AI-generated images from the Steam store (3D version of the game's 2D creatures)
- Creator
- Bakart Games - Rômulo
- Reviews
- -
- Added
- May 23, 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-generated images from the Steam store (3D version of the game's 2D creatures)
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
This game uses AI technologies such as Antigravity and LLM for programming, as well as for translating the story and UI.
Cover art and localizations were made with the help of generative artificial intelligence.
The trailer was made using artificial intelligence.
AI was used to assist in the translation of in-game text and store descriptions.
AI has been used to check for localizations mistakes, some PoC textures that will be replaced, and boiler plate code.
During the development of MC Chopped's Melee Mayhem, generative AI tools were used to assist in the creation of specific game assets to enhance variety and creative scale. Visual Assets: Select character sprites and environmental elements were initially drafted using AI tools. However, every asset has been manually cleaned, converted to our specific pixel art style, and touched up by the development team to ensure visual consistency and quality. Audio and Voice: Generative technologies were used to assist in the production of background music and select character vocalizations, providing a diverse and high-energy soundscape for the game’s various modes. All AI-assisted content was commercially licensed and has been curated and refined by the developers to reflect our creative vision. This message was partially generated by AI as well. (but not this sentence)
Artificial intelligence was used during development to generate some of the game's background music and some decorative environmental elements, such as certain statues and environmental objects. All generated content was reviewed, selected, and integrated manually by the development team. Artificial intelligence is not used during gameplay, nor does it dynamically generate content for players.
As a solo indie developer working with a limited art budget, I have used generative AI tools for some visual assets, primarily UI artwork. The gameplay systems, mechanics, programming, balancing, and overall game design are created and implemented by me. My long-term goal is to continue improving the game’s artwork and, as the game grows, work with professional artists to replace and further refine AI-assisted visual assets.
We use AI in part of the character design
EcoMoguls uses generative AI as part of a small-studio production workflow for some player-facing content, including visual assets, written material, and audio. All final content included in the game and on the store page has been selected, edited, and integrated by the developer to fit the game's design, tone, and educational goals.
As an indie non-english speaker, AI was used for polishing game store page and texts inside game. Images in game and gameplay in game are not affected by AI.
AI tools were used to assist with the creation of game content, such as generating and refining text-based expressions and supporting development tasks. All core gameplay design, implementation, and final content selection were created and curated by the developer.
Art: Certain background, character, and animation assets were generated by AI, then manually cropped, composited, and post-processed. Audio: Some in-game music and sound effects were generated by AI, then manually selected, edited, and integrated. Code: Some foundational functional code was generated with AI assistance, then reviewed, modified, compiled, and integrated by the developers. The core game design, gameplay logic, and final integration were all completed manually.
Artificial intelligence was used to create icons and sound effects.
in-game illustrations and event card artwork were created with the assistance of AI image generation tools. These are static, pre-rendered assets and do not change during gameplay.
AI is used to generate localizations, some textures and sounds.
This project was developed using advanced AI-assisted tools across visual assets, audio design, and core system implementation, with all elements carefully refined and adjusted to ensure a cohesive and polished gameplay experience.
Regarding the use of AI, the game scenes images, character designs, and animations of monsters were generated using AI. We will replace these with manually created resources in the official version later
The following content is created with generative AI: character portraits, background music, and cover/promo material (hand-made in-game screenshots edited/overpainted with AI-assisted tools). All other content (code, game mechanics, driving physics, 3D assets, sound effects, text, track design, gameplay) is hand-made without AI generation.
Of course, we used some artificial intelligence technologies to speed up our business processes and produce higher quality and better-performing games. We used Claude for code development, ChatGPT for visual production, created the game's cover art with ChatGPT, and wrote the game's overall code architecture with the help of Claude. These AIs significantly sped up our work, but absolutely do not think: "the developers produced this game without any hassle, using only a single prompt." This thought is completely wrong. What actually happened was that we gave these AIs some of the tasks we would have done ourselves, and they did them in stages to speed up the process. Even with this setup, it still took 6 months to finish the game.
The visual key art for this game was generated with the use of AI.
Generative AI is used for the artwork.
The game's code is written with the help of AI. Every other gameplay aspects and assets, i.e. Art, Audio, etc., is human produced, with love and care sprinkled in.
Some store page assets were edited with AI
Some images used in the library were generated using AI while others will be purchased as we expand the library.
Generative AI is used to assist coding and for generating code that creates audio files.
Development was aided by generative AI for a subset of visual and audio assets.
Some assets in this game were generated or enhanced using AI.
AI was used in editing code. In the game play there is not auto generated AI content.
Generative AI was used to make the graphics and music.
contains generative art from netwrck ra1 art generator for art
Localized content utilizes AI
AI helped with coding, testing and illustrating this game. There is no in-game AI.
Some promotional assets created during development, including certain store-page media, used generative AI-assisted artwork. The shipped game does not use live AI-generated gameplay content, and it does not connect to any external AI service during play.
Used only to create narrative images.
Wallpapers in this game include AI-generated work.
AI has been used to help develop the game's cover art.
This game uses artificial intelligence tools during development. AI was used to assist in generating certain visual assets, including promotional graphics and background elements. All AI-generated content was reviewed, modified, and approved by the developer. AI is not used during gameplay. The game does not generate content dynamically and does not use AI to interact with players.
This game uses generative artificial intelligence for localization and for some cinematic visuals. All in-game text has been translated into 20 languages using AI-assisted translation tools. The source language was written by the developer. AI-generated translations cover: English, German, Italian, Spanish (Spain), Spanish (Latin America), Portuguese (Brazil), Portuguese (Portugal), Dutch, Polish, Russian, Japanese, Simplified Chinese, Traditional Chinese, Turkish, Vietnamese, Hindi, Indonesian, Korean, and Arabic. Additionally, some cinematic visuals were pre-generated using AI image tools.
AI was used to generate images for the shop and web page.
AI is used solely to create materials for marketing purposes.
AI tools were used to assist in the creation of the trailer and promotional materials displayed on this store page.
The icons are AI-generated
Added just-for-fun AI version of game art as first screenshot.
Some marketting assets may be a.i assisted.
Some fictional team logos and UI graphic assets were created with the assistance of generative AI tools during development. All logos are fictional, do not represent real lacrosse leagues, teams, schools, or organizations, and were reviewed/edited by the developer to avoid infringing or illegal content.
Currently, all locales are generated by an LLM. However, I am making significant efforts to ensure that all supported UI languages 100% human-made for the future. If the user chooses to, there are alternative translation models to download & use through the community repository. These are all text generative AI.
Updates released after May 6, 2026 include graphic resources that were generated using AI tools and subsequently retouched and refined by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Call of Toys: Tower Defense Store/marketing art | AI-generated images from the Steam store (3D version of the game's 2D creatures) | Bakart Games - Rômulo | - | May 23, 2026 | |
Janggi Store/marketing art | We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs. | Popoko VM Games | - | May 23, 2026 | |
NUMBAKO-なんばこ- In-game content text | This game uses AI technologies such as Antigravity and LLM for programming, as well as for translating the story and UI. | CarasOhmi | - | May 23, 2026 | |
Chess 2 Store/marketing arttext | Cover art and localizations were made with the help of generative artificial intelligence. | Proper Puppy | - | May 23, 2026 | |
MQ: Rise Above Store/marketing art | The trailer was made using artificial intelligence. | 99ADM | - | May 23, 2026 | |
Just Eat Sushi! In-game content text | AI was used to assist in the translation of in-game text and store descriptions. | Aurora Colored Bird | 14 | May 23, 2026 | |
Arena Arcade Fest In-game content textartcode | AI has been used to check for localizations mistakes, some PoC textures that will be replaced, and boiler plate code. | Oscar Ortigueira López | - | May 23, 2026 | |
MC Chopped's Melee Mayhem In-game content artaudio | During the development of MC Chopped's Melee Mayhem, generative AI tools were used to assist in the creation of specific game assets to enhance variety and creative scale.
Visual Assets: Select character sprites and environmental elements were initially drafted using AI tools. However, every asset has been manually cleaned, converted to our specific pixel art style, and touched up by the development team to ensure visual consistency and quality.
Audio and Voice: Generative technologies were used to assist in the production of background music and select character vocalizations, providing a diverse and high-energy soundscape for the game’s various modes.
All AI-assisted content was commercially licensed and has been curated and refined by the developers to reflect our creative vision.
This message was partially generated by AI as well. (but not this sentence) | Axysyn Interactive | - | May 23, 2026 | |
Max's Jungle Odyssey In-game content audioart | Artificial intelligence was used during development to generate some of the game's background music and some decorative environmental elements, such as certain statues and environmental objects. All generated content was reviewed, selected, and integrated manually by the development team. Artificial intelligence is not used during gameplay, nor does it dynamically generate content for players. | Fernando Garrido García-Manso | - | May 23, 2026 | |
RanaRangam: Where Chess Pieces Bleed In-game content art | As a solo indie developer working with a limited art budget, I have used generative AI tools for some visual assets, primarily UI artwork.
The gameplay systems, mechanics, programming, balancing, and overall game design are created and implemented by me.
My long-term goal is to continue improving the game’s artwork and, as the game grows, work with professional artists to replace and further refine AI-assisted visual assets. | Bogaram Rakesh | - | 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 | |
EcoMoguls In-game content arttextaudio | EcoMoguls uses generative AI as part of a small-studio production workflow for some player-facing content, including visual assets, written material, and audio. All final content included in the game and on the store page has been selected, edited, and integrated by the developer to fit the game's design, tone, and educational goals. | The Analog Gaming Socity | - | May 23, 2026 | |
Defenders of Ten Roads Crossing Tower In-game content text | As an indie non-english speaker, AI was used for polishing game store page and texts inside game. Images in game and gameplay in game are not affected by AI. | Hetocode | - | May 23, 2026 | |
Xeno Finder In-game content text | AI tools were used to assist with the creation of game content, such as generating and refining text-based expressions and supporting development tasks. All core gameplay design, implementation, and final content selection were created and curated by the developer. | Schmitt's Spieleschmiede | - | May 23, 2026 | |
CatToySimulator In-game content artaudiocode | Art: Certain background, character, and animation assets were generated by AI, then manually cropped, composited, and post-processed.
Audio: Some in-game music and sound effects were generated by AI, then manually selected, edited, and integrated.
Code: Some foundational functional code was generated with AI assistance, then reviewed, modified, compiled, and integrated by the developers.
The core game design, gameplay logic, and final integration were all completed manually. | YellowDaGame | - | May 23, 2026 | |
Creepy Scary In-game content artaudio | Artificial intelligence was used to create icons and sound effects. | SoerGameStudio | - | May 23, 2026 | |
Bull Run In-game content art | in-game illustrations and event card artwork were created with the assistance of AI image generation tools. These are static, pre-rendered assets and do not change during gameplay. | Steve Games | - | May 23, 2026 | |
Zoo Party In-game content textartaudio | AI is used to generate localizations, some textures and sounds. | Markigames | - | May 23, 2026 | |
NEXUS CHESS In-game content artaudiocode | This project was developed using advanced AI-assisted tools across visual assets, audio design, and core system implementation, with all elements carefully refined and adjusted to ensure a cohesive and polished gameplay experience. | Guy's Games | - | May 23, 2026 | |
幻境奇旅 In-game content art | Regarding the use of AI, the game scenes images, character designs, and animations of monsters were generated using AI.
We will replace these with manually created resources in the official version later | OnWavelength Joy | - | May 23, 2026 | |
G-Vora In-game content artaudio | The following content is created with generative AI: character portraits, background music, and cover/promo material (hand-made in-game screenshots edited/overpainted with AI-assisted tools). All other content (code, game mechanics, driving physics, 3D assets, sound effects, text, track design, gameplay) is hand-made without AI generation. | mañana studios | - | May 23, 2026 | |
Dude The Dark Agent Dev only artcode | Of course, we used some artificial intelligence technologies to speed up our business processes and produce higher quality and better-performing games. We used Claude for code development, ChatGPT for visual production, created the game's cover art with ChatGPT, and wrote the game's overall code architecture with the help of Claude. These AIs significantly sped up our work, but absolutely do not think: "the developers produced this game without any hassle, using only a single prompt." This thought is completely wrong. What actually happened was that we gave these AIs some of the tasks we would have done ourselves, and they did them in stages to speed up the process. Even with this setup, it still took 6 months to finish the game. | ismail ozel games | - | May 23, 2026 | |
SupercarKickers Store/marketing art | The visual key art for this game was generated with the use of AI. | Adabana Game Studio | - | May 23, 2026 | |
Bitvania In-game content art | Generative AI is used for the artwork. | BITTRON STUDIOS | - | May 23, 2026 | |
Simon and Friends Dev only code | The game's code is written with the help of AI.
Every other gameplay aspects and assets, i.e. Art, Audio, etc., is human produced, with love and care sprinkled in. | Captain Iceblock | - | May 23, 2026 | |
All or Nothing Store/marketing art | Some store page assets were edited with AI | DeeGee Games | - | May 23, 2026 | |
Tab + Notch Store/marketing art | Some images used in the library were generated using AI while others will be purchased as we expand the library. | HATCHgames | - | May 23, 2026 | |
Newtonia In-game content codeaudio | Generative AI is used to assist coding and for generating code that creates audio files. | METONYMOUS | - | May 23, 2026 | |
Tokyo Wave Rush In-game content artaudio | Development was aided by generative AI for a subset of visual and audio assets. | Wave Rush | - | May 23, 2026 | |
Kankao in Action In-game content | Some assets in this game were generated or enhanced using AI. | Inonimatos Games | - | May 23, 2026 | |
Board Forge Dev only code | AI was used in editing code. In the game play there is not auto generated AI content. | Egg Splat Studio | - | May 23, 2026 | |
Olive Smash In-game content artaudio | Generative AI was used to make the graphics and music. | Mentalling Games | - | May 23, 2026 | |
Ethereal Storm In-game content art | contains generative art from netwrck ra1 art generator for art | App.nz | - | May 23, 2026 | |
大建周世 In-game content text | Localized content utilizes AI | laodongligong | - | May 23, 2026 | |
Forest Fighters Dev only codeart | AI helped with coding, testing and illustrating this game. There is no in-game AI. | Lurix dev studio | - | May 23, 2026 | |
Conquerors: Domination Store/marketing art | Some promotional assets created during development, including certain store-page media, used generative AI-assisted artwork. The shipped game does not use live AI-generated gameplay content, and it does not connect to any external AI service during play. | Cody Harker | - | May 23, 2026 | |
MEGAPAIN In-game content art | Used only to create narrative images. | BARS interactive | - | May 23, 2026 | |
Rails & Rivals In-game content art | Wallpapers in this game include AI-generated work. | tnycnsn | - | May 23, 2026 | |
TNT Bomb Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Laser Planet In-game content art | This game uses artificial intelligence tools during development.
AI was used to assist in generating certain visual assets, including promotional graphics and background elements. All AI-generated content was reviewed, modified, and approved by the developer.
AI is not used during gameplay. The game does not generate content dynamically and does not use AI to interact with players. | Laser Planet Games | - | May 23, 2026 | |
VoidStep In-game content textart | This game uses generative artificial intelligence for localization and for some cinematic visuals. All in-game text has been translated into 20 languages using AI-assisted translation tools. The source language was written by the developer. AI-generated translations cover: English, German, Italian, Spanish (Spain), Spanish (Latin America), Portuguese (Brazil), Portuguese (Portugal), Dutch, Polish, Russian, Japanese, Simplified Chinese, Traditional Chinese, Turkish, Vietnamese, Hindi, Indonesian, Korean, and Arabic. Additionally, some cinematic visuals were pre-generated using AI image tools. | 2508 GAMES | - | May 23, 2026 | |
Mechastrike: Red War Store/marketing art | AI was used to generate images for the shop and web page. | Marvin Gran | - | May 23, 2026 | |
CyberZ Store/marketing arttext | AI is used solely to create materials for marketing purposes. | Funexagon | - | May 23, 2026 | |
Critical Minutes Store/marketing art | AI tools were used to assist in the creation of the trailer and promotional materials displayed on this store page. | V GAMES | - | May 23, 2026 | |
桌上足球 TableSoccer In-game content art | The icons are AI-generated | YongyeGames | - | May 23, 2026 | |
Presidential Beatdown Store/marketing art | Added just-for-fun AI version of game art as first screenshot. | Eternal Studios | 17 | May 23, 2026 | |
Big Bad Soccer Store/marketing art | Some marketting assets may be a.i assisted. | www.superstargames.co.uk | - | May 23, 2026 | |
Lacrosse 26 In-game content art | Some fictional team logos and UI graphic assets were created with the assistance of generative AI tools during development. All logos are fictional, do not represent real lacrosse leagues, teams, schools, or organizations, and were reviewed/edited by the developer to avoid infringing or illegal content. | Crosse Studios | 13 | May 23, 2026 | |
GameTranslate In-game content text | Currently, all locales are generated by an LLM. However, I am making significant efforts to ensure that all supported UI languages 100% human-made for the future.
If the user chooses to, there are alternative translation models to download & use through the community repository. These are all text generative AI. | Godnoken | - | May 23, 2026 | |
World Soccer Kid In-game content art | Updates released after May 6, 2026 include graphic resources that were generated using AI tools and subsequently retouched and refined by the developer. | Game Museum | - | May 23, 2026 |