AI tools were used in making this game.
- Creator
- Claywire Games
- Reviews
- -
- Added
- Oct 12, 2026
Public Steam disclosure research 25,376 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 tools were used in making this game.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
Halmweit is a one-person project, and I've had a little help from some tools along the way. AI helped with writing and translating the texts and with programming. What goes into the game is my decision. The music was written by hand by a composer. While you play, the game doesn't generate anything with AI.
Pre-generated voice audio in the game was created using VOICEPEAK speech synthesis. Generative AI was used for brainstorming and idea development during scenario creation. No AI-generated artwork or visual assets are used in the game.
AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction. All in-game graphical assets were handcrafted by artists.
Yes, AI has been used. Here's the breakdown. Code = 50% (route-finding, NPC AI). Art = 35% SFX/music = 0%
Currently, AI‑assisted Photoshop image editing is only used for the Steam store‑page assets. No AI is utilized within the game itself. All image and audio assets are either sourced from free open‑source resources or purchased commercially.
Some artwork and marketing materials for Knightoria were created using generative AI. AI-generated content is pre-rendered and is not generated during gameplay.
Game logo and cover art made with ai tools. Game menu icons made ai tools
Generative AI tools were used during development to create selected visual and audio assets. All AI-generated content was reviewed, edited, and integrated by the development team.
Generative AI was used to help create pre-generated character and enemy artwork, scene backgrounds, and store promotional illustrations. These assets were selected, prepared, and integrated by the developer. No AI content is generated during gameplay.
Some of the artwork and all original background music in this game were created with the assistance of generative AI. All AI-assisted content was manually reviewed and checked for copyright compliance before release. The game does not generate any AI content in real time during gameplay, nor does it connect to any external AI services. All consumable content is pre-generated during development and distributed as part of the game.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
The code base is built with help from AI including artwork and sounds.
Generative AI tools were used during development to assist with the creation of some artwork, music, and game code. All AI-assisted content was reviewed, edited, and integrated by the developer as part of the game’s creative and development process.
Generative AI tools were used during development to create 2D illustrations for in-game cards, environmental backgrounds, and store capsule graphics. All generated art assets have been curated, manually edited, and adapted for the game, ensuring they contain no copyrighted or infringing material.
Generative AI tools were used during development to create pre-generated artwork, audio content, and text/translations. These assets are included as fixed content in the game. No content is generated by generative AI during gameplay, and the game does not connect to external generative AI services.
AmplyVally contains pre-generated AI content: all sound effects (about 90 short sounds for building, crowds, weather and stages) were created with ChatGPT (OpenAI), and the background music track was generated with Suno. This content was created during development and ships with the game. No AI content is generated while the game is running. Artwork, maps and game code are not AI-generated.
Generative AI tools were used during development to assist with the creation of some visual assets and promotional artwork. No generative AI is used during gameplay and no content is generated in real time.
制作过程中大量使用AI。
Generative AI tools were used during development to assist in the creation of some in-game assets, such as 2D graphics and textures.
Generative AI tools assisted with programming and development of The Construction Game and were used to create some promotional images. The game does not use generative AI to create content during gameplay.
Generative AI was used during development to create some illustrations, visual assets, and built-in example dog images. These assets are included with the game. Your own pet photos are processed locally on your computer to create animated paper cutouts; they are never uploaded to online AI services or redrawn using generative AI.
Generative AI tools were used during development to create some visual assets and to assist with writing, modifying, and debugging code. All AI-generated or AI-assisted content was reviewed, adjusted, and integrated by the developer. The game does not use generative AI to create content during gameplay.
The introductory video of the game store page is created using generative artificial intelligence tools.
Generative AI-assisted tools were used during development for parts of localization and written marketing content. During gameplay, automated translation may be used to translate player-written chat messages between supported languages. Original player messages are written by users and are not generated by AI.
Some illustrations, sound effects, and voices are generated by AI.
AI tools were used to help with the game's localization and parts of the music
Gurafikku no kiso o jibun de sakusei shita ato, komakai seisho, ryōsan ni AI o shiyō shite imasu. Saundo ni kanshite wa, shōyō riyōna AI seisei no saito nite seisei shita mono o shiyō shite imasu. 81 I create the basic graphics myself, then use AI for detailed refinement and mass production. For sound, I use assets generated on AI platforms that permit commercial use.
Some sound resources contain AI-generated music.
The game's translations were generated using AI and then proofread.
The key art used for the store capsules and the title screen background was generated with image models run locally and then hand-edited. The Spanish, Portuguese (Brazil), German and Simplified Chinese translations and drafts of the store page text were produced with the help of an AI assistant. Everything you see during gameplay (the beetle, the tree, its surfaces and all animation) is drawn procedurally in code. Sound effects are CC0 recordings; no AI-generated voice or music is used, and no generative AI runs while you play.
All images on the Steam page were created using AI.
Generative AI tools were used to assist in the creation and refinement of selected visual assets, including Steam store artwork, promotional graphics, and some graphical elements. All AI-assisted content was reviewed and curated by the developer before being used. The game does not use generative AI to create content in real time during gameplay.
Generative AI was used only to assist with localization and translation into English, Simplified Chinese, Traditional Chinese, and Korean. The original story, artwork, audio, and other game assets were not generated using AI. No live-generated AI content is used in the game.
LAZARUS was developed with the help of generative AI tools. AI assisted in writing the game's code — including the code that draws every visual and synthesizes all music and sound effects in real time — as well as drafting the story, dialogue, in-game text, English/Chinese localization and store page text. All content was directed, reviewed and edited by the developer. The game does not use AI to generate any content while it is running.
Generative AI tools were used during development to assist with creating visual assets, drafting and editing text, translation, and programming. AI-assisted assets and text included in the game were reviewed and edited by the developer. The game does not generate new content with AI during play.
Generative AI tools were used during development to assist in the creation of certain pre-rendered visual content, including character assets, artwork, and marketing materials. All AI-assisted content was reviewed, selected, and incorporated by the development team before being included in the game or its promotional materials.
During the development stage of this game, some of the art materials and text were created using artificial intelligence.
About half of the background and prop pixel art was created with generative AI image tools and then edited by the developer. Character art is mostly hand-drawn.
Some background music in this game was created with the assistance of generative AI tools. The final selection, editing, and implementation of the music were handled by the developer.
AI-generated art
Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay.
The Rend is made by a small indie team, with core character art, animation, and design created by human artists we've worked with and credited. We use generative AI tools in a supporting role for environment art direction and variation, additional views and variations of existing character designs, and some temporary UI artwork, such as achievement badges that haven't received their final art yet. No content is generated by AI during gameplay. All AI-assisted content is directed, reviewed, and edited by our team. As development continues, we'll keep working with artists and developers to improve the game's art and overall experience.
This game includes pre-generated AI-assisted artwork used in store and marketing materials and in some in-game 2D visuals. All such content was created and reviewed before release. The game does not use generative AI during gameplay and does not accept or transmit player prompts.
[Developer Notice]This game was developed with the assistance of AI tools used for programming and code generation during the development process.
The game's visuals (backgrounds, character portraits, event CGs, and UI) were created with generative AI, then reviewed by hand and retouched where needed. The BGM and some sound effects were also generated with AI, and AI is used for translations. The original story and dialogue were written entirely by the author.
筐体パネル、ロゴ、演出の一部にAI生成画像を使用しています
Generative AI tools were used as part of the development of Warstead to support the creation of visual content, sound effects, and video content such as trailers, helping to speed up the development process.
Generative AI was used to create character artwork and other images.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Lostwell Unclear | AI tools were used in making this game. | Claywire Games | - | Oct 12, 2026 | |
Clanker Buster In-game content artaudio | The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running. | CTE Gaming | - | Oct 12, 2026 | |
Halmweit In-game content textcode | Halmweit is a one-person project, and I've had a little help from some tools along the way. AI helped with writing and translating the texts and with programming. What goes into the game is my decision. The music was written by hand by a composer. While you play, the game doesn't generate anything with AI. | Instinkt | - | Oct 12, 2026 | |
Calling In-game content audio | Pre-generated voice audio in the game was created using VOICEPEAK speech synthesis. Generative AI was used for brainstorming and idea development during scenario creation. No AI-generated artwork or visual assets are used in the game. | MatsuOkaGumi | - | Oct 12, 2026 | |
Ladder Knight In-game content artaudio | AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction.
All in-game graphical assets were handcrafted by artists. | Outlane | - | Oct 12, 2026 | |
BILLIONAIRE'S BUNKER In-game content code | Yes, AI has been used. Here's the breakdown. Code = 50% (route-finding, NPC AI). Art = 35% SFX/music = 0% | EAT THE RICH | - | Oct 12, 2026 | |
穷鬼村物语 Store/marketing art | Currently, AI‑assisted Photoshop image editing is only used for the Steam store‑page assets. No AI is utilized within the game itself. All image and audio assets are either sourced from free open‑source resources or purchased commercially. | brokie_bro_peilin | - | Oct 12, 2026 | |
Knightoria Store/marketing art | Some artwork and marketing materials for Knightoria were created using generative AI. AI-generated content is pre-rendered and is not generated during gameplay. | Veyransia Studios | - | Oct 11, 2026 | |
Super Clown Save Santa In-game content art | Game logo and cover art made with ai tools.
Game menu icons made ai tools | Valkeala Software | - | Oct 10, 2026 | |
Bubble Hunters In-game content artaudio | Generative AI tools were used during development to create selected visual and audio assets. All AI-generated content was reviewed, edited, and integrated by the development team. | DREAMPATH | - | Oct 10, 2026 | |
萤光之旅 In-game content art | Generative AI was used to help create pre-generated character and enemy artwork, scene backgrounds, and store promotional illustrations. These assets were selected, prepared, and integrated by the developer. No AI content is generated during gameplay. | 萤光工作室 | - | Oct 10, 2026 | |
WannaRich In-game content artaudio | Some of the artwork and all original background music in this game were created with the assistance of generative AI. All AI-assisted content was manually reviewed and checked for copyright compliance before release.
The game does not generate any AI content in real time during gameplay, nor does it connect to any external AI services. All consumable content is pre-generated during development and distributed as part of the game. | 双击空格 | - | Oct 10, 2026 | |
Tetherlight Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Tetherlight Studio | - | Oct 10, 2026 | |
DesktopKins In-game content artaudiocode | The code base is built with help from AI including artwork and sounds. | IamGru | - | Oct 10, 2026 | |
Adventures of Little Toller In-game content artaudiocode | Generative AI tools were used during development to assist with the creation of some artwork, music, and game code. All AI-assisted content was reviewed, edited, and integrated by the developer as part of the game’s creative and development process. | zerooneseven | - | Oct 10, 2026 | |
Keep It Trolling: Fantasy Edition In-game content art | Generative AI tools were used during development to create 2D illustrations for in-game cards, environmental backgrounds, and store capsule graphics. All generated art assets have been curated, manually edited, and adapted for the game, ensuring they contain no copyrighted or infringing material. | Nicholas Pace | - | Oct 10, 2026 | |
MATO-STICK In-game content artaudiotext | Generative AI tools were used during development to create pre-generated artwork, audio content, and text/translations. These assets are included as fixed content in the game. No content is generated by generative AI during gameplay, and the game does not connect to external generative AI services. | Veyr Works | - | Oct 10, 2026 | |
AmplyVally In-game content audio | AmplyVally contains pre-generated AI content: all sound effects (about 90 short sounds for building, crowds, weather and stages) were created with ChatGPT (OpenAI), and the background music track was generated with Suno. This content was created during development and ships with the game. No AI content is generated while the game is running. Artwork, maps and game code are not AI-generated. | Northhearth Studio | - | Oct 10, 2026 | |
GoldRush Store/marketing art | Generative AI tools were used during development to assist with the creation of some visual assets and promotional artwork. No generative AI is used during gameplay and no content is generated in real time. | LiberBlock | - | Oct 10, 2026 | |
单机斗地主 Unclear | 制作过程中大量使用AI。 | Lin | - | Oct 10, 2026 | |
Stackonauts In-game content art | Generative AI tools were used during development to assist in the creation of some in-game assets, such as 2D graphics and textures. | Ryz Studio | - | Oct 10, 2026 | |
The Construction Game Store/marketing artcode | Generative AI tools assisted with programming and development of The Construction Game and were used to create some promotional images. The game does not use generative AI to create content during gameplay. | Alexander Fervan | - | Oct 10, 2026 | |
Candid: Good Dog In-game content art | Generative AI was used during development to create some illustrations, visual assets, and built-in example dog images. These assets are included with the game. Your own pet photos are processed locally on your computer to create animated paper cutouts; they are never uploaded to online AI services or redrawn using generative AI. | Yang Yang | - | Oct 9, 2026 | |
记忆蛀虫 Dev only artcodetext | Generative AI tools were used during development to create some visual assets and to assist with writing, modifying, and debugging code. All AI-generated or AI-assisted content was reviewed, adjusted, and integrated by the developer. The game does not use generative AI to create content during gameplay. | JSXPY工作室 | - | Oct 9, 2026 | |
Farm Story Life Store/marketing art | The introductory video of the game store page is created using generative artificial intelligence tools. | Appsalt | - | Oct 9, 2026 | |
Snarebound Live AI text | Generative AI-assisted tools were used during development for parts of localization and written marketing content. During gameplay, automated translation may be used to translate player-written chat messages between supported languages. Original player messages are written by users and are not generated by AI. | Snarebound | - | Oct 9, 2026 | |
めろんぱんさばいば~ In-game content artaudio | Some illustrations, sound effects, and voices are generated by AI. | pixelpassion | - | Oct 9, 2026 | |
Wobble In-game content textaudio | AI tools were used to help with the game's localization and parts of the music | ThreePlate | - | Oct 9, 2026 | |
みならい王子のみならい防衛 In-game content artaudio | Gurafikku no kiso o jibun de sakusei shita ato, komakai seisho, ryōsan ni AI o shiyō shite imasu. Saundo ni kanshite wa, shōyō riyōna AI seisei no saito nite seisei shita mono o shiyō shite imasu.
81
I create the basic graphics myself, then use AI for detailed refinement and mass production.
For sound, I use assets generated on AI platforms that permit commercial use. | FoZon | - | Oct 9, 2026 | |
PhantomGaze : Omni-sight In-game content audio | Some sound resources contain AI-generated music. | ConcentGames | - | Oct 8, 2026 | |
Derail Party In-game content text | The game's translations were generated using AI and then proofread. | AlexBZicker | - | Oct 8, 2026 | |
Up the Great Oak In-game content arttext | The key art used for the store capsules and the title screen background was generated with image models run locally and then hand-edited. The Spanish, Portuguese (Brazil), German and Simplified Chinese translations and drafts of the store page text were produced with the help of an AI assistant. Everything you see during gameplay (the beetle, the tree, its surfaces and all animation) is drawn procedurally in code. Sound effects are CC0 recordings; no AI-generated voice or music is used, and no generative AI runs while you play. | Andrey Drobovich | - | Oct 7, 2026 | |
Little Spring Store/marketing art | All images on the Steam page were created using AI. | LazyKraken | - | Oct 7, 2026 | |
Jonah & Franz: A través del Multiverso Store/marketing art | Generative AI tools were used to assist in the creation and refinement of selected visual assets, including Steam store artwork, promotional graphics, and some graphical elements. All AI-assisted content was reviewed and curated by the developer before being used. The game does not use generative AI to create content in real time during gameplay. | Jonah & Franz | - | Oct 7, 2026 | |
TSUKIMI PLANET -CLASSIC REMASTER- In-game content text | Generative AI was used only to assist with localization and translation into English, Simplified Chinese, Traditional Chinese, and Korean. The original story, artwork, audio, and other game assets were not generated using AI. No live-generated AI content is used in the game. | STUDIO CHARON | - | Oct 7, 2026 | |
LAZARUS In-game content artaudiotext | LAZARUS was developed with the help of generative AI tools. AI assisted in writing the game's code — including the code that draws every visual and synthesizes all music and sound effects in real time — as well as drafting the story, dialogue, in-game text, English/Chinese localization and store page text. All content was directed, reviewed and edited by the developer. The game does not use AI to generate any content while it is running. | LunaCraft Games | - | Oct 7, 2026 | |
深緑の雫の中で In-game content arttextcode | Generative AI tools were used during development to assist with creating visual assets, drafting and editing text, translation, and programming. AI-assisted assets and text included in the game were reviewed and edited by the developer. The game does not generate new content with AI during play. | Renge | - | Oct 7, 2026 | |
The Adventures of Zippy and Bippy In-game content art | Generative AI tools were used during development to assist in the creation of certain pre-rendered visual content, including character assets, artwork, and marketing materials. All AI-assisted content was reviewed, selected, and incorporated by the development team before being included in the game or its promotional materials. | James Blackburn | - | Oct 7, 2026 | |
直面天命 Unclear arttext | During the development stage of this game, some of the art materials and text were created using artificial intelligence. | Jumping Frog Studio | - | Oct 7, 2026 | |
Very Long CNP物語 In-game content art | About half of the background and prop pixel art was created with generative AI image tools and then edited by the developer. Character art is mostly hand-drawn. | y-game | - | Oct 7, 2026 | |
Nyantum Jump In-game content audio | Some background music in this game was created with the assistance of generative AI tools. The final selection, editing, and implementation of the music were handled by the developer. | Lunanod | - | Oct 7, 2026 | |
Wagon Keep Unclear art | AI-generated art | Tribus Games Indie | - | Oct 6, 2026 | |
宇宙創世記カグラ ~素粒子協奏曲~ In-game content arttext | Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay. | Cham-gaming | - | Oct 6, 2026 | |
The Rend: Trials of the Drift In-game content art | The Rend is made by a small indie team, with core character art, animation, and design created by human artists we've worked with and credited.
We use generative AI tools in a supporting role for environment art direction and variation, additional views and variations of existing character designs, and some temporary UI artwork, such as achievement badges that haven't received their final art yet. No content is generated by AI during gameplay.
All AI-assisted content is directed, reviewed, and edited by our team. As development continues, we'll keep working with artists and developers to improve the game's art and overall experience. | Ludicrous Film and Games | - | Oct 6, 2026 | |
Bird Empire In-game content art | This game includes pre-generated AI-assisted artwork used in store and marketing materials and in some in-game 2D visuals. All such content was created and reviewed before release. The game does not use generative AI during gameplay and does not accept or transmit player prompts. | sadness | - | Oct 6, 2026 | |
deep rabbit hole Dev only code | [Developer Notice]This game was developed with the assistance of AI tools used for programming and code generation during the development process. | Slow step | - | Oct 6, 2026 | |
청월시 괴이사진록 (Cheongwol: Paranormal Archives) In-game content artaudiotext | The game's visuals (backgrounds, character portraits, event CGs, and UI) were created with generative AI, then reviewed by hand and retouched where needed. The BGM and some sound effects were also generated with AI, and AI is used for translations. The original story and dialogue were written entirely by the author. | Litma Games | - | Oct 6, 2026 | |
精霊の森 In-game content art | 筐体パネル、ロゴ、演出の一部にAI生成画像を使用しています | てんくうGC | - | Oct 6, 2026 | |
Warstead In-game content artaudio | Generative AI tools were used as part of the development of Warstead to support the creation of visual content, sound effects, and video content such as trailers, helping to speed up the development process. | Night Haven Interactive | - | Oct 6, 2026 | |
SUSHISNK In-game content art | Generative AI was used to create character artwork and other images. | Kariya_Zucchini | - | Oct 4, 2026 |