Steam store page logo and cover art made with ai tools. Game menu icon made with ai tool
- Creator
- Marcello Studios
- Reviews
- -
- Added
- Sep 24, 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.
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Steam store page logo and cover art made with ai tools. Game menu icon made with ai tool
Generative AI was used during development to assist in creating some pre-generated game assets, such as sound effects and visual content. No AI-generated content is created during gameplay.
Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created.
Art and graphical assets were handcrafted for 2017 mobile version of Yakko Tako and AI was used to upscale and improve the quality of the assets.
Generative AI was used to assist in creating certain decorative user interface elements, and background graphics. All gameplay systems, mechanics, programming, game design, and core game content were created and curated by the development team.
We used generative AI on fighter portraits for deeper immersion and as a pre-production tool for early concept layouts. From there, all character assets and visual elements were extensively edited and manually hand-painted by human artists to ensure high visual quality and artistic control.
This game was built in a basement by a dad of 3 with claude, gemini, grok, copilot and chat gpt, all pitched in with various parts. some of the backgrounds and icons atrwork had ai refinement in the process but were all reformatted and redrawn as conceptualized by dev
Ridiculous Games employs artists, designers and programmers to make our games. We used generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers.
LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art process, audio, game design, or balancing. No version prior to 0.9 contained LLM output.
Generative Artificial Intelligence used in this game includes: - Sound Effects (SFX) - BGM cover (AI covers based on medley composed by Author) - Refining textures, icons
Generative AI was used in a limited, assistive role during development. All final content has been curated, refined, and approved by the developer to meet the game’s creative direction and quality expectations.
Generative artificial intelligence tools were used to assist with creating and iterating on some audio, visual, and code assets. All AI-assisted content was manually reviewed, edited, and integrated by the developer.
SWARMFALL uses generative AI only for the following 2D images: Hero icons / profile pictures displayed in the UI and on the store page Some marketing assets (Steam capsules, banners) and trailer music All other content — 3D character models, levels, environments, gameplay mechanics and code — was created by hand in Blender or built from royalty-free assets, with no AI. No content is generated by AI during gameplay or in real-time.
Game Demon uses large language models (Llama 3.1/3.3 via Groq API, plus optional local Ollama inference) to generate coaching text in real time from the user's match data. Vision models analyze user-sampled frames. No user content is sent to third parties without explicit opt-in. No generative images or audio in final output.
Generative AI was used to assist in the development and optimization of the game's source code.
"During the development process, we used generative AI tools solely to assist in creating icons for in-game upgrades. All AI-generated assets have been manually refined by our development team to ensure they align with our creative vision and the game's overall aesthetic."
The developers use AI to control bots during combat.
I'm a solo game developer. I use AI for checking spelling, grammar, some text generation for in-game item description, marketing material to make sure the English content is well presented to the players. Because English is not my native langue.
Some store artwork and promotional images were created with the assistance of AI image generation tools. All game logic, commentary text, fight simulation, and gameplay content are authored by the developer using traditional programming — no generative AI is used during gameplay.
This game uses generative artificial intelligence to enhance visual design and branding assets. Specifically, AI-assisted tools were used to create promotional images such as logos, capsule art, and background illustrations. These assets were refined and directed by the developer to match the game’s theme and tone. No generative AI is used in gameplay, character behavior, or user-generated content.
Musics present in the game were composed with the help of generative AI
In The Final Shuffle, we incorporated AI-generated content for specific elements, including capsule images, library assets, and the game icon.
The translations in this game (excluding English and Polish) were prepared with the assistance of artificial intelligence. Each text has been verified and edited by the developer.
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.
Illustration images created using AI
AI was used in music and coding assistance and marketing text. No art, character design or animation was assisted by AI.
The app was developed through both my own coding effort, as well as back and forth coding prompts with ChatGPT 5. Additionally, art assets were generated through use of ChatGPT 5.
This game uses AI-generated content, including cinematic videos, voices and some images.
There is Pre-Generated AI On the Store Page Capsules and some in game assets.
Main logo picture is AI adjusted. However, The rest of the pictures like the adventurer inside the game after selection like The player character and monsters are fully hand drawn by a person I know. Background pictures might have AI in them as i didnt make them but they are free pictures to use. (Ive checked this before adding them into the game) The game dont use any AI to sort itself or any fighting mechanic in the game as ive made the code myself.
AI has been used to help develop the game's cover art.
Used to generate assets for marketing material.
1. achievement icon image 2. 1 In-game images.
Some visuals were generated, then refined and customized to fit the game’s style and atmosphere.
Some images or sound effects are generated by AI.
Our team used artificial intelligence to create the initial segment of the product’s promotional video
Some music and voice lines were made using AI
We used AI to create models of characters and several 2D images.
AI tools were used to help generate some visual assets and store page materials (images and text). The developer curated, modified, and finalized all content to ensure it fits the game’s style and design.
Operation: Strike & Secure uses generative artificial intelligence to create certain visual elements, including the background image of its main menu. This image was generated using an AI tool to bring a unique and immersive aesthetic to the game interface. However, no AI is used to generate real-time content during gameplay, and all other visual and mechanical elements were created and verified by the development team. The AI-generated image meets copyright requirements and has been carefully checked to ensure it fits the theme and atmosphere of the game.
This game uses music generated by AI technology (Suno platform)
graphical elements, movie posters etc. Some songs in the radio are AI-generated.
AI has been used to develop the game's cover art as well as the game's trailer.
The textures of some assets in the background were enhanced using an ai-pipeline.
AI was used to assist with basic concept art for some content.
Our game does not use AI in gameplay, character behavior, or system design. A small portion of the game's artwork was created using AI-assisted tools during the development process. All other assets and content were manually created by our team.
During development AI was used for : - Images for 3D texturing - SFX generation - Parts of code
The following assets were generated with the help of AI tools: * Announcer voice in-game. * Narrator voice in trailers.
AI Voice changing software was used for voice overs to change the voice actors voice into character voices. Character portraits were drafted by AI and repainted/remastered by an artist.
I am currently using ElevenLabs synthetic voices for my eight characters. The synthetic voices are generated from scratch. They are not clones of any real people. I look forward hiring professional voice actors once the game is successful.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Demonator In-game content art | Steam store page logo and cover art made with ai tools.
Game menu icon made with ai tool | Marcello Studios | - | Sep 24, 2026 | |
Life bar In-game content artaudio | Generative AI was used during development to assist in creating some pre-generated game assets, such as sound effects and visual content. No AI-generated content is created during gameplay. | liam frydman | - | Sep 18, 2026 | |
Tug-O-War Wrestling Live AI | Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created. | Immersive Softworks | - | Sep 12, 2026 | |
Yakko Tako Royale In-game content art | Art and graphical assets were handcrafted for 2017 mobile version of Yakko Tako and AI was used to upscale and improve the quality of the assets. | moimart | - | Sep 10, 2026 | |
Blood & Canvas: Bareknuckle Boxing In-game content art | Generative AI was used to assist in creating certain decorative user interface elements, and background graphics. All gameplay systems, mechanics, programming, game design, and core game content were created and curated by the development team. | Thiefcatcher Games | - | Sep 1, 2026 | |
PROMOTER: The Fight Game In-game content art | We used generative AI on fighter portraits for deeper immersion and as a pre-production tool for early concept layouts. From there, all character assets and visual elements were extensively edited and manually hand-painted by human artists to ensure high visual quality and artistic control. | Langa Publishing | - | Aug 27, 2026 | |
Skunked: Way of the Spray In-game content artcode | This game was built in a basement by a dad of 3 with claude, gemini, grok, copilot and chat gpt, all pitched in with various parts. some of the backgrounds and icons atrwork had ai refinement in the process but were all reformatted and redrawn as conceptualized by dev | Mephitideus Interactive LLC | - | Jul 20, 2026 | |
Time Boxing Unclear | Ridiculous Games employs artists, designers and programmers to make our games. We used generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers. | Ridiculous Games | - | Jul 17, 2026 | |
Antistatic In-game content text | LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art process, audio, game design, or balancing. No version prior to 0.9 contained LLM output. | bluehexagons | - | Jun 5, 2026 | |
Road to the Grand Master In-game content audioart | Generative Artificial Intelligence used in this game includes:
- Sound Effects (SFX)
- BGM cover (AI covers based on medley composed by Author)
- Refining textures, icons | Kuantum Sim Games Inc. | - | Jun 3, 2026 | |
The Last Ember Dev only | Generative AI was used in a limited, assistive role during development. All final content has been curated, refined, and approved by the developer to meet the game’s creative direction and quality expectations. | River Ridge Studios | - | Jun 3, 2026 | |
The Trials of the Forsaken Knight In-game content artaudiocode | Generative artificial intelligence tools were used to assist with creating and iterating on some audio, visual, and code assets. All AI-assisted content was manually reviewed, edited, and integrated by the developer. | Clown Logic Games | - | May 23, 2026 | |
SwarmFALL In-game content art | SWARMFALL uses generative AI only for the following 2D images:
Hero icons / profile pictures displayed in the UI and on the store page
Some marketing assets (Steam capsules, banners) and trailer music
All other content — 3D character models, levels, environments, gameplay mechanics and code — was created by hand in Blender or built from royalty-free assets, with no AI. No content is generated by AI during gameplay or in real-time. | Yonis | - | May 23, 2026 | |
Game Demon Live AI text | Game Demon uses large language models (Llama 3.1/3.3 via Groq API, plus optional local Ollama inference) to generate coaching text in real time from the user's match data. Vision models analyze user-sampled frames. No user content is sent to third parties without explicit opt-in. No generative images or audio in final output. | Altros Studios | - | May 23, 2026 | |
Behold! My Beef Knife Dev only code | Generative AI was used to assist in the development and optimization of the game's source code. | Dog in the Shell | - | May 23, 2026 | |
MunchKing In-game content art | "During the development process, we used generative AI tools solely to assist in creating icons for in-game upgrades. All AI-generated assets have been manually refined by our development team to ensure they align with our creative vision and the game's overall aesthetic." | MunchKing Studio | - | May 23, 2026 | |
Nerds Revenge Live AI | The developers use AI to control bots during combat. | Adrenaline Games | - | May 23, 2026 | |
Ancestral Fury In-game content text | I'm a solo game developer. I use AI for checking spelling, grammar, some text generation for in-game item description, marketing material to make sure the English content is well presented to the players. Because English is not my native langue. | Thap Tam | - | May 23, 2026 | |
Sim: Heavyweight Boxing Champion Store/marketing art | Some store artwork and promotional images were created with the assistance of AI image generation tools. All game logic, commentary text, fight simulation, and gameplay content are authored by the developer using traditional programming — no generative AI is used during gameplay. | Jfsimgames | - | Mar 18, 2026 | |
Ninja Vs Bomb Store/marketing art | This game uses generative artificial intelligence to enhance visual design and branding assets.
Specifically, AI-assisted tools were used to create promotional images such as logos, capsule art, and background illustrations. These assets were refined and directed by the developer to match the game’s theme and tone. No generative AI is used in gameplay, character behavior, or user-generated content. | Sprem | - | Mar 18, 2026 | |
Combat Playground In-game content audio | Musics present in the game were composed with the help of generative AI | BloodRex | - | Mar 18, 2026 | |
The Final Shuffle In-game content art | In The Final Shuffle, we incorporated AI-generated content for specific elements, including capsule images, library assets, and the game icon. | KaashFusionStudio | - | Mar 18, 2026 | |
Saveggies In-game content text | The translations in this game (excluding English and Polish) were prepared with the assistance of artificial intelligence. Each text has been verified and edited by the developer. | melancode | - | Mar 18, 2026 | |
Fight Life Legacy 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. | Blade games | - | Mar 18, 2026 | |
STICKMAN DX : MEGA FIGHTERS Store/marketing art | Illustration images created using AI | LITTLE Z | - | Mar 18, 2026 | |
Fight Like a Chicken In-game content audiotextcode | AI was used in music and coding assistance and marketing text. No art, character design or animation was assisted by AI. | Uncanny Games | - | Mar 18, 2026 | |
Path of the Herald: Character Creator In-game content art | The app was developed through both my own coding effort, as well as back and forth coding prompts with ChatGPT 5. Additionally, art assets were generated through use of ChatGPT 5. | Herald Games | - | Mar 18, 2026 | |
DAMex : Dark Matter Exodus In-game content artaudio | This game uses AI-generated content, including cinematic videos, voices and some images. | Benoit Locu | - | Mar 18, 2026 | |
The Last Night: Zomie Attack In-game content art | There is Pre-Generated AI On the Store Page Capsules and some in game assets. | JamieGames | - | Mar 18, 2026 | |
Little Brave Adventurer Store/marketing art | Main logo picture is AI adjusted.
However, The rest of the pictures like the adventurer inside the game after selection like The player character and monsters are fully hand drawn by a person I know.
Background pictures might have AI in them as i didnt make them but they are free pictures to use. (Ive checked this before adding them into the game)
The game dont use any AI to sort itself or any fighting mechanic in the game as ive made the code myself. | Xray | - | Mar 18, 2026 | |
Boxing Pro Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
CRACKED Store/marketing art | Used to generate assets for marketing material. | PurrNet | 259 | Mar 18, 2026 | |
SIRO In-game content art | 1. achievement icon image
2. 1 In-game images. | X Soft Studio | - | Mar 18, 2026 | |
Off the Beaten Track In-game content art | Some visuals were generated, then refined and customized to fit the game’s style and atmosphere. | Blackroot Studios | 13 | Mar 18, 2026 | |
FallingBattle In-game content artaudio | Some images or sound effects are generated by AI. | syhdaniel | - | Mar 18, 2026 | |
Olinda Fighters Store/marketing art | Our team used artificial intelligence to create the initial segment of the product’s promotional video | CX Studio Games | - | Mar 18, 2026 | |
Virtual Drug Dealer In-game content audio | Some music and voice lines were made using AI | DeleVR | - | Mar 18, 2026 | |
Brainrot Animals Fighting In-game content art | We used AI to create models of characters and several 2D images. | River Way Studios | 34 | Mar 18, 2026 | |
Medieval Hero's Store/marketing arttext | AI tools were used to help generate some visual assets and store page materials (images and text). The developer curated, modified, and finalized all content to ensure it fits the game’s style and design. | Trottomatic | - | Mar 18, 2026 | |
Operation : Strike & Secure Store/marketing art | Operation: Strike & Secure uses generative artificial intelligence to create certain visual elements, including the background image of its main menu. This image was generated using an AI tool to bring a unique and immersive aesthetic to the game interface. However, no AI is used to generate real-time content during gameplay, and all other visual and mechanical elements were created and verified by the development team. The AI-generated image meets copyright requirements and has been carefully checked to ensure it fits the theme and atmosphere of the game. | WanderLab | 13 | Mar 18, 2026 | |
Sylvester and the entity of Dust In-game content audio | This game uses music generated by AI technology (Suno platform) | Benoit Locu | - | Mar 18, 2026 | |
Last Drop In-game content artaudio | graphical elements, movie posters etc. Some songs in the radio are AI-generated. | Lohkare Games Oy | 198 | Mar 18, 2026 | |
Streets of Rageness: Beat 'Em Up Fighter Store/marketing art | AI has been used to develop the game's cover art as well as the game's trailer. | Hard Shark Games | - | Mar 18, 2026 | |
Wummsen Village In-game content art | The textures of some assets in the background were enhanced using an ai-pipeline. | JoyJab | - | Mar 18, 2026 | |
Super Platform Tag Store/marketing art | AI was used to assist with basic concept art for some content. | Greg Hoffmann | - | Mar 18, 2026 | |
三國群英傳:格鬥版 In-game content art | Our game does not use AI in gameplay, character behavior, or system design.
A small portion of the game's artwork was created using AI-assisted tools during the development process.
All other assets and content were manually created by our team. | USERJOY Technology Co.,Ltd. | - | Mar 18, 2026 | |
Hellfire Rampage VR In-game content artaudiocode | During development AI was used for :
- Images for 3D texturing
- SFX generation
- Parts of code | Nazar Korinnyi | - | Mar 18, 2026 | |
Omega Knockout: Punch Boxing In-game content audio | The following assets were generated with the help of AI tools:
* Announcer voice in-game.
* Narrator voice in trailers. | Pixel Dynamite | - | Mar 18, 2026 | |
Political Punchers: 2024 Arena In-game content audioart | AI Voice changing software was used for voice overs to change the voice actors voice into character voices.
Character portraits were drafted by AI and repainted/remastered by an artist. | GORDO GAMERS | 15 | Mar 18, 2026 | |
Fighters Forge In-game content audio | I am currently using ElevenLabs synthetic voices for my eight characters. The synthetic voices are generated from scratch. They are not clones of any real people. I look forward hiring professional voice actors once the game is successful. | Chaotix | - | Mar 18, 2026 |