Some artwork and visual assets in this game were created with the assistance of generative AI tools during development. No AI content is generated during gameplay.
- Creator
- Feelosophy
- Reviews
- -
- Added
- Jul 5, 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 artwork and visual assets in this game were created with the assistance of generative AI tools during development. No AI content is generated during gameplay.
Some assets on the store page were generated by AI.
I use AI for the music
Most of the code and game assets are AI-generated.
Some of the art, music, and voice assets that ship with this game were created with the help of generative AI tools during development, then curated, ▎ edited, and assembled by the developer. This includes character and mascot art, background and scene art, UI and logo imagery, background music tracks, ▎ and in-game voice lines. The game does not generate any AI content live at runtime. All AI-assisted assets were reviewed before inclusion, and we do not ▎ knowingly ship content that infringes third-party intellectual property.
This game contains pre-generated AI-assisted content, including some character artwork, visual assets, and audio. All AI-generated content has been reviewed, edited, and integrated into the game by the developer.
Some images on the store page/in-game are AI-generated, with manual tweaks and touch-ups added.
100% human made code, art, design, and audio! AI assistance was only used for a tiny fraction of the text localizations to fill small gaps in our community made translations and for translating the Steam store page descriptions to non English languages.
I used AI to generated the black logo
Some of the artwork in Meme Farm was generated using AI tools and then selected, edited, and integrated into the game by the developer.
Generative AI was used heavily to assist in both coding and artwork.
for art
AI was used to translate text from English to other languages.
The coding, general game mechanics, story and brancing paths are all human designed. The art and audio content of this game is strategically and intentionally produced by AI generation.
This game's background music was created using generative AI, and its visual effects were also produced with the assistance of generative AI.
AI was used as a creative tool for: Generating and refining background art (later curated by our artists) Creating early atmospheric textures for the soundtrack (finished by human composers) All AI-generated content was reviewed, edited, and finalized by the team to ensure quality and consistency.
Some portions of the game's source code were developed with the assistance of generative AI tools. All gameplay design, story, puzzles, dialogue, creative direction, and final implementation decisions were created, reviewed, and controlled by the developer. Some promotional artwork and marketing materials may also have been created with the assistance of generative AI tools and subsequently reviewed and edited by the developer. No generative AI is used during gameplay, and no content is generated dynamically for players.
Images and music were edited with the assistance of AI.
The NPCs in the game integrate AI decision-making and dialogue functions.
Generative AI was used as an assistive tool in the development of this game. It was used to help create some in-game icon images and to assist with programming code.
This game utilizes generative AI technologies for certain assets to enhance the game content and localization: - Part of the vocal tracks and select background music (BGM) outside of the main gameplay. - Specific visual assets used in music videos (MVs). - Translation and localization assistance for the store page and game text.
This game has AI generated images (including the community items) and other AI made components. If you are sensitive about AI generated content please do not purchase this game.
This game adopts a small amount of generative AI in the early stage of its workflow.
AI tools were used during development to assist with localizing in-game text into 13 non-English languages and with drafting in-game flavor text and store page copy. All AI-assisted text was reviewed and edited by the developers. All artwork and visual assets are hand-made; no AI-generated imagery is used. No content is generated by AI during gameplay.
This game was developed with coding assistance from Gemini, and the illustrations were created by first drawing the initial artwork and then using ChatGPT.
The Art on the store page (the Camille queen of the bot playing card ) was generated by AI. No copyright infringement of any kind.
AI tools were used to assist with promotional artwork, capsule art, and visual concept iteration for The Big Suck. Final art direction, selection, editing, game design, programming, balancing, and implementation were done by the developer. AI was used as a creative production aid for a small indie project, not as live-generated gameplay content.
Some of this game's code and the tools that procedurally generate its visual assets were created with the assistance of an AI development assistant. All output was reviewed, edited, and tested by the developer. The game contains no AI-generated artwork from image-generation models, and no AI runs during gameplay.
Some of the displayed assets and upgrade text descriptions in-game are using human-verified LLM pre-generated content.
I have utilized AI tools to assist in the creation of some store page assets and in-game textures. These AI-generated elements were used as a foundational base, which were then heavily edited, polished, and manually integrated by me to ensure they align with the game's unique art style and technical requirements. No AI tools were used to generate the core gameplay logic or narrative content; their usage was strictly limited to the visual asset production pipeline.
AI image generation tools (ChatGPT/DALL-E) were used to create unit artwork, faction sprites, and promotional images for this game. No AI was used to generate game code, narrative text, or audio content.
Generative AI was used solely to assist in creating certain graphical assets for the Steam store page, including store capsules, banners, and promotional images. All game content, including programming, gameplay mechanics, in-game art, music, and other assets, was created and reviewed by the developer and does not rely on generative AI during gameplay.
AI-assisted tools were used to help create some visual assets. All generated content was reviewed and integrated by the developer.
This game was developed with the assistance of AI-generated tools. Some visual assets (character illustrations, UI elements, and sprite concepts) were created or refined using AI image generation tools. Portions of the codebase were also developed with AI coding assistance. All AI-generated content was reviewed, curated, and integrated manually by the developer.
As a solo independent project, generative AI tools were used as a foundation for the initial creation of visual and audio assets. Please note that every asset has been systematically retouched, edited, and hand-refined to ensure unique artistic consistency and to bring the raw vision of First Faiths to life.
The basic concepts and raw assets for the characters and buildings in our 2D game, 'Agestan,' were created using AI tools. However, all AI-generated visuals have been significantly modified, manually refined, and hand-edited by the developer to ensure high quality and consistency with the game's unique art style. Additionally, AI tools were utilized for the promotional video, with the necessary editing performed by our team.
Some sprites were generated using IA
AI tools were used during development to assist with coding and design concepts.
The game was designed, assembled, reworked, tested, and integrated by the developer, with a manually defined artistic direction and gameplay experience. Generative AI tools were used as creative assistance for certain visual, audio, cinematic, code-related, and promotional content. This content was then selected, edited, adapted, and adjusted to match the game’s artistic identity, gameplay, and final experience.
Some art assets in this game were created with the assistance of generative AI, used for concept design and texture generation of characters, enemies, and environments. All gameplay logic, code, balance tuning, and game design were hand-crafted.
The game was vibe coded. Many of the current assets were generated by various GenAI models, some of which will be staying but some of which are just placeholders for the time being. Much manual work still goes into making everything look good and come together even when using GenAI.
JellyWorms uses generative AI-assisted visual content for some game art, store assets, and marketing materials. Final assets are reviewed and edited by the developer before release. The game does not generate live AI content during gameplay.
Generative AI was used to assist in creating some visual assets during development. All final in-game artwork was manually retouched and finalized by human artists.
During the development process, I may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of myself.
AI generation tools were used to assist in creating 2D asset designs, specifically the main menu background artwork, enemy sprites, and power-up graphics. All code, level design, and core gameplay mechanics were traditionally developed.
Background elements are created using AI
Because I am a dev team of 1, yes, I have used AI specifically for working on multiplayer code - that's an area of coding I'm just not up to speed on. The in-game code is all me though. As for art, having 10 years experience in game-dev GFX, that's me - 99% of it. I'm highly proficient in using the tools of the trade )Pshop, Blender, 3d MAx etc), but yes, I have used some highly modified bits and pieces for the landing screen and outros, but everything in-game (100%) is me. The SFX, music and voice acting, me too... for my sins. I'm no Mozart or Lawrence Olivier, but, yakknow... it's passable :)
AI has been used to generate some graphics, music, and translations. As the story of this game may suggest, I understand (and even share) most of the criticisms regarding AI, but it is also a tool that has enabled small creators like myself to achieve bigger things that would have been difficult without it.
Some of the artwork and animations in this work were created using AI tools. Some of the music in this work was created using AI tools.
In this game, questions and answers (yes/no) are sent to Amazon Bedrock to generate in-game text. Personal information like your name is not sent. Progress data is saved on your device.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dice in Wonderland In-game content art | Some artwork and visual assets in this game were created with the assistance of generative AI tools during development.
No AI content is generated during gameplay. | Feelosophy | - | Jul 5, 2026 | |
Seabell Supper Store/marketing art | Some assets on the store page were generated by AI. | solvent | - | Jul 5, 2026 | |
Word Quest In-game content audio | I use AI for the music | Alpha ASTRO | - | Jul 5, 2026 | |
Chest Looter: Monster Card Collection In-game content codeartaudiotext | Most of the code and game assets are AI-generated. | Vision Party | - | Jul 4, 2026 | |
TwizGame In-game content artaudiotext | Some of the art, music, and voice assets that ship with this game were created with the help of generative AI tools during development, then curated,
▎ edited, and assembled by the developer. This includes character and mascot art, background and scene art, UI and logo imagery, background music tracks,
▎ and in-game voice lines. The game does not generate any AI content live at runtime. All AI-assisted assets were reviewed before inclusion, and we do not
▎ knowingly ship content that infringes third-party intellectual property. | YaBoyTwiz | - | Jul 4, 2026 | |
Sanslo:Spin of the Three Kingdoms In-game content artaudio | This game contains pre-generated AI-assisted content, including some character artwork, visual assets, and audio. All AI-generated content has been reviewed, edited, and integrated into the game by the developer. | Studio Huewel | - | Jul 4, 2026 | |
失序的我与乐园 In-game content art | Some images on the store page/in-game are AI-generated, with manual tweaks and touch-ups added. | Youki Fung | - | Jul 4, 2026 | |
Idle Pocket Crafter 2 In-game content text | 100% human made code, art, design, and audio!
AI assistance was only used for a tiny fraction of the text localizations to fill small gaps in our community made translations and for translating the Steam store page descriptions to non English languages. | Ruoto Games | - | Jul 4, 2026 | |
Timekeeper Store/marketing art | I used AI to generated the black logo | Pat Bouchard | - | Jul 4, 2026 | |
Meme Farm In-game content art | Some of the artwork in Meme Farm was generated using AI tools and then selected, edited, and integrated into the game by the developer. | fjeed | - | Jul 4, 2026 | |
Deck Forge Dev only artcode | Generative AI was used heavily to assist in both coding and artwork. | ISG | - | Jul 4, 2026 | |
Wagonlight Unclear art | for art | Hubel | - | Jul 4, 2026 | |
Winged Sakura: Mindy's Arc In-game content text | AI was used to translate text from English to other languages. | WINGED SAKURA GAMES | 149 | Jul 4, 2026 | |
The Luraleid In-game content artaudio | The coding, general game mechanics, story and brancing paths are all human designed. The art and audio content of this game is strategically and intentionally produced by AI generation. | Ripple Effect | - | Jul 4, 2026 | |
HueTrix In-game content audioart | This game's background music was created using generative AI, and its visual effects were also produced with the assistance of generative AI. | JL Games | - | Jul 4, 2026 | |
Mind Over Dice In-game content artaudio | AI was used as a creative tool for:
Generating and refining background art (later curated by our artists)
Creating early atmospheric textures for the soundtrack (finished by human composers)
All AI-generated content was reviewed, edited, and finalized by the team to ensure quality and consistency. | White Sobol | - | Jul 4, 2026 | |
Dakota Keys and the Secret of the Ancients In-game content code | Some portions of the game's source code were developed with the assistance of generative AI tools. All gameplay design, story, puzzles, dialogue, creative direction, and final implementation decisions were created, reviewed, and controlled by the developer.
Some promotional artwork and marketing materials may also have been created with the assistance of generative AI tools and subsequently reviewed and edited by the developer.
No generative AI is used during gameplay, and no content is generated dynamically for players. | A Bunch of Scumms | - | Jul 4, 2026 | |
Mini Mayor: 12 Years In-game content artaudio | Images and music were edited with the assistance of AI. | Symbolic | - | Jul 4, 2026 | |
三国耕战奇缘 Live AI text | The NPCs in the game integrate AI decision-making and dialogue functions. | 星游互动·重庆 | - | Jul 4, 2026 | |
Edge of the Blade | 칼 끝에 서서 In-game content artcode | Generative AI was used as an assistive tool in the development of this game. It was used to help create some in-game icon images and to assist with programming code. | NINEHECTARE | - | Jul 4, 2026 | |
SOUL MIXER In-game content audioarttext | This game utilizes generative AI technologies for certain assets to enhance the game content and localization:
- Part of the vocal tracks and select background music (BGM) outside of the main gameplay.
- Specific visual assets used in music videos (MVs).
- Translation and localization assistance for the store page and game text. | CIGINT PRODUCTIONS | - | Jul 4, 2026 | |
Vespera In-game content art | This game has AI generated images (including the community items) and other AI made components. If you are sensitive about AI generated content please do not purchase this game. | Idle Gamers | 264 | Jul 4, 2026 | |
克苏鲁圆桌 Cthulhu Round Table Dev only | This game adopts a small amount of generative AI in the early stage of its workflow. | Xiangsu Guangyu Software Studio | - | Jul 4, 2026 | |
KUBB In-game content text | AI tools were used during development to assist with localizing in-game text into 13 non-English languages and with drafting in-game flavor text and store page copy. All AI-assisted text was reviewed and edited by the developers.
All artwork and visual assets are hand-made; no AI-generated imagery is used. No content is generated by AI during gameplay. | Sleepless Wizards | - | Jul 3, 2026 | |
Magical Hero Girl Shot! In-game content artcode | This game was developed with coding assistance from Gemini, and the illustrations were created by first drawing the initial artwork and then using ChatGPT. | sohail studio (소하일 스튜디오) | - | Jul 3, 2026 | |
Camille Queen of Chess bots | The Art on the store page (the Camille queen of the bot playing card ) was generated by AI. No copyright infringement of any kind. | Camillesoftware | - | Jul 3, 2026 | |
The Big Suck Store/marketing art | AI tools were used to assist with promotional artwork, capsule art, and visual concept iteration for The Big Suck. Final art direction, selection, editing, game design, programming, balancing, and implementation were done by the developer. AI was used as a creative production aid for a small indie project, not as live-generated gameplay content. | Critics Arcade | - | Jul 3, 2026 | |
Darning In-game content artcode | Some of this game's code and the tools that procedurally generate its visual assets were created with the assistance of an AI development assistant. All output was reviewed, edited, and tested by the developer. The game contains no AI-generated artwork from image-generation models, and no AI runs during gameplay. | Small Comforts | - | Jul 3, 2026 | |
System Cleaner In-game content text | Some of the displayed assets and upgrade text descriptions in-game are using human-verified LLM pre-generated content. | Radiant Bear Games | - | Jul 3, 2026 | |
ZERRE In-game content art | I have utilized AI tools to assist in the creation of some store page assets and in-game textures. These AI-generated elements were used as a foundational base, which were then heavily edited, polished, and manually integrated by me to ensure they align with the game's unique art style and technical requirements. No AI tools were used to generate the core gameplay logic or narrative content; their usage was strictly limited to the visual asset production pipeline. | Solora Studio | - | Jul 3, 2026 | |
Red Reconquest In-game content art | AI image generation tools (ChatGPT/DALL-E) were used to create unit artwork, faction sprites, and promotional images for this game. No AI was used to generate game code, narrative text, or audio content. | Lozack Gaming | - | Jul 3, 2026 | |
Gastropod Alien Adventures In-game content art | Generative AI was used solely to assist in creating certain graphical assets for the Steam store page, including store capsules, banners, and promotional images. All game content, including programming, gameplay mechanics, in-game art, music, and other assets, was created and reviewed by the developer and does not rely on generative AI during gameplay. | Dovan Games | - | Jul 3, 2026 | |
Warrior Spirits In-game content art | AI-assisted tools were used to help create some visual assets. All generated content was reviewed and integrated by the developer. | Reignite Games | - | Jul 3, 2026 | |
Elemental Forge In-game content artcode | This game was developed with the assistance of AI-generated tools. Some visual assets (character illustrations, UI elements, and sprite concepts) were created or refined using AI image generation tools. Portions of the codebase were also developed with AI coding assistance. All AI-generated content was reviewed, curated, and integrated manually by the developer. | Seshat Game Studio | - | Jul 3, 2026 | |
VOS: First Faiths In-game content artaudio | As a solo independent project, generative AI tools were used as a foundation for the initial creation of visual and audio assets. Please note that every asset has been systematically retouched, edited, and hand-refined to ensure unique artistic consistency and to bring the raw vision of First Faiths to life. | Digital HOR | - | Jul 3, 2026 | |
Agestan In-game content art | The basic concepts and raw assets for the characters and buildings in our 2D game, 'Agestan,' were created using AI tools. However, all AI-generated visuals have been significantly modified, manually refined, and hand-edited by the developer to ensure high quality and consistency with the game's unique art style. Additionally, AI tools were utilized for the promotional video, with the necessary editing performed by our team. | Erasist | - | Jul 3, 2026 | |
Settlers of Idlestan In-game content art | Some sprites were generated using IA | Ratz 'N' Godz | - | Jul 3, 2026 | |
Asteroid Mine Dev only code | AI tools were used during development to assist with coding and design concepts. | PixB | - | Jul 3, 2026 | |
Stella Supernova: The Astral Vale In-game content artaudiotextcode | The game was designed, assembled, reworked, tested, and integrated by the developer, with a manually defined artistic direction and gameplay experience.
Generative AI tools were used as creative assistance for certain visual, audio, cinematic, code-related, and promotional content.
This content was then selected, edited, adapted, and adjusted to match the game’s artistic identity, gameplay, and final experience. | LEON GAGIN | - | Jul 3, 2026 | |
细胞幸存者 In-game content art | Some art assets in this game were created with the assistance of generative AI, used for concept design and texture generation of characters, enemies, and environments. All gameplay logic, code, balance tuning, and game design were hand-crafted. | LLEC | - | Jul 3, 2026 | |
Hybrid Gene In-game content art | The game was vibe coded. Many of the current assets were generated by various GenAI models, some of which will be staying but some of which are just placeholders for the time being. Much manual work still goes into making everything look good and come together even when using GenAI. | Arc Solaire | - | Jul 3, 2026 | |
Jelly Worms In-game content art | JellyWorms uses generative AI-assisted visual content for some game art, store assets, and marketing materials. Final assets are reviewed and edited by the developer before release. The game does not generate live AI content during gameplay. | DISUPPER | - | Jul 3, 2026 | |
Motelet In-game content art | Generative AI was used to assist in creating some visual assets during development. All final in-game artwork was manually retouched and finalized by human artists. | Team Baeb Sae | - | Jul 3, 2026 | |
PlayIndex Dev only art | During the development process, I may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of myself. | Breaker Game Studios | - | Jul 3, 2026 | |
Sparky's Escape In-game content art | AI generation tools were used to assist in creating 2D asset designs, specifically the main menu background artwork, enemy sprites, and power-up graphics. All code, level design, and core gameplay mechanics were traditionally developed. | Gerd Gaiser | - | Jul 3, 2026 | |
Even In-game content art | Background elements are created using AI | Even | - | Jul 3, 2026 | |
Derples Vs Xenos Dev only code | Because I am a dev team of 1, yes, I have used AI specifically for working on multiplayer code - that's an area of coding I'm just not up to speed on. The in-game code is all me though. As for art, having 10 years experience in game-dev GFX, that's me - 99% of it. I'm highly proficient in using the tools of the trade )Pshop, Blender, 3d MAx etc), but yes, I have used some highly modified bits and pieces for the landing screen and outros, but everything in-game (100%) is me. The SFX, music and voice acting, me too... for my sins. I'm no Mozart or Lawrence Olivier, but, yakknow... it's passable :) | Games For Derples | - | Jul 3, 2026 | |
Neural Drift In-game content artaudiotext | AI has been used to generate some graphics, music, and translations.
As the story of this game may suggest, I understand (and even share) most of the criticisms regarding AI, but it is also a tool that has enabled small creators like myself to achieve bigger things that would have been difficult without it. | Frédéric Julian | - | Jul 3, 2026 | |
须弥仙业 In-game content artaudio | Some of the artwork and animations in this work were created using AI tools.
Some of the music in this work was created using AI tools. | 太白阙猫 | - | Jul 3, 2026 | |
はい/いいえ Live AI text | In this game, questions and answers (yes/no) are sent to Amazon Bedrock to generate in-game text. Personal information like your name is not sent. Progress data is saved on your device. | 直手有為 | - | Jul 3, 2026 |