Adobe Photoshop and other AI-powered image generation tools were used during the development of this game.
- Creator
- Estro.Games
- Reviews
- -
- Added
- Mar 18, 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.
Adobe Photoshop and other AI-powered image generation tools were used during the development of this game.
Background Music (BGM) Team Logo
AI helps with writing simple scripts, voice acting, and music composition
Generative AI was used for a few non-gameplay elements: marketing materials excluding screenshots, the game logo and its in-game implementation, a noise map for shaders, and some post processing textures specifically to aid in the creation of the CRTV effect. All other visible assets, music, and sounds were made by hand.
Planets, 2D ships, wireframe models and cut-scenes images were created with generative AI
Some AI is used in materials
Inside Wave understands the concerns surrounding generative AI. Since the Inside Wave is currently a solo developer, AI is applied in areas that are impossible or extremely difficult to implement effectively without additional resources and specialists.
AI is used for Code-Debugging and graphic creation. Final graphics are modified versions. This only applies to parts of code blocks and graphics. More then 90% are self-made and handcrafted.
Due to limitations in personal skills and development experience, this project used AI technology to generate some content during development, including multilingual localization texts (excluding Chinese) and game background music.
Background images and some icons were generated using AI tools. Portions of the music were generated using the AI music tool Suno.
The materials on the store page were created with AI assistance.
[Localization]AI tools were used for text translation and localization.
AI Generated Content Disclosure: "The following AI resources were used during the development of SEISO: Visual Identity: The game's logo and several promotional art assets were generated using AI, then manually edited to fit the project's neon aesthetic. Music: The soundtrack was initially composed using AI tools to create fast-paced, immersive electronic beats tailored for the bullet hell experience."
美术立绘,音乐,语音使用了AI生成技术
UmbraNet uses generative artificial intelligence to create some visual content that appears both in-game and on the store page, such as certain images and graphical elements used for atmosphere and presentation. All AI-generated content is pre-generated and curated by the me (developer) before being included in the game or its marketing materials. No generative AI systems are used during live gameplay, and no player data is collected or processed by AI. Generative AI is not used for programming, gameplay logic, systems design, or code development. All game mechanics and technical implementation are created manually by the developer.
AI-assisted tools may be used during development for ideation and temporary assets. Final content is reviewed and approved by the developers.
Some images in the game were created using AI.
Some of the images in this game are created using artificial intelligence.
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.
code and text generation and pre-generated content
I used AI to generate the game icon and images for the Steam store
・Detailed character settings and proposals for proper nouns ・Localisation text ・Algorithm design assistance
AI was used to assist in drafting, refining, and translating the store page's Short Description and Long Description. This was done to ensure better readability, clarity, and grammatical accuracy for players. The final content was reviewed, edited, and approved by the developer to ensure it accurately reflects the gameplay experience. As well as assisting in the creation of some 2D UI elements and icons.
The use of "AI" in my games is purely sound based as that is more affordable, though it may be replaced out in time.
Some Steam Store materials have been created using generative AI. Some in-game assets (descriptions, textures, music) have been created using generative AI.
Generative AI tools were used to assist with art assets, text, and localization during development.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
This game uses generative AI tools as part of the creative pipeline for concept exploration and early drafts of visual and narrative elements. All final in-game content, artwork, animations, and writing are curated, edited, and approved by human creators. No live AI-generated content is produced during gameplay.
AI is used to upscale or clean some in-game textures.
We use generative AI tools during development to help create some visual and audio assets. All AI-assisted content is reviewed and edited by the developer. No AI-generated content is created dynamically during gameplay.
This game makes limited use of generative artificial intelligence during development. Generative AI tools were used by the developer to assist with code prototyping, internal scripts, concept imagery, and promotional materials during the development process. All AI-generated content is reviewed, edited, and curated by the developer.
The human character in the capsule image was generated with AI.
Father, PhD student, and Software Engineer during the day; game developer at night. This game was developed solo by me over two years, with no significant budget, and before AI was cool: #realindie #livingthedream. All visual assets and other in-game content were created by humans or purchased from human creators. The only exception is the voice work, which was produced using paid professional voice synthesis software rather than human voice actors due to budget limitations (#realindie #solodev). If the game generates enough revenue and there is community interest, I plan to replace it with real voice acting in a future version.
Pre-generated content: - Translations: Generative AI was used for translation into English, with subsequent human review and editing to ensure quality and consistency. - Art, sound, and design: Generative AI was used in the prototyping phase to create reference sketches. Although the final assets, textures, and effects were created by humans, some elements derived from these prototypes may remain. Some sounds have been edited but retain the AI-generated base. Live-generated content: - None. Airana's dialogues were written entirely by humans, using AI solely as a creative reference to define her personality and tone, without generating text in real time.
Generative AI was used for the localization and translation of some languages in this game.
The title image was created with AI. The music was created with AI. AI-generated Steam library images. AI-translated language localization.
AI was used to translate in-game text and store page content from Japanese into English.
The game itself does not include AI content. But the pictures for the store page were made with help from AI.
No pixel art in this game was generated using artificial intelligence. Some of the game’s artwork was created using artificial intelligence, but it was modified and/or processed before being added to the game.
This game features AI-generated content, including AI-developed materials such as imagery and audio.
This game uses AI for generating artwork
I used AI to help with the game's translations
Some of the games artwork was generated with generative artificial intelligence.
all the pictures are generated by artificial intelligence.
Artificial Intelligence is part of the lore behind this project, but it leans heavily towards balance between humans and AI. - The friend bots within this app can be disabled and reprogrammed by you! - With each update, the machine will become more user friendly. The goal is to create jobs by allowing anyone to become their employer starting here. Placeholders and maintenance may be generated in some projects for demonstrations and further editing. Every update here is free once you own a copy.
This game was developed with the assistance of generative AI tools during the development process. AI was used as a support tool for tasks such as code assistance, prototyping, and the creation of reference materials and assets. All game content was reviewed, edited, and finalized by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services while being played.
Sound effects, some 3D models and some textures are AI generated.
Satarichi: Heroes De Caelum is a work based on the original intellectual property of Jose Luis Matias Martinez (Rol, 2012; Novela, 2025), with character designs by Artemio Guevara. Generative AI has been used exclusively as technical assistance for the animation of original art and in the production of soundtrack segments, integrated with compositions under commercial license. All material has been supervised and edited manually.
Generative AI tools were used only as an assistive development workflow for pre-generated store/marketing text, localization drafts, and supporting 2D visual asset iteration. All content is reviewed, edited, and approved by the developer before being included. Maldhalla does not generate AI content during gameplay and does not connect to an external AI service for players.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Alpha Genesis Unclear art | Adobe Photoshop and other AI-powered image generation tools were used during the development of this game. | Estro.Games | - | Mar 18, 2026 | |
Minus Nine Unclear audio | Background Music (BGM)
Team Logo | SmallShip | 29 | Mar 18, 2026 | |
Flow In-game content codeaudiotext | AI helps with writing simple scripts, voice acting, and music composition | rushandev1 | - | Mar 18, 2026 | |
Batouttahell! In-game content art | Generative AI was used for a few non-gameplay elements: marketing materials excluding screenshots, the game logo and its in-game implementation, a noise map for shaders, and some post processing textures specifically to aid in the creation of the CRTV effect. All other visible assets, music, and sounds were made by hand. | Ovvl | - | Mar 18, 2026 | |
Unit 97 In-game content art | Planets, 2D ships, wireframe models and cut-scenes images were created with generative AI | Sip | - | Mar 18, 2026 | |
SpaceR Store/marketing | Some AI is used in materials | ATG | - | Mar 18, 2026 | |
RE:MEMBER Unclear | Inside Wave understands the concerns surrounding generative AI. Since the Inside Wave is currently a solo developer, AI is applied in areas that are impossible or extremely difficult to implement effectively without additional resources and specialists. | InsideWave | - | Mar 18, 2026 | |
Neverpaw In-game content artcode | AI is used for Code-Debugging and graphic creation. Final graphics are modified versions. This only applies to parts of code blocks and graphics. More then 90% are self-made and handcrafted. | Mask & Paw Studio | - | Mar 18, 2026 | |
Tales of Meow: Survivors In-game content textaudio | Due to limitations in personal skills and development experience, this project used AI technology to generate some content during development, including multilingual localization texts (excluding Chinese) and game background music. | The Lying Cat Games | - | Mar 18, 2026 | |
Vector 2147 In-game content artaudio | Background images and some icons were generated using AI tools.
Portions of the music were generated using the AI music tool Suno. | Gabriel Jordaan | - | Mar 18, 2026 | |
沙城争霸 Store/marketing | The materials on the store page were created with AI assistance. | 沙城争霸 | 49 | Mar 18, 2026 | |
Derby Life: Ranch & Race In-game content text | [Localization]AI tools were used for text translation and localization. | Nexelon | - | Mar 18, 2026 | |
SEISO In-game content artaudio | AI Generated Content Disclosure: "The following AI resources were used during the development of SEISO:
Visual Identity: The game's logo and several promotional art assets were generated using AI, then manually edited to fit the project's neon aesthetic.
Music: The soundtrack was initially composed using AI tools to create fast-paced, immersive electronic beats tailored for the bullet hell experience." | Solrygane | - | Mar 18, 2026 | |
荒古遗迹 In-game content artaudiotext | 美术立绘,音乐,语音使用了AI生成技术 | HaoJunDeveloper | - | Mar 18, 2026 | |
UmbraNet In-game content art | UmbraNet uses generative artificial intelligence to create some visual content that appears both in-game and on the store page, such as certain images and graphical elements used for atmosphere and presentation.
All AI-generated content is pre-generated and curated by the me (developer) before being included in the game or its marketing materials. No generative AI systems are used during live gameplay, and no player data is collected or processed by AI.
Generative AI is not used for programming, gameplay logic, systems design, or code development. All game mechanics and technical implementation are created manually by the developer. | Eragos Games | - | Mar 18, 2026 | |
Orbit Runners Dev only | AI-assisted tools may be used during development for ideation and temporary assets. Final content is reviewed and approved by the developers. | SkylineLabs | - | Mar 18, 2026 | |
KILLGUN In-game content art | Some images in the game were created using AI. | Hunt Studio | 58 | Mar 18, 2026 | |
Wriggle apple In-game content art | Some of the images in this game are created using artificial intelligence. | WormWorld Studios | 17 | 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 | |
PapyPanic In-game content codetext | code and text generation and pre-generated content | PapyPanic | - | Mar 18, 2026 | |
ZeGunner In-game content art | I used AI to generate the game icon and images for the Steam store | Jose Santos | - | Mar 18, 2026 | |
Sorcery of Ruin, Sword, and Red Hood In-game content text | ・Detailed character settings and proposals for proper nouns
・Localisation text
・Algorithm design assistance | AOMI Design Studio | - | Mar 18, 2026 | |
Void Vow In-game content textart | AI was used to assist in drafting, refining, and translating the store page's Short Description and Long Description. This was done to ensure better readability, clarity, and grammatical accuracy for players. The final content was reviewed, edited, and approved by the developer to ensure it accurately reflects the gameplay experience. As well as assisting in the creation of some 2D UI elements and icons. | Btyou | - | Mar 18, 2026 | |
Uranium Wars: Apocalypse! In-game content audio | The use of "AI" in my games is purely sound based as that is more affordable, though it may be replaced out in time. | Giga Raptor | - | Mar 18, 2026 | |
HotFix In-game content textartaudio | Some Steam Store materials have been created using generative AI.
Some in-game assets (descriptions, textures, music) have been created using generative AI. | Triple Point Interactive | - | Mar 18, 2026 | |
Last Convoy In-game content arttext | Generative AI tools were used to assist with art assets, text, and localization during development. | Twohuyak Production | - | Mar 18, 2026 | |
NOSBALL In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | Saviour Developments | - | Mar 18, 2026 | |
DoJo Legacy of Zhen In-game content arttext | This game uses generative AI tools as part of the creative pipeline for concept exploration and early drafts of visual and narrative elements. All final in-game content, artwork, animations, and writing are curated, edited, and approved by human creators. No live AI-generated content is produced during gameplay. | NoCap Studios LLC | - | Mar 18, 2026 | |
Trial Zones In-game content art | AI is used to upscale or clean some in-game textures. | A-Grand HT | - | Mar 18, 2026 | |
Burned Out! In-game content artaudio | We use generative AI tools during development to help create some visual and audio assets. All AI-assisted content is reviewed and edited by the developer. No AI-generated content is created dynamically during gameplay. | Iron Angelo | - | Mar 18, 2026 | |
Hostile Paths Dev only codeart | This game makes limited use of generative artificial intelligence during development.
Generative AI tools were used by the developer to assist with code prototyping, internal scripts, concept imagery, and promotional materials during the development process. All AI-generated content is reviewed, edited, and curated by the developer. | Alberto Lanata | - | Mar 18, 2026 | |
Aerosurfer Store/marketing art | The human character in the capsule image was generated with AI. | Breach | - | Mar 18, 2026 | |
Babelum In-game content audio | Father, PhD student, and Software Engineer during the day; game developer at night. This game was developed solo by me over two years, with no significant budget, and before AI was cool: #realindie #livingthedream. All visual assets and other in-game content were created by humans or purchased from human creators. The only exception is the voice work, which was produced using paid professional voice synthesis software rather than human voice actors due to budget limitations (#realindie #solodev). If the game generates enough revenue and there is community interest, I plan to replace it with real voice acting in a future version. | Retro Tales | - | Mar 18, 2026 | |
Books of Horror In-game content textartaudio | Pre-generated content:
- Translations: Generative AI was used for translation into English, with subsequent human review and editing to ensure quality and consistency.
- Art, sound, and design: Generative AI was used in the prototyping phase to create reference sketches. Although the final assets, textures, and effects were created by humans, some elements derived from these prototypes may remain. Some sounds have been edited but retain the AI-generated base.
Live-generated content:
- None. Airana's dialogues were written entirely by humans, using AI solely as a creative reference to define her personality and tone, without generating text in real time. | Kuro Kósmico | - | 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 | |
DeadSlayers In-game content artaudiotext | The title image was created with AI.
The music was created with AI.
AI-generated Steam library images.
AI-translated language localization. | JINI SOFT | - | Mar 18, 2026 | |
お姉さんのいる屋敷 RUIN'S HOUSE In-game content text | AI was used to translate in-game text and store page content from Japanese into English. | HunshiRyu | - | Mar 18, 2026 | |
Aftermath 1944 Store/marketing art | The game itself does not include AI content. But the pictures for the store page were made with help from AI. | Offensive Player | - | Mar 18, 2026 | |
Bound Crystal Saga In-game content art | No pixel art in this game was generated using artificial intelligence. Some of the game’s artwork was created using artificial intelligence, but it was modified and/or processed before being added to the game. | Wendeoo | - | Mar 18, 2026 | |
University 33 In-game content artaudio | This game features AI-generated content, including AI-developed materials such as imagery and audio. | Fridel Fox | 17 | Mar 18, 2026 | |
Hypernova In-game content art | This game uses AI for generating artwork | Livius Hoffmann | - | Mar 18, 2026 | |
Wendigo Land : Survive The Legend In-game content text | I used AI to help with the game's translations | Apinat Studios | - | Mar 18, 2026 | |
Escape Up In-game content art | Some of the games artwork was generated with generative artificial intelligence. | AngryBread Limited | - | Mar 18, 2026 | |
МЕМАСИКИ ПО КЛАССИКЕ 2 Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | 10 | Mar 18, 2026 | |
Arcade Evolution: Matrix OS Live AI text | Artificial Intelligence is part of the lore behind this project, but it leans heavily towards balance between humans and AI. - The friend bots within this app can be disabled and reprogrammed by you! - With each update, the machine will become more user friendly. The goal is to create jobs by allowing anyone to become their employer starting here. Placeholders and maintenance may be generated in some projects for demonstrations and further editing. Every update here is free once you own a copy. | GLITCHED MATRIX | - | Mar 18, 2026 | |
Lost Children of the Mansion In-game content codeart | This game was developed with the assistance of generative AI tools during the development process.
AI was used as a support tool for tasks such as code assistance, prototyping, and the creation of reference materials and assets. All game content was reviewed, edited, and finalized by the developer.
No generative AI is used during gameplay, and the game does not connect to external AI services while being played. | Kentaro Omi | - | Mar 18, 2026 | |
Void Sanction In-game content audioart | Sound effects, some 3D models and some textures are AI generated. | Buzzdead | - | Mar 18, 2026 | |
Satarichi: Heroes De Caelum In-game content artaudio | Satarichi: Heroes De Caelum is a work based on the original intellectual property of Jose Luis Matias Martinez (Rol, 2012; Novela, 2025), with character designs by Artemio Guevara. Generative AI has been used exclusively as technical assistance for the animation of original art and in the production of soundtrack segments, integrated with compositions under commercial license. All material has been supervised and edited manually. | Sata Indie Games | - | Mar 18, 2026 | |
Maldhalla In-game content arttext | Generative AI tools were used only as an assistive development workflow for pre-generated store/marketing text, localization drafts, and supporting 2D visual asset iteration. All content is reviewed, edited, and approved by the developer before being included. Maldhalla does not generate AI content during gameplay and does not connect to an external AI service for players. | eyejoker | - | Mar 18, 2026 |