Some of the background music, the in-game translations and parts of the store text were created with the help of generative AI tools, then reviewed and edited by the developer.
- Creator
- DGSTUDIO
- Reviews
- -
- Added
- Oct 7, 2026
Public Steam disclosure research 24,658 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 of the background music, the in-game translations and parts of the store text were created with the help of generative AI tools, then reviewed and edited by the developer.
Punk Dog Wars uses AI-assisted tools during development. Character, effect and environment art, the music, and the announcer and dog voices were generated with AI models and then selected, composited and edited by our team. The store art was made the same way. No content is generated while you play.
Swarm Below was built with help from an AI assistant. Its 3D models (built by scripts in Blender), its synthesized music and sound effects, and parts of the store page text and art were created with AI assistance under the developer's direction. Nothing is generated by AI while you play.
Was only used to make the store description fo the the game.
Some illustrations in the game were created using generative AI. The developer selected and adjusted the generated images before incorporating them into the game.
During development, generative AI tools including OpenAI image generation and Higgsfield assisted with pre-generated visual source material for characters, enemies, bosses, animation strips, world props and floors, menu and capsule art, icons, and achievement art. AI coding assistants also contributed to production code, QA tooling, documentation, player-facing copy, and localization drafts. The developer selected, edited, cleaned, composited, animated, integrated, and QA-reviewed the resulting material. All player-visible content is fixed in the shipped build: no prompt, generative model, or external generation service runs at runtime, and the game has no live-generated AI feature.
Artificial intelligence has been used in visual and music production, as well as to accelerate coding. The development team has been responsible for final touches and decisions since the very beginning of the game's design.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Yes, AI helped make this game. Here's exactly how: • I built it with an AI coding assistant. The design and direction are mine; the AI did a lot of the typing. • The narrator's lines and item descriptions were drafted with AI and edited by me. So was this page. • No image, music or voice generators. The art and sound are drawn and synthesized by code. • Nothing is AI-generated while you play.
Some artwork in the game and its Steam store and marketing materials was created or refined with generative AI tools before release. Some music tracks were generated offline with ACE-Step. These are fixed, pre-generated assets. The game does not generate AI content during gameplay or connect to an external AI service.
AI tools were used to generate base 2D images and concepts for character masks. These assets were then manually edited, polished, color-corrected, and integrated into the game by the developer.
Pre-generated content only, nothing is generated while the game runs. Most of the pixel art for monsters, bosses, world objects (shrines, totems, traps, items), boon card art and the three hero cats was generated with PixelLab (an AI pixel-art tool) from text prompts and from our own hand-drawn references, then hand-corrected, quantized to the game's palette and animated frame by frame. The music and all sound effects are synthesized procedurally in our own code (no AI). Purchased asset packs (tiles, UI) are hand-drawn by their artists. No AI-generated text, voices or story.
I used ai for some complex implementations.
The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages. The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets.. The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer.
The in-game text translations (26 languages), as well as this store page's texts and their translations, were prepared with the help of generative AI tools. No AI-generated content is produced while you play.
Some portion of this game's code is developed with the help of AI powered tools. Specially Language localization. No generative AI content is used.
This game's pixel art was created with AI assistance. The English translation was also produced with AI and reviewed for accuracy and natural phrasing before release.
Some of the game's artwork was created from the developer's own sketches and refined using AI image tools. Some sound effects were produced with the help of AI audio tools. The in-game text was translated into the supported languages with the help of AI tools. All content is reviewed and approved by the developer before release.
Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service.
Some pre-generated artwork in the opening/title presentation and Steam store images was created with generative AI and edited by the developer. No AI content is generated during gameplay.
AI tools assisted visual artwork, audio and some text. No live AI generation occurs during gameplay.
The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation.
Music and Localization made by AI
Generative AI tools were used during development to assist with game localization and code generation.
Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play.
Generative AI tools were used during development. The 3D models of the animals, leaders, enemies and bosses, along with many environment props, started as AI-generated models, and most 2D icons started as AI-generated images. All of them were then adapted to the game's paper-doodle style. AI tools also helped write and translate the game's text. The game does not use AI to generate any content while you play.
Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game.
Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay.
Generative AI was used during development to create some artwork, character animation assets, music, and promotional artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to an AI service.
Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players.
Void Squadron features artwork developed with generative AI.
Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay.
AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play.
AI was used in the production of code, art, and marketing materials for this game
character design
Some AI assistance with art assets, which are edited later.
AI elements were used for the text. No AI-generated content is created during gameplay.
Some of the game's content was created with the help of generative AI tools and then edited, cleaned up, rigged, animated and integrated by the developer. This includes 3D models of characters and enemies, 2D art such as ability icons, UI elements and some store page artwork, sound effects, and parts of the store page text. All gameplay, design, balance and final assembly were done by the developer.
Art design and gameplay assisted by AI
Some content in this game was made with the help of generative AI tools and then reviewed and edited by the developer: parts of the 2D artwork (backgrounds, characters, icons), some sound effects, the trailer narration voice, and first drafts of the translated text. No content is generated by AI during gameplay.
localization assistance.
The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay.
The game's pixel art sprites and visual effects, the store capsule art and logo, and the music were created with the help of generative AI tools, then selected, edited and integrated by the developer. The store page text and its Chinese translation were drafted with AI assistance and reviewed by the developer. All content is pre-generated; nothing is generated while the game is running.
Some visual effect textures in this game were generated using AI image tools and then edited by hand before being used. All other content - character and environment art, animation, models, music, sound and writing was created with love by humans. All AI-assisted assets were reviewed and edited before inclusion.
Spellsanity is made by one person and uses generative AI as a tool, not as a substitute for design. Art: Much of the pixel art (enemies, bosses, characters, portraits, story stills, environment details) was produced with AI image generators and then reworked by hand: reduced to the game's colour palette, corrected pixel by pixel, animated and fitted into the game. Some of the art (surfaces, effects, UI frames) was drawn without AI or generated procedurally. Text: Dialogue, descriptions and help texts were written with AI assistance and revised by the developer. The translations from English (German, Spanish, Portuguese, Russian, Chinese) were produced with AI and spot-checked; please report mistakes. Code: AI assistants were used during programming. Music and sound are not AI: the music is licensed work by Kevin MacLeod (incompetech.com), the sound effects are synthesized. No AI runs inside the game. All content is shipped with the game and was reviewed before release; nothing is generated at runtime.
We are relying on pre-rendered assets for proof-of-concepts, but continuously replacing these with our assets. Our plan to is replace all textures before go-live. No AI-generated music/sfx is used.
Soundtrack and Sound Effects
Some store and marketing images were created with generative AI tools. Parts of the in-game UI artwork were also created or assisted with generative AI, then reviewed and integrated by the developer. All other game content is human-authored or from licensed third-party assets. No generative AI content is created live during gameplay.
Generative AI was used during development to create certain ability icons and a small number of sound effects.
Generative AI tools were used during development to assist with selected text content and localization. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
My Own Roguelike: RPG In-game content audiotext | Some of the background music, the in-game translations and parts of the store text were created with the help of generative AI tools, then reviewed and edited by the developer. | DGSTUDIO | - | Oct 7, 2026 | |
Punk Dog Wars MOBA 2D In-game content artaudiotext | Punk Dog Wars uses AI-assisted tools during development. Character, effect and environment art, the music, and the announcer and dog voices were generated with AI models and then selected, composited and edited by our team. The store art was made the same way. No content is generated while you play. | Westie Game Studios | - | Oct 7, 2026 | |
Swarm Below In-game content artaudiotext | Swarm Below was built with help from an AI assistant. Its 3D models (built by scripts in Blender), its synthesized music and sound effects, and parts of the store page text and art were created with AI assistance under the developer's direction. Nothing is generated by AI while you play. | Swarm Below | - | Oct 7, 2026 | |
Guns & Gambits Store/marketing text | Was only used to make the store description fo the the game. | SHIFT. Games | - | Oct 7, 2026 | |
ドラゴンエッグサバイバー In-game content art | Some illustrations in the game were created using generative AI. The developer selected and adjusted the generated images before incorporating them into the game. | Takar Games | - | Oct 7, 2026 | |
Dawnforge Nightfall In-game content artcodetext | During development, generative AI tools including OpenAI image generation and Higgsfield assisted with pre-generated visual source material for characters, enemies, bosses, animation strips, world props and floors, menu and capsule art, icons, and achievement art. AI coding assistants also contributed to production code, QA tooling, documentation, player-facing copy, and localization drafts. The developer selected, edited, cleaned, composited, animated, integrated, and QA-reviewed the resulting material. All player-visible content is fixed in the shipped build: no prompt, generative model, or external generation service runs at runtime, and the game has no live-generated AI feature. | Tinkerburst Studio | - | Oct 7, 2026 | |
Star Purr In-game content artaudiocode | Artificial intelligence has been used in visual and music production, as well as to accelerate coding.
The development team has been responsible for final touches and decisions since the very beginning of the game's design. | Arada Games | - | Oct 6, 2026 | |
Leek Survivors art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Leek Survivors Studio | - | Oct 6, 2026 | |
No Hands Yet In-game content textcode | Yes, AI helped make this game. Here's exactly how:
• I built it with an AI coding assistant. The design and direction are mine; the AI did a lot of the typing.
• The narrator's lines and item descriptions were drafted with AI and edited by me. So was this page.
• No image, music or voice generators. The art and sound are drawn and synthesized by code.
• Nothing is AI-generated while you play. | Cow Tippers | - | Oct 6, 2026 | |
Shark Tales: Reef Rogues In-game content artaudio | Some artwork in the game and its Steam store and marketing materials was created or refined with generative AI tools before release. Some music tracks were generated offline with ACE-Step. These are fixed, pre-generated assets. The game does not generate AI content during gameplay or connect to an external AI service. | RadDad Basement Studio | - | Oct 6, 2026 | |
Broken Pawn In-game content art | AI tools were used to generate base 2D images and concepts for character masks. These assets were then manually edited, polished, color-corrected, and integrated into the game by the developer. | Morok Archive | - | Oct 6, 2026 | |
Catacrawl In-game content art | Pre-generated content only, nothing is generated while the game runs. Most of the pixel art for monsters, bosses, world objects (shrines, totems, traps, items), boon card art and the three hero cats was generated with PixelLab (an AI pixel-art tool) from text prompts and from our own hand-drawn references, then hand-corrected, quantized to the game's palette and animated frame by frame. The music and all sound effects are synthesized procedurally in our own code (no AI). Purchased asset packs (tiles, UI) are hand-drawn by their artists. No AI-generated text, voices or story. | eedee | - | Oct 6, 2026 | |
Ashes of Animara Dev only code | I used ai for some complex implementations. | Zimix | - | Oct 4, 2026 | |
Crystalysis In-game content artaudiotext | The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages.
The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets..
The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer. | trikyname | - | Oct 4, 2026 | |
EverBastion In-game content text | The in-game text translations (26 languages), as well as this store page's texts and their translations, were prepared with the help of generative AI tools. No AI-generated content is produced while you play. | Osiris Atlas | - | Oct 3, 2026 | |
DEPRECATED Dev only codetext | Some portion of this game's code is developed with the help of AI powered tools. Specially Language localization. No generative AI content is used. | Levend Turgay | - | Oct 3, 2026 | |
Moss Survivor In-game content arttext | This game's pixel art was created with AI assistance. The English translation was also produced with AI and reviewed for accuracy and natural phrasing before release. | Maronn | - | Oct 3, 2026 | |
Sun To Sun: Endure In-game content artaudiotext | Some of the game's artwork was created from the developer's own sketches and refined using AI image tools. Some sound effects were produced with the help of AI audio tools. The in-game text was translated into the supported languages with the help of AI tools. All content is reviewed and approved by the developer before release. | Titan L.E.M.A.R Studios | - | Oct 1, 2026 | |
PoopMan: Sewer Survivor In-game content arttext | Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service. | PoopMan Productions | - | Oct 1, 2026 | |
SCRAPWAVE In-game content art | Some pre-generated artwork in the opening/title presentation and Steam store images was created with generative AI and edited by the developer. No AI content is generated during gameplay. | sedoli | - | Oct 1, 2026 | |
Cowpokers: Dead Man's Frontier In-game content artaudiotext | AI tools assisted visual artwork, audio and some text. No live AI generation occurs during gameplay. | Cowpoke | - | Oct 1, 2026 | |
Echo in the Lightless Deep In-game content arttext | The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation. | CelestialArk | - | Oct 1, 2026 | |
HYPERINFLATION In-game content audiotext | Music and Localization made by AI | Nethound Games | - | Oct 1, 2026 | |
Usurper In-game content textcode | Generative AI tools were used during development to assist with game localization and code generation. | IndieRaven | - | Oct 1, 2026 | |
Twisted Survivors In-game content artaudiotext | Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play. | Six | - | Oct 1, 2026 | |
AutoBeast Survivors In-game content arttext | Generative AI tools were used during development. The 3D models of the animals, leaders, enemies and bosses, along with many environment props, started as AI-generated models, and most 2D icons started as AI-generated images. All of them were then adapted to the game's paper-doodle style. AI tools also helped write and translate the game's text. The game does not use AI to generate any content while you play. | Melonsaur | - | Oct 1, 2026 | |
HEAVENBREAK In-game content arttext | Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game. | GPUN Corp. | - | Oct 1, 2026 | |
GRID DEFENSE: GRID WAR In-game content artaudiotext | Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay. | Keke Studio | - | Sep 30, 2026 | |
CRUSH LOAD In-game content artaudio | Generative AI was used during development to create some artwork, character animation assets, music, and promotional artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to an AI service. | BREYES | - | Sep 30, 2026 | |
Compost Apocalypse Survivors In-game content art | Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players. | Iron Veg Interactive | - | Sep 30, 2026 | |
Void Squadron In-game content art | Void Squadron features artwork developed with generative AI. | Recoil Mojo | - | Sep 30, 2026 | |
CORE//PULSE In-game content text | Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay. | EEE Inc. | - | Sep 30, 2026 | |
PONK Dev only code | AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play. | aliyen | - | Sep 30, 2026 | |
Driver Survivor Store/marketing artcode | AI was used in the production of code, art, and marketing materials for this game | Obsolete Robot | - | Sep 30, 2026 | |
Necromarch art | character design | MGM LLC | - | Sep 30, 2026 | |
Fusion Cuisine Survivor In-game content art | Some AI assistance with art assets, which are edited later. | We Will Survive | - | Sep 30, 2026 | |
Scribble Tanks Dev only text | AI elements were used for the text. No AI-generated content is created during gameplay. | Alexander Komissarov | - | Sep 28, 2026 | |
Realm Protectors In-game content artaudiotext | Some of the game's content was created with the help of generative AI tools and then edited, cleaned up, rigged, animated and integrated by the developer. This includes 3D models of characters and enemies, 2D art such as ability icons, UI elements and some store page artwork, sound effects, and parts of the store page text. All gameplay, design, balance and final assembly were done by the developer. | slimevault | - | Sep 28, 2026 | |
Nekomancer In-game content arttext | Art design and gameplay assisted by AI | Company Named | - | Sep 28, 2026 | |
Cascade In-game content artaudiotext | Some content in this game was made with the help of generative AI tools and then reviewed and edited by the developer: parts of the 2D artwork (backgrounds, characters, icons), some sound effects, the trailer narration voice, and first drafts of the translated text. No content is generated by AI during gameplay. | 14Dimension Enterprise | - | Sep 27, 2026 | |
Looping Fields Beyond In-game content text | localization assistance. | Zakharov Viacheslav | - | Sep 27, 2026 | |
MOLD-09 In-game content audioart | The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay. | Hatred Engine | - | Sep 25, 2026 | |
Harmony In-game content artaudiotext | The game's pixel art sprites and visual effects, the store capsule art and logo, and the music were created with the help of generative AI tools, then selected, edited and integrated by the developer. The store page text and its Chinese translation were drafted with AI assistance and reviewed by the developer. All content is pre-generated; nothing is generated while the game is running. | BeeBee Games | - | Sep 25, 2026 | |
Star Steel Vanguard In-game content art | Some visual effect textures in this game were generated using AI image tools and then edited by hand before being used. All other content - character and environment art, animation, models, music, sound and writing was created with love by humans. All AI-assisted assets were reviewed and edited before inclusion. | Patch Notes Games | - | Sep 25, 2026 | |
Spellsanity: Wizard Survival In-game content arttext | Spellsanity is made by one person and uses generative AI as a tool, not as a substitute for design.
Art: Much of the pixel art (enemies, bosses, characters, portraits, story stills, environment details) was produced with AI image generators and then reworked by hand: reduced to the game's colour palette, corrected pixel by pixel, animated and fitted into the game. Some of the art (surfaces, effects, UI frames) was drawn without AI or generated procedurally.
Text: Dialogue, descriptions and help texts were written with AI assistance and revised by the developer. The translations from English (German, Spanish, Portuguese, Russian, Chinese) were produced with AI and spot-checked; please report mistakes.
Code: AI assistants were used during programming.
Music and sound are not AI: the music is licensed work by Kevin MacLeod (incompetech.com), the sound effects are synthesized.
No AI runs inside the game. All content is shipped with the game and was reviewed before release; nothing is generated at runtime. | Spellsanity Games | - | Sep 25, 2026 | |
Fairy Tales Survivors Dev only art | We are relying on pre-rendered assets for proof-of-concepts, but continuously replacing these with our assets. Our plan to is replace all textures before go-live. No AI-generated music/sfx is used. | BNO Games | - | Sep 25, 2026 | |
Avocado Survivor Unclear audio | Soundtrack and Sound Effects | Team Avo | - | Sep 24, 2026 | |
Ashfield In-game content art | Some store and marketing images were created with generative AI tools. Parts of the in-game UI artwork were also created or assisted with generative AI, then reviewed and integrated by the developer. All other game content is human-authored or from licensed third-party assets. No generative AI content is created live during gameplay. | Pioneer Games | - | Sep 24, 2026 | |
Moltenfall In-game content artaudio | Generative AI was used during development to create certain ability icons and a small number of sound effects. | Latsnok | - | Sep 24, 2026 | |
Polandball: The Sixth Day - Destroy In-game content text | Generative AI tools were used during development to assist with selected text content and localization. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay. | 饼干鱼工作室 | - | Sep 22, 2026 |