation.
AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements.
It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements.
The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me.
I want to be transparent with players regarding the use of these technologies in the creation of the game. | KV | - | Aug 28, 2026 | |
Marry Anyone In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 28, 2026 | |
Warchaic In-game content artaudio | Generative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages. | BIG-E | - | Aug 28, 2026 | |
2027毕业生指南 In-game content artaudiotext | 本游戏部分美术素材、背景音效及叙事文本由生成式人工智能工具辅助创作,所有内容均经过人工审核、校对与合规修改,完整版权归本工作室所有。 | 龙田游戏 | - | Aug 28, 2026 | |
Golden Bay: Desktop Aquarium In-game content art | A large number of AI‑generated assets are used in this game. However, every asset has undergone extensive manual adjustments. | Emerge Game | - | Aug 28, 2026 | |
Grumpy Dungeon In-game content artaudio | Some of this game's content was created with the assistance of generative AI tools, always under human direction and review. Portions of the painted environment artwork and the store/marketing artwork began as AI-generated images that were then curated, edited, and integrated by hand. The music was generated with a licensed AI music tool, then curated and edited. Nothing is generated by AI while you play — everything you see and hear ships as fixed, human-reviewed content. | Sam Mayell | - | Aug 28, 2026 | |
RabbitDice Unclear | Generative AI tools were used. All AI-assisted content was reviewed by the developer, with some assets further edited and refined.No AI content is generated during gameplay. | SeptenaryCrescent | - | Aug 28, 2026 | |
Cornmaster's Fury In-game content art | Sprite assets were made with AI. What can I say? I'm not an artist and can't afford one (though would love to be able to!) | Astrawal Studios | - | Aug 28, 2026 | |
Flourishing In-game content audio | The voices in the game were generated by AI, following scripts written by hand. | Splintercat Studio | - | Aug 28, 2026 | |
RHYTHM NEBULA general | Rhythm Nebula's chart generation runs totally offline, on your local hardware. None of the art, music, or other assets are AI-generated. | NEBULA CORP | - | Aug 28, 2026 | |
Scoundrel: The Descent In-game content art | Some of the artwork in Scoundrel: The Descent, including the illustrated card art and background images, was created with the help of generative AI tools and then reviewed and edited by hand. No AI-generated content is produced while you play. If you would rather not see it, Settings includes a "No AI art" option that hides the card illustrations and shows only suit, rank, and frame. | BetterSIM LLC | - | Aug 28, 2026 | |
Sportia Unclear | Procedural and AI tools used to assist in some content creation | Hermit Crab Studio | - | Aug 27, 2026 | |
manmanzhilv In-game content audiotext | Some audio and text translations are powered by AI | 下前拳游戏 | - | Aug 26, 2026 | |
GameOvrd2 In-game content art | Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation. | CodeKnight808 | - | Aug 26, 2026 | |
变废为宝 Trash to Cash In-game content art | Art assets are AI-generated with subsequent manual refinement. | 棱镜工作室 | - | Aug 26, 2026 | |
Crazy Pocket In-game content art | AI was only used to generate minimal resources to support ball and chalk design.
All AI-assisted content has been reviewed, and the final assets were manually drawn and retouched to fit the game's artistic style and atmosphere. | OFFMOON Inc. | - | Aug 26, 2026 | |
Matchy Star Dev only code | One man team with no budget who used Codex to add code, and some AI Upscaling etc. | Silverware Games, Inc. | - | Aug 25, 2026 | |
Peeling Feeling: Sticker Galore In-game content art | Handcrafted assets are refined and upscaled with AI | moimart | - | Aug 25, 2026 | |
Anywhere RPG Live AI arttext | This game heavily uses generative AI to generate the initial world and direct events and experiences for the player in real time. | Max Loh | - | Aug 25, 2026 | |
Provinces In-game content art | Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content. | PezhetGames | - | Aug 25, 2026 | |
Ghost Express In-game content text | I developed this game entirely on my own, handling all the game design, hand-drawn artwork, and music composition myself.
Only the translations/localizations were generated by AI. | GongJun Lab | - | Aug 25, 2026 | |
Mushroom Marketplace In-game content art | The artwork was made by hand, AI was used to upscale the images. | HotRock Games | - | Aug 25, 2026 | |
Dear Gardener Dev only artcode | As a small independent developer, obviously AI tools was used to assist in the development of this game, including working on graphical elements as well as writing code. | Youkoso Games | - | Aug 25, 2026 | |
Monster Movie Mayhem In-game content art | HaddyForge utilizes PixelLab AI as part of our development workflow to assist with the prototyping and production of select pixel-art sprites, character concepts, and animation frames.
AI-assisted output is primarily used as a starting point for development and is not typically considered game-ready in its initial form. Assets are reviewed, refined, edited, and iterated upon by the developer using PixelLab, Aseprite, and our broader pixel-art workflow until they meet the visual, animation, and technical requirements of the game.
As an independent studio combining pixel-art creation and software development, HaddyForge uses AI-assisted tools to accelerate experimentation and prototyping while maintaining direct creative control over the final assets included in the game.
AI-assisted development tools have also been used during software development to help review and iterate on game systems, identify potential bugs, improve testing, and increase development efficiency. All resulting game systems and implementations are reviewed, tested, and integrated by the developer before release. | HaddyForge | - | Aug 25, 2026 | |
Roll and Hold In-game content arttext | Parts of this game's content were created with generative AI tools:
- 3D models and their textures (towers, enemies, terrain and scenery props) were generated with Meshy AI, then hand-adjusted and assembled by the developer.
- The English localization was AI-translated from the original Chinese text and then reviewed by the developer.
- Some in-game flavor text (event, relic and achievement descriptions) was drafted with an AI writing assistant.
- Some store page and marketing artwork was produced with AI image tools.
All of this content is generated ahead of time and ships as fixed assets. The game does not generate any content live during play and does not connect to any AI service at runtime. Sound effects and music are procedurally synthesized by our own scripts and are not AI-generated. | Kai Games | - | Aug 25, 2026 | |
Piano Warrior In-game content audiotext | "The help of an AI assistant has been used during the entire development process, including for content such as sound and localization." | Leonid Cebotari | - | Aug 25, 2026 | |
Hot Dog Simulator : Food Truck In-game content arttext | Some 2D art assets (backgrounds, characters, UI icons) were created with the assistance of generative AI tools and then edited, cropped and assembled manually. Localization text for some supported languages was assisted by AI translation. All generated content was reviewed by the developer. | Feha Game Studios | - | Aug 25, 2026 |