Some assets on the store page are created with AI assistance.
- Creator
- 战法道传奇
- Reviews
- -
- Added
- Jun 3, 2026
Public Steam disclosure research 26,001 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 assets on the store page are created with AI assistance.
- Code was written with Assistance of Anthropic Claude Code - Character Portraits were created with Google Gemini - Other Art Assets and Sound Effects were created using Python (matplotlib, wave)
Some visual assets in Demon Ark: Idle RPG were created with the assistance of generative AI, including monster artwork, item and equipment icons, background images, and Steam store marketing assets such as capsule images and logo artwork. Unit character graphics and UI assets were produced separately as non-AI commissioned/manual artwork. All AI-assisted assets are reviewed, selected, and edited before being included in the game or store page. The game does not generate AI content during gameplay and does not connect to external AI services while running.
Pre-generated AI-assisted artwork is used for fictional chess player avatars and selected promotional visuals. These assets are reviewed before inclusion. No live generative AI is used during gameplay.
Generative AI tools were used to assist in creating some visual effects for store page assets. The game itself is primarily handcrafted.
Some art and audio assets in this game were created with the assistance of generative AI tools, reviewed and integrated by the developer.
WizKitty uses generative AI-assisted artwork for some visual assets. These assets were creatively directed, curated, edited, and integrated by the developer to fit the game’s visual style. WizKitty does not use live generative AI during gameplay.
This game uses AI-generated content for card artwork and visual assets. Some translations were assisted by AI tools and reviewed for accuracy.
AI was used to generate images for the game's Steam page, as well as some images in the game's notes and credits.
Generative AI has been used to create or enhance image material for the game and market assets.
The Story, Music, Concept, Graphics, Video, as well as the Player have been A.I. Generated.
The visuals created for Steam were designed with the help of artificial intelligence. In-game and store page translations were done using artificial intelligence. Partial support was provided.
This game is based on the novel "The Right of Choice" by Zep Forever. The game features original writing and storylines created by the author. All images, videos, and voice acting were pre-generated using AI tools during the development process. No AI generation occurs live or in real-time while playing the game. All assets are static files included in the build.
I used AI to create the Steam header and library capsules; along with the simple loading animation when the game starts after the player clicks play.
The background music (BGM) tracks and some key visual art assets included in this application were created using AI generation tools.
Demon Rising uses generative AI for part of its content: Live-generated narrative — The game includes a local AI language model that runs fully offline on your PC; no internet connection is required and no data is sent anywhere. During play it generates dynamic dialogue for your demon officers, war-council debates, prisoner interrogations and boss encounters, keeping conversations varied across runs. All generated text is constrained by the game's prompts to in-game characters and situations and is bounded by built-in safeguards. If the AI model is unavailable, the game automatically falls back to hand-written dialogue, so the full game is playable either way. Pre-generated artwork — Some character portraits and illustrations were created with the help of AI image-generation tools, then selected and edited by the developer. All AI-assisted content is curated and reviewed by the developer.
Some artwork, visual assets, and music were created with the assistance of AI generation tools during development.
Artwork, sound, story, localization, and store assets
The art assets, source code, and portions of the related content in this game were primarily created with the assistance of artificial intelligence (AI), including but not limited to character designs, environment assets, UI elements, text assistance, and programming development. The developer reviewed, adjusted, and integrated the generated content for the final production and release of the game.
Artificial intelligence was used for some of the graphic assets and sounds.
Since our artistic skills don't quite allow us to realize everything we have in mind, we use AI to create some visuals, but we also try to edit them so as not to degrade the gaming experience.
Delphi uses Midjourney for illustrated artwork (cards, events, key art, capsule art) and Kling for image-to-video trailer animation, all curated and edited by the developer. UI artwork is hand-made by a credited human artist. No AI is used in design, writing, narrative or gameplay, and no AI runs at runtime — all in-game content is human-written static data.
The game itself is made entirely by human hands. All in-game art, music, sound design, and writing are created or directed by human authors without generative AI. All gameplay footage shown on this store page is real, captured from the actual game. Generative AI is used for some marketing materials — including promotional images, social media assets, and capsule art — to support a small independent studio's marketing within budget constraints. These AI-generated images are intended to represent the game's existing hand-made art style. No AI-generated content is shipped inside the game itself. If Echo Pandemic recovers its development costs, capsule images and marketing material will be replaced with commissioned human work.
I'm a solo developer using Generative AI as a supportive tool to realize my gameplay vision. The game has been crafted with human intent and is still firmly anchored in manual craftsmanship. Generative AI has helped with coding, some art assets, and the recording of voiceover narration.
Generative AI was used to create a small number of pre-rendered images used in optional easter eggs and hidden content. The core gameplay, programming, design, and the majority of the game’s assets were created manually by the developer. The game does not use real-time AI-generated content or AI-driven gameplay systems.
A handful of store and marketing assets for IsoDead TD — achievement icons, store and library capsule artwork, and the stylized lettering used in the trailer — were created with the assistance of generative AI tools and then reviewed and edited by the developer. All in-game content (pixel art, animation, music, code, and gameplay) is hand-crafted without generative AI, and no AI-generated content is created while the game is running.
Help in creating images
Help in creating images
Help in creating images
Help in creating images
Generative AI was used to create initial game art concepts and certain marketing materials. Final in-game assets were reviewed and modified by the development team.
The video game -unfortunately- has used AI for in-game image generations such as portraits and paintings only.
AI tools were utilized during the development of this application for programming code architecture, store description translations, and the creation of core visual content including avatar illustrations, outfits, and graphic assets. Based on these AI-generated visuals, we carefully handcrafted the layered asset separation and implemented real-time motion synchronization with keyboard and gamepad inputs to optimize it as a streamer tool. We have conducted thorough reviews regarding rights and usage to ensure that users can safely and freely use these avatars, including for commercial streaming purposes.
This game uses generative AI (KlingAI) to create artwork, including characters and backgrounds. These images are directed, selected, and adjusted by the developer before being incorporated into the game. All scenario text and scripts are written entirely by a human author. No generative AI is used for the writing. The music is composed by a human and produced using a DAW (Cakewalk) and singing-voice synthesis software (VoiSona). No generative AI is used in the music production.
Visuals: This game features cinematic visuals crafted through 3D modeling and digital composition, with Photoshop's Generative Fill used selectively for background enhancements and asset integration. Music: The soundtrack includes cover versions of the original theme composed by Yasunori Shiono, arranged using Suno with the composer's permission.
Some backgrounds and UI styles are generated by AI
The videos seen in game have been generated thanks to multiple AI tools.
Some visual assets in this game, including achievement icons and video content, were created with the assistance of AI image generation tools.
This game uses AI tools to assist with some translation, programming, and asset creation.
I use ElevenLabs to create sound effects as well as the voice changing effects. I recorded the lines in the game and used ElevenLabs to alter my voice into the characters you will here in this game. The main character Mesh, some interactable mesh's as well as the main entity within this game were initially generated in MeshyAI and edited by myself in Blender.
Sprawl Life uses AI generated artwork, music, sound effects, story, and development tools.
Generative Artificial Intelligence used in this game includes: - Sound Effects (SFX) - BGM cover (AI covers based on medley composed by Author) - Refining textures, icons
1. The game code was pre-generated by AI in an IDE tool and then manually reviewed. 2. Some sound effects and music were generated as MIDI files from a large language model and then manually modified in music editing software. 3. Art assets were initially generated by online AI. All generated images were manually selected and modified to ensure they conformed to the overall art style of the game.
This game includes some visual and audio contents created with the assistance of generative A.I. All content included in the final release was curated, edited, and integrated by the developer as part of the creative process. The game engine and logic is 100% human created.
Used as placeholders (Cinematics, music & some soundfx.)
This game uses AI for art and multilingual translation
Some voice dialogue and a small number of in-game icons were created or assisted by generative AI tools. All such content has been reviewed and edited by the development team before being included in the game.
AI was used to generate background music, English voice-over, a video featuring the team logo, and a small portion of textures.
Generative AI tools were used to assist with parts of the game's visual concepts and promotional materials. All final content was reviewed and edited by the developer.
Some background environments and character animations in this game were created with the assistance of AI generation tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure quality and consistency with the game's artistic vision.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
战法道传奇 Store/marketing art | Some assets on the store page are created with AI assistance. | 战法道传奇 | - | Jun 3, 2026 | |
Panzer Island In-game content artaudio | - Code was written with Assistance of Anthropic Claude Code
- Character Portraits were created with Google Gemini
- Other Art Assets and Sound Effects were created using Python (matplotlib, wave) | rhedak | - | Jun 3, 2026 | |
Demon Ark: Idle RPG In-game content art | Some visual assets in Demon Ark: Idle RPG were created with the assistance of generative AI, including monster artwork, item and equipment icons, background images, and Steam store marketing assets such as capsule images and logo artwork. Unit character graphics and UI assets were produced separately as non-AI commissioned/manual artwork. All AI-assisted assets are reviewed, selected, and edited before being included in the game or store page. The game does not generate AI content during gameplay and does not connect to external AI services while running. | GravityStarGames | - | Jun 3, 2026 | |
Grand Chess Manager: Road to Grandmaster In-game content art | Pre-generated AI-assisted artwork is used for fictional chess player avatars and selected promotional visuals. These assets are reviewed before inclusion. No live generative AI is used during gameplay. | Onurcan Donmezer | - | Jun 3, 2026 | |
Colony of the Forsaken Store/marketing art | Generative AI tools were used to assist in creating some visual effects for store page assets.
The game itself is primarily handcrafted. | Tazdingol | - | Jun 3, 2026 | |
ECHORIS In-game content artaudio | Some art and audio assets in this game were created with the assistance of generative AI tools, reviewed and integrated by the developer. | Strata Forge | - | Jun 3, 2026 | |
WizKitty and the Tower of Doom, Gloom, and Other Bad Stuff In-game content art | WizKitty uses generative AI-assisted artwork for some visual assets. These assets were creatively directed, curated, edited, and integrated by the developer to fit the game’s visual style. WizKitty does not use live generative AI during gameplay. | Imperfect Fun | - | Jun 3, 2026 | |
RPS Rumble! In-game content arttext | This game uses AI-generated content for card artwork and visual assets.
Some translations were assisted by AI tools and reviewed for accuracy. | CrSmoke86 | - | Jun 3, 2026 | |
The Wickers House In-game content art | AI was used to generate images for the game's Steam page, as well as some images in the game's notes and credits. | Marshmallow Games Studio | - | Jun 3, 2026 | |
Snapshot Survivor Store/marketing art | Generative AI has been used to create or enhance image material for the game and market assets. | Tiny Secret Games | - | Jun 3, 2026 | |
MixCD In-game content textaudioart | The Story, Music, Concept, Graphics, Video, as well as the Player have been A.I. Generated. | Archor Wright | - | Jun 3, 2026 | |
S.H.I.F.T In-game content arttext | The visuals created for Steam were designed with the help of artificial intelligence. In-game and store page translations were done using artificial intelligence. Partial support was provided. | Editmode | - | Jun 3, 2026 | |
Chronicles of High Worlds 1 In-game content artaudiotext | This game is based on the novel "The Right of Choice" by Zep Forever.
The game features original writing and storylines created by the author.
All images, videos, and voice acting were pre-generated using AI tools during the development process. No AI generation occurs live or in real-time while playing the game. All assets are static files included in the build. | RLM4U Studio | - | Jun 3, 2026 | |
I FORGOT TO TAKE THE CHICKEN OUT OF THE FREEZER Store/marketing art | I used AI to create the Steam header and library capsules; along with the simple loading animation when the game starts after the player clicks play. | Yomen Tohmaz | - | Jun 3, 2026 | |
EClone Station In-game content audioart | The background music (BGM) tracks and some key visual art assets included in this application were created using AI generation tools. | EClone Games | - | Jun 3, 2026 | |
Demon Rising Live AI textart | Demon Rising uses generative AI for part of its content:
Live-generated narrative — The game includes a local AI language model that runs fully offline on your PC; no internet connection is required and no data is sent anywhere. During play it generates dynamic dialogue for your demon officers, war-council debates, prisoner interrogations and boss encounters, keeping conversations varied across runs. All generated text is constrained by the game's prompts to in-game characters and situations and is bounded by built-in safeguards. If the AI model is unavailable, the game automatically falls back to hand-written dialogue, so the full game is playable either way.
Pre-generated artwork — Some character portraits and illustrations were created with the help of AI image-generation tools, then selected and edited by the developer.
All AI-assisted content is curated and reviewed by the developer. | Demon Castle Games | - | Jun 3, 2026 | |
RobotSurvivors In-game content artaudio | Some artwork, visual assets, and music were created with the assistance of AI generation tools during development. | JadeLab | - | Jun 3, 2026 | |
Android Who Dreams of Stars In-game content artaudiotext | Artwork, sound, story, localization, and store assets | JinCycle | - | Jun 3, 2026 | |
Girls vs Goblins In-game content arttextcode | The art assets, source code, and portions of the related content in this game were primarily created with the assistance of artificial intelligence (AI), including but not limited to character designs, environment assets, UI elements, text assistance, and programming development. The developer reviewed, adjusted, and integrated the generated content for the final production and release of the game. | Maiden Realm | 19 | Jun 3, 2026 | |
Black Hole Idle In-game content artaudio | Artificial intelligence was used for some of the graphic assets and sounds. | Furkan Ozbek | - | Jun 3, 2026 | |
Spherebound In-game content art | Since our artistic skills don't quite allow us to realize everything we have in mind, we use AI to create some visuals, but we also try to edit them so as not to degrade the gaming experience. | SandQuality | - | Jun 3, 2026 | |
Delphi Store/marketing art | Delphi uses Midjourney for illustrated artwork (cards, events, key art, capsule art) and Kling for image-to-video trailer animation, all curated and edited by the developer. UI artwork is hand-made by a credited human artist.
No AI is used in design, writing, narrative or gameplay, and no AI runs at runtime — all in-game content is human-written static data. | Blasckout Studio | - | Jun 3, 2026 | |
Echo Pandemic Store/marketing art | The game itself is made entirely by human hands. All in-game art, music, sound design, and writing are created or directed by human authors without generative AI. All gameplay footage shown on this store page is real, captured from the actual game.
Generative AI is used for some marketing materials — including promotional images, social media assets, and capsule art — to support a small independent studio's marketing within budget constraints. These AI-generated images are intended to represent the game's existing hand-made art style.
No AI-generated content is shipped inside the game itself. If Echo Pandemic recovers its development costs, capsule images and marketing material will be replaced with commissioned human work. | Fooldog Studios | - | Jun 3, 2026 | |
On the Green: Endless Golf In-game content artaudiocode | I'm a solo developer using Generative AI as a supportive tool to realize my gameplay vision. The game has been crafted with human intent and is still firmly anchored in manual craftsmanship. Generative AI has helped with coding, some art assets, and the recording of voiceover narration. | Jamopolis | - | Jun 3, 2026 | |
Decline In-game content art | Generative AI was used to create a small number of pre-rendered images used in optional easter eggs and hidden content. The core gameplay, programming, design, and the majority of the game’s assets were created manually by the developer. The game does not use real-time AI-generated content or AI-driven gameplay systems. | Ronaldo Campos | - | Jun 3, 2026 | |
IsoDead TD Store/marketing art | A handful of store and marketing assets for IsoDead TD — achievement icons, store and library capsule artwork, and the stylized lettering used in the trailer — were created with the assistance of generative AI tools and then reviewed and edited by the developer. All in-game content (pixel art, animation, music, code, and gameplay) is hand-crafted without generative AI, and no AI-generated content is created while the game is running. | Thiago do Amarante Farias | - | Jun 3, 2026 | |
Puzzles Mountain Unclear art | Help in creating images | IR Studio | - | Jun 3, 2026 | |
Puzzles Desert Unclear art | Help in creating images | IR Studio | - | Jun 3, 2026 | |
Puzzles Forest Unclear art | Help in creating images | IR Studio | - | Jun 3, 2026 | |
Puzzles Dino Unclear art | Help in creating images | IR Studio | - | Jun 3, 2026 | |
OmNomNom In-game content art | Generative AI was used to create initial game art concepts and certain marketing materials. Final in-game assets were reviewed and modified by the development team. | Echo Titan | - | Jun 3, 2026 | |
A Possum's Favorite Game In-game content art | The video game -unfortunately- has used AI for in-game image generations such as portraits and paintings only. | Through The Peephole | - | Jun 3, 2026 | |
Q-pid In-game content arttext | AI tools were utilized during the development of this application for programming code architecture, store description translations, and the creation of core visual content including avatar illustrations, outfits, and graphic assets.
Based on these AI-generated visuals, we carefully handcrafted the layered asset separation and implemented real-time motion synchronization with keyboard and gamepad inputs to optimize it as a streamer tool.
We have conducted thorough reviews regarding rights and usage to ensure that users can safely and freely use these avatars, including for commercial streaming purposes. | Bib Land | - | Jun 3, 2026 | |
Blue Hawaii Aniki's Soft Ore Demand vol.3 In-game content art | This game uses generative AI (KlingAI) to create artwork, including characters and backgrounds. These images are directed, selected, and adjusted by the developer before being incorporated into the game.
All scenario text and scripts are written entirely by a human author. No generative AI is used for the writing.
The music is composed by a human and produced using a DAW (Cakewalk) and singing-voice synthesis software (VoiSona). No generative AI is used in the music production. | Kirishima Shoichi | - | Jun 3, 2026 | |
紅蜘蛛2/Red Spider2 リマスター版 制作応援 ver. In-game content artaudio | Visuals:
This game features cinematic visuals crafted through 3D modeling and digital composition, with Photoshop's Generative Fill used selectively for background enhancements and asset integration.
Music:
The soundtrack includes cover versions of the original theme composed by Yasunori Shiono, arranged using Suno with the composer's permission. | studio wasp | - | Jun 3, 2026 | |
我的修仙日志 In-game content art | Some backgrounds and UI styles are generated by AI | GameRich | 20 | Jun 3, 2026 | |
+=- In-game content art | The videos seen in game have been generated thanks to multiple AI tools. | +=- Studio | - | Jun 3, 2026 | |
The Disclosure Loop In-game content art | Some visual assets in this game, including achievement icons and video content, were created with the assistance of AI image generation tools. | IonianCore | - | Jun 3, 2026 | |
The Organ Woman | 臓器女 In-game content textcodeart | This game uses AI tools to assist with some translation, programming, and asset creation. | RAYBIS GAMES | - | Jun 3, 2026 | |
Blackwood Lodge: The Siblings In-game content audioart | I use ElevenLabs to create sound effects as well as the voice changing effects. I recorded the lines in the game and used ElevenLabs to alter my voice into the characters you will here in this game. The main character Mesh, some interactable mesh's as well as the main entity within this game were initially generated in MeshyAI and edited by myself in Blender. | Spice of Life Studios | - | Jun 3, 2026 | |
Sprawl Life In-game content artaudiotext | Sprawl Life uses AI generated artwork, music, sound effects, story, and development tools. | Hologram Nation | - | Jun 3, 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 | |
Forbidden Codex In-game content audioart | 1. The game code was pre-generated by AI in an IDE tool and then manually reviewed.
2. Some sound effects and music were generated as MIDI files from a large language model and then manually modified in music editing software.
3. Art assets were initially generated by online AI. All generated images were manually selected and modified to ensure they conformed to the overall art style of the game. | ZhaoWang | - | Jun 3, 2026 | |
Castle Ruglia In-game content artaudio | This game includes some visual and audio contents created with the assistance of generative A.I. All content included in the final release was curated, edited, and integrated by the developer as part of the creative process. The game engine and logic is 100% human created. | ShareDev Technologies | - | Jun 3, 2026 | |
Cubic Haikus: Hikikomori In-game content artaudio | Used as placeholders (Cinematics, music & some soundfx.) | JOOKITOOZ | - | Jun 3, 2026 | |
Bug Buster Bros In-game content arttext | This game uses AI for art and multilingual translation | LeapSoft | - | Jun 3, 2026 | |
城市派对 In-game content audioart | Some voice dialogue and a small number of in-game icons were created or assisted by generative AI tools. All such content has been reviewed and edited by the development team before being included in the game. | Jieqi Network | - | Jun 3, 2026 | |
The Son of Stone In-game content audioart | AI was used to generate background music, English voice-over, a video featuring the team logo, and a small portion of textures. | Team Revolution | - | Jun 3, 2026 | |
대장간 고양이 Store/marketing art | Generative AI tools were used to assist with parts of the game's visual concepts and promotional materials. All final content was reviewed and edited by the developer. | Zami | - | Jun 3, 2026 | |
Aspectless One In-game content art | Some background environments and character animations in this game were created with the assistance of AI generation tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure quality and consistency with the game's artistic vision. | Omnia | - | Jun 3, 2026 |