I used AI assistance to create some of the promotional materials used outside the game.
- Creator
- Sichuan Sawanyi Technology Co., Ltd.
- Reviews
- 150
- Added
- May 23, 2026
Public Steam disclosure research 25,380 disclosures tracked
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Code help, debugging and other development work.
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I used AI assistance to create some of the promotional materials used outside the game.
Generative AI was used as a coding assistant and to help create the game's capsule artwork and store marketing visuals.
I feel the AI tag for my game is not actually reasonable. i tried to explain myself to steam and to stop forcing me to set this AI toggle but the automated system is forcing me to say i used AI
The localization of this game was initially generated using AI tools and subsequently reviewed and polished by human translators to ensure quality.
AI was used to translate the store descriptions and in-game text into several languages.
Generative AI tools were used during development for concept exploration, prototyping, and internal reference materials. All gameplay systems, visuals, text, and audio included in the released game are authored, curated, and reviewed by the developer.
AI was used only to generate language translations and Steam marketing images like Steam capsule.
This game uses AI in the following areas: - 3D models - Textures - Source code - BGM
This project is being developed by a small two-person team. The use of AI tools in this project is strictly limited to the following assets: - flag textures - selected marketing assets and voice lines We plan to replace these elements with fully original, custom-created assets and professionally recorded voice acting as soon as funding allows. All AI-assisted content is reviewed, edited, and integrated by the development team to ensure consistency and quality.
In the demo version, to support development, we use AI-assisted tools to create PLACEHOLDER CONTENT ONLY. These assets are temporary and will NOT appear in the final version of the game.
During the development and live service of the game, AI-based tools may be utilized to support in game visual content creation, marketing materials, live chat translation features, and partial in-game dialogue and script localization. In all such cases and regardless of the workflow, the final product is a reflection of our own development team's creativity and artistic expression.
As a small indie team, we have used generative AI tools to help create temporary placeholder assets during development, including some capsule artworks, localization support, and certain in-game icons. All AI-assisted content is reviewed and integrated manually by our team.
Generative AI is used to assist with the creation of some art assets, voice content, and localization/translation. All localized text is reviewed and edited by the developer.
Couple ingame icons.
We have added support for Chinese, German, French, and Portuguese using AI-based translation to make the game more accessible to a wider audience.
Some store page and in-game text translations have been generated with artificial intelligence.
Some localized versions of the game may include text translated with the assistance of AI tools.
The store page capsule image (cover art) was generated using AI.
The store page capsule image (cover art) was generated using AI.
Some of the images in the game were created using neural networks, but were later significantly modified (or used only as inspiration). No image in Pocket Rogues is entirely AI generated.
AI tools were used alongside traditional methods to produce visual art and audio. all content was directed, reviewed, and refined by the developer.
I used AI technology to help generate music, sound effects, and multilingual translations.
I have used Claude Code to create the game itself code and assets.
Some of the images in this game are created using artificial intelligence.
This game uses generative AI tools in a limited capacity during development. A small number of environmental textures were created with AI assistance. The majority of in-game assets are licensed assets (e.g., Craftpix) or custom-developed by the creator. All gameplay systems, mechanics, level design, and core development were created by the developer. AI-generated content does not affect gameplay functionality and is used only as a supplemental production tool.
Some static visual assets in this game were created with the assistance of AI tools during development. All AI-assisted assets have been reviewed, edited, and integrated by the developer to fit the game's art style. No AI-generated content is created during gameplay.
"Music and in-game text translations (12 non-English languages) were created with AI assistance and reviewed by the developer."
During the development process, we may use procedural- and AI-based tools to assist with content creation.
"Developed in Godot with a focus on precision and hand-crafted systems. To maintain absolute control over the game’s quality and vision, generative AI was used for less than 10% of development, limited strictly to early-stage conceptual ideation for visual assets. Every final in-game asset has been manually hand-drawn, and 100% of the game’s code—including the massive 3,000+ line player controller—is hand-written. This ensures the tight, responsive gameplay essential for a high-stakes Metoridvania."
Some marketing text and store presentation materials were assisted by generative AI tools during development. The application itself does not use AI to generate lessons, analyze typing, or alter gameplay. All training content and functionality are authored and controlled by the developer.
Remove virus does not use generative AI to generate gameplay content, dialogue, code, or assets during play. The game does not connect to external AI services. All content included in the build is pre-created by the developer.
The store page was localized using machine translation.
No AI was used in the development of Rage Rock. Only parts of the store page was made with the help of AI.
部分美术资源使用AI工具生成初始概念图,之后由开发者进行手动调整和修改。最终作品结合了AI生成的基础设计和人工艺术修订。
As a solo developer I did lean on a bit of AI for assisting me with the Title Screen and Steam Capsule Artwork though I did a lot of paint over in Photoshop. A few of the SFX are AI generated.
AI assisted in coding and translation, with human verification.
All visual assets in the game, including character portraits, backgrounds, user interface (UI) elements, icons, and menus, were created using generative Artificial Intelligence tools. Additionally, all the background music and musical tracks were also composed and generated using AI. All of these assets are pre-rendered during development ; there is no live AI generation occurring in real-time while the user is playing.
I used generative AI tools to assist parts of production, including writing support (proofreading/translation) and the creation of some visual elements. AI was used to generate or iterate on specific visual assets (e.g., promotional images and/or certain 2D visuals), which were then curated and edited by me. Core development decisions (game design, implementation, narrative structure, and final integration) were made by me, and all AI-assisted outputs were reviewed and adjusted to fit the game’s artistic direction.
COALCOM was built by a solo developer with 20+ years in the power industry. Generative AI was used to write and iterate on game code — it's what made finishing a +10-year project idea finally possible. Some written content, including store page copy and the game manual, was drafted with AI assistance and refined by the developer. The game design, mechanics, domain expertise, and voice are entirely human. The visual assets were not AI-generated.
game logo and game menu image made with ai tools
Generative AI have been used during development to: assist with visual ideation (preliminary concepts and artistic inspiration) and some initial visuals. help with the writing or rephrasing of certain descriptive texts. All content present in the game (gameplay, mechanics, final visuals, interfaces, animations, and balancing) has been designed, selected, modified, and integrated manually by the developer. No other artists' works were used as reference to generate anything. Generative artificial intelligence is not used during gameplay, does not influence in-game decisions, and does not interact with player data.
Generative AI tools were used during early-stage ideation to explore concepts and draft materials. Any AI-assisted outputs were substantially edited and redesigned by the developer. Some assets were created with external assistance under the developer’s direction, and all final content was reviewed and approved by the developer. No user prompts generate new content during gameplay.
AI has been initially used to generate in-game characters' portraits (pre-rendered); those portraits were then manually processed by artists.
Generative AI was used for the localization and translation of some languages in this game.
Generative AI technology was utilized for certain art assets(Background and Item Images) and sound effects to enhance the overall production quality of this game.
Some of the graphical assets were generated with the assistance of AI
Some of the images in this game are created using artificial intelligence.
This game used generative AI as a development aid in the following areas: Store Capsule: Generative AI tools were used to create or assist in the production of some visual assets. Final compositions, layout adjustments, cropping, and any post-processing were reviewed and approved by the developer. Coding: Used to generate and refine draft code and provide debugging suggestions. All final code is reviewed and integrated by the developer. Audio (BGM & SFX): Some background music and sound effects were generated using generative AI tools; other audio assets were created or sourced by the developer. AI-generated audio is generally used close to the original output, with light processing such as trimming, volume leveling, and format conversion when necessary. Narrative: Used to support drafting and iteration (for example, wording alternatives and structural adjustments). All in-game text is reviewed by the developer. Localization: Some language translations were generated with AI assistance and reviewed or edited where feasible. No generative AI is used to create new content in real time during gameplay. All AI usage is limited to development and asset creation.
This game uses Spotify's Basic Pitch, a machine learning model for audio-to-MIDI transcription. This technology assists in converting audio files into note data for gameplay purposes and is entirely optional—players can choose whether or not to use this feature. It does not generate music, artwork, or other creative content; all such elements are created by human artists and composers.
See the description for an extended discussion about the tools used to produce this game. AI use in this game includes Claude and Claude Code for assisting with implementing complex systems and bug fixing. The codex's image-examination assets are pre-rendered during development: in-game screenshots are composited via ChatGPT and then some are stylistically processed by a model running locally on my laptop. I experimented a bit with Adobe Podcast to make recordings on my not-very-good mic sound a little better but I wasn't so impressed with the results so I don't think much of this made it in. Most sound effects were found in online libraries but in some cases they were generated using ElevenLabs and other sound generation models when suitable alternatives could not be found. Some 3D models and textures were created using Meshy. Text was checked for spelling and grammar with Grammarly and Claude.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Shadowbane: Resurgence Store/marketing art | I used AI assistance to create some of the promotional materials used outside the game. | Sichuan Sawanyi Technology Co., Ltd. | 150 | May 23, 2026 | |
Almost A Ghost Store/marketing codeart | Generative AI was used as a coding assistant and to help create the game's capsule artwork and store marketing visuals. | PNR Verse | - | May 23, 2026 | |
Spider Monkey Unclear | I feel the AI tag for my game is not actually reasonable. i tried to explain myself to steam and to stop forcing me to set this AI toggle but the automated system is forcing me to say i used AI | Chosen Masters Games | - | May 23, 2026 | |
腐烂之核 The Blighted Core In-game content text | The localization of this game was initially generated using AI tools and subsequently reviewed and polished by human translators to ensure quality. | pjj | - | May 23, 2026 | |
Ribbit Jump In-game content text | AI was used to translate the store descriptions and in-game text into several languages. | Kyromai | - | May 23, 2026 | |
Scrapfall Dev only | Generative AI tools were used during development for concept exploration, prototyping, and internal reference materials. All gameplay systems, visuals, text, and audio included in the released game are authored, curated, and reviewed by the developer. | Zencode | - | May 23, 2026 | |
Powerup and Bang! In-game content textart | AI was used only to generate language translations and Steam marketing images like Steam capsule. | Warmlight Games | - | May 23, 2026 | |
Shake In-game content artaudiocode | This game uses AI in the following areas:
- 3D models
- Textures
- Source code
- BGM | Team Shake | - | May 23, 2026 | |
Tank Havoc In-game content artaudio | This project is being developed by a small two-person team.
The use of AI tools in this project is strictly limited to the following assets:
- flag textures
- selected marketing assets and voice lines
We plan to replace these elements with fully original, custom-created assets and professionally recorded voice acting as soon as funding allows.
All AI-assisted content is reviewed, edited, and integrated by the development team to ensure consistency and quality. | Mad Missile | - | May 23, 2026 | |
Whispers of Elenrod Dev only artaudiotext | In the demo version, to support development, we use AI-assisted tools to create PLACEHOLDER CONTENT ONLY. These assets are temporary and will NOT appear in the final version of the game. | Quick Turn Games | - | May 23, 2026 | |
Embers of the Uncrowned In-game content arttext | During the development and live service of the game, AI-based tools may be utilized to support in game visual content creation, marketing materials, live chat translation features, and partial in-game dialogue and script localization.
In all such cases and regardless of the workflow, the final product is a reflection of our own development team's creativity and artistic expression. | NEXON | - | May 23, 2026 | |
Life Core In-game content arttext | As a small indie team, we have used generative AI tools to help create temporary placeholder assets during development, including some capsule artworks, localization support, and certain in-game icons. All AI-assisted content is reviewed and integrated manually by our team. | Ember Forge | - | May 23, 2026 | |
Code My Robot Vacuum In-game content artaudiotext | Generative AI is used to assist with the creation of some art assets, voice content, and localization/translation. All localized text is reviewed and edited by the developer. | Umit Canbolat | - | May 23, 2026 | |
The Depths of Despair In-game content art | Couple ingame icons. | herbeni | - | May 23, 2026 | |
Veterum In-game content text | We have added support for Chinese, German, French, and Portuguese using AI-based translation to make the game more accessible to a wider audience. | Crasleen Games | 135 | May 23, 2026 | |
Lake of Creatures In-game content text | Some store page and in-game text translations have been generated with artificial intelligence. | ANTENNA GAMES | 340 | May 23, 2026 | |
Spark in the Dark In-game content text | Some localized versions of the game may include text translated with the assistance of AI tools. | Stellar Fish | 1.1k | May 23, 2026 | |
Bone Marrow Store/marketing art | The store page capsule image (cover art) was generated using AI. | HugePixel | 43 | May 23, 2026 | |
Lord of the click Store/marketing art | The store page capsule image (cover art) was generated using AI. | HugePixel | 73 | May 23, 2026 | |
Pocket Rogues In-game content art | Some of the images in the game were created using neural networks, but were later significantly modified (or used only as inspiration). No image in Pocket Rogues is entirely AI generated. | EtherGaming | 562 | May 23, 2026 | |
TapeSurfer In-game content artaudio | AI tools were used alongside traditional methods to produce visual art and audio. all content was directed, reviewed, and refined by the developer. | TapeSurfers | - | Mar 18, 2026 | |
Overbooked In-game content audiotext | I used AI technology to help generate music, sound effects, and multilingual translations. | Blackmum | - | Mar 18, 2026 | |
Chess Kingdom In-game content codeart | I have used Claude Code to create the game itself code and assets. | Pinch Games | 27 | Mar 18, 2026 | |
Wriggle apple 3 In-game content art | Some of the images in this game are created using artificial intelligence. | WormWorld Studios | 10 | Mar 18, 2026 | |
Prison Freak In-game content art | This game uses generative AI tools in a limited capacity during development. A small number of environmental textures were created with AI assistance. The majority of in-game assets are licensed assets (e.g., Craftpix) or custom-developed by the creator.
All gameplay systems, mechanics, level design, and core development were created by the developer. AI-generated content does not affect gameplay functionality and is used only as a supplemental production tool. | OrcaLab Studios™ | - | Mar 18, 2026 | |
SwingCat: Swing Me to the Moon? In-game content art | Some static visual assets in this game were created with the assistance of AI tools during development. All AI-assisted assets have been reviewed, edited, and integrated by the developer to fit the game's art style. No AI-generated content is created during gameplay. | CAEN Games | - | Mar 18, 2026 | |
HOP-CO-OP In-game content audiotext | "Music and in-game text translations (12 non-English languages) were created with AI assistance and reviewed by the developer." | KS Studios | 11 | Mar 18, 2026 | |
Ever Roach Unclear | During the development process, we may use procedural- and AI-based tools to assist with content creation. | playablecuriosity | - | Mar 18, 2026 | |
Rampage Kage In-game content art | "Developed in Godot with a focus on precision and hand-crafted systems. To maintain absolute control over the game’s quality and vision, generative AI was used for less than 10% of development, limited strictly to early-stage conceptual ideation for visual assets. Every final in-game asset has been manually hand-drawn, and 100% of the game’s code—including the massive 3,000+ line player controller—is hand-written. This ensures the tight, responsive gameplay essential for a high-stakes Metoridvania." | Ofir Aroya | - | Mar 18, 2026 | |
Speed Grinder 2.0 Store/marketing text | Some marketing text and store presentation materials were assisted by generative AI tools during development.
The application itself does not use AI to generate lessons, analyze typing, or alter gameplay. All training content and functionality are authored and controlled by the developer. | Bladevampirek | - | Mar 18, 2026 | |
Remove Virus general | Remove virus does not use generative AI to generate gameplay content, dialogue, code, or assets during play. The game does not connect to external AI services. All content included in the build is pre-created by the developer. | Jkong | - | Mar 18, 2026 | |
Hamsteria In-game content text | The store page was localized using machine translation. | 2WheelerDev | - | Mar 18, 2026 | |
Rage Rock Store/marketing | No AI was used in the development of Rage Rock. Only parts of the store page was made with the help of AI. | Abdulrahim Al Methiab | - | Mar 18, 2026 | |
仙源录 In-game content art | 部分美术资源使用AI工具生成初始概念图,之后由开发者进行手动调整和修改。最终作品结合了AI生成的基础设计和人工艺术修订。 | BrillianT | - | Mar 18, 2026 | |
TUSK In-game content artaudio | As a solo developer I did lean on a bit of AI for assisting me with the Title Screen and Steam Capsule Artwork though I did a lot of paint over in Photoshop. A few of the SFX are AI generated. | NeverCry Studio | - | Mar 18, 2026 | |
The Book of Prosperity In-game content codetext | AI assisted in coding and translation, with human verification. | SingKeys | - | Mar 18, 2026 | |
Symbolika In-game content artaudio | All visual assets in the game, including character portraits, backgrounds, user interface (UI) elements, icons, and menus, were created using generative Artificial Intelligence tools. Additionally, all the background music and musical tracks were also composed and generated using AI. All of these assets are pre-rendered during development ; there is no live AI generation occurring in real-time while the user is playing. | Romain LGD | - | Mar 18, 2026 | |
Echoes of a Thread Store/marketing arttext | I used generative AI tools to assist parts of production, including writing support (proofreading/translation) and the creation of some visual elements. AI was used to generate or iterate on specific visual assets (e.g., promotional images and/or certain 2D visuals), which were then curated and edited by me. Core development decisions (game design, implementation, narrative structure, and final integration) were made by me, and all AI-assisted outputs were reviewed and adjusted to fit the game’s artistic direction. | Alexis Chanyabanchachai | - | Mar 18, 2026 | |
COALCOM: Power Station Dev only codetext | COALCOM was built by a solo developer with 20+ years in the power industry. Generative AI was used to write and iterate on game code — it's what made finishing a +10-year project idea finally possible. Some written content, including store page copy and the game manual, was drafted with AI assistance and refined by the developer. The game design, mechanics, domain expertise, and voice are entirely human. The visual assets were not AI-generated. | Pedro Matos | - | Mar 18, 2026 | |
Nash Racing Pursuit 2 In-game content art | game logo and game menu image made with ai tools | Tero Lunkka | 10 | Mar 18, 2026 | |
The Last Errant In-game content arttext | Generative AI have been used during development to:
assist with visual ideation (preliminary concepts and artistic inspiration) and some initial visuals.
help with the writing or rephrasing of certain descriptive texts.
All content present in the game (gameplay, mechanics, final visuals, interfaces, animations, and balancing) has been designed, selected, modified, and integrated manually by the developer.
No other artists' works were used as reference to generate anything.
Generative artificial intelligence is not used during gameplay, does not influence in-game decisions, and does not interact with player data. | Porthox | - | Mar 18, 2026 | |
Don’t Pop, Duck In-game content textart | Generative AI tools were used during early-stage ideation to explore concepts and draft materials. Any AI-assisted outputs were substantially edited and redesigned by the developer. Some assets were created with external assistance under the developer’s direction, and all final content was reviewed and approved by the developer. No user prompts generate new content during gameplay. | ENDLmn Studio | - | Mar 18, 2026 | |
SPARTA 2035 – The Last Diamond In-game content art | AI has been initially used to generate in-game characters' portraits (pre-rendered); those portraits were then manually processed by artists. | Lipsar Studio | - | Mar 18, 2026 | |
IROONI - Color Tag - In-game content text | Generative AI was used for the localization and translation of some languages in this game. | North Fox Games | - | Mar 18, 2026 | |
REKINDLE artaudio | Generative AI technology was utilized for certain art assets(Background and Item Images) and sound effects to enhance the overall production quality of this game. | StudioLightHouse | - | Mar 18, 2026 | |
Federal Reserve Simulator In-game content art | Some of the graphical assets were generated with the assistance of AI | Billmeade Gaming | 70 | Mar 18, 2026 | |
Grim Hammer In-game content art | Some of the images in this game are created using artificial intelligence. | kazakovstudios | 12 | Mar 18, 2026 | |
Lucid Dream In-game content artaudiotextcode | This game used generative AI as a development aid in the following areas:
Store Capsule:
Generative AI tools were used to create or assist in the production of some visual assets. Final compositions, layout adjustments, cropping, and any post-processing were reviewed and approved by the developer.
Coding:
Used to generate and refine draft code and provide debugging suggestions. All final code is reviewed and integrated by the developer.
Audio (BGM & SFX):
Some background music and sound effects were generated using generative AI tools; other audio assets were created or sourced by the developer. AI-generated audio is generally used close to the original output, with light processing such as trimming, volume leveling, and format conversion when necessary.
Narrative:
Used to support drafting and iteration (for example, wording alternatives and structural adjustments). All in-game text is reviewed by the developer.
Localization:
Some language translations were generated with AI assistance and reviewed or edited where feasible.
No generative AI is used to create new content in real time during gameplay. All AI usage is limited to development and asset creation. | Ragdall_ | - | Mar 18, 2026 | |
HYPERVOX Live AI audio | This game uses Spotify's Basic Pitch, a machine learning model for audio-to-MIDI transcription. This technology assists in converting audio files into note data for gameplay purposes and is entirely optional—players can choose whether or not to use this feature. It does not generate music, artwork, or other creative content; all such elements are created by human artists and composers. | Stagnant Water Games | - | Mar 18, 2026 | |
Memories Loaming In-game content artaudiotextcode | See the description for an extended discussion about the tools used to produce this game.
AI use in this game includes Claude and Claude Code for assisting with implementing complex systems and bug fixing. The codex's image-examination assets are pre-rendered during development: in-game screenshots are composited via ChatGPT and then some are stylistically processed by a model running locally on my laptop. I experimented a bit with Adobe Podcast to make recordings on my not-very-good mic sound a little better but I wasn't so impressed with the results so I don't think much of this made it in. Most sound effects were found in online libraries but in some cases they were generated using ElevenLabs and other sound generation models when suitable alternatives could not be found. Some 3D models and textures were created using Meshy. Text was checked for spelling and grammar with Grammarly and Claude. | Snowy Plover Games | - | Mar 18, 2026 |