The store page capsule image (cover art) was generated using AI.
- Creator
- HugePixel
- Reviews
- 73
- Added
- May 23, 2026
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The store page capsule image (cover art) was generated using AI.
We do NOT use AI-generated art, and we never intentionally include AI assets in our game. We sometimes purchase assets and use stock photos. We do our best to verify them, but nowadays, distinguishing AI from human-made art can be hard. That said, if there is any specific artwork that you believe looks like AI or raises concerns, we would appreciate it if you could point it out on our Discord server. We will investigate and replace anything that might have slipped through. AI-generated art is NOT something we want to include in our game.
Some artworks were generated with AI tools and edited.
During Early Access some AI generated images may be used as placeholders, for example during the loading screens.
This game was developed independently by a solo developer. Generative AI tools were used in a limited capacity during production, specifically to assist with the texturing of certain visual assets and the conception of some written content. All gameplay systems, models, game design, art direction, music, and core creative decisions were made entirely by the developer.
Some of the images in the game were created using neural networks, but were later significantly modified (or used only as inspiration). No image in Pocket Rogues is entirely AI generated.
1. Pre-rendered character portraits (bought from 3d party in Unity Asset Store). 2. Pre-rendered achievement icons.
Steam achievements may contain pictures that was generated by AI
Marketing material such as capsule images, event/news post images and library images have used Generative AI.
Some voice acting, music, and graphics(SVG) and game capsules/main menu art were created using AI generation tools All content was reviewed and curated by the developer.
AI tools were used in the creation of this game’s box art. The Miners and Zombies shown are in-game renders, with AI-assisted post-processing applied to enhance lighting and detail. The background environment and title text were generated using AI tools. This AI disclosure was written with the assistance of AI tools. No generative AI has been used for in-game assets at this time.
AI Tools have been used during the development in both artwork and code.
For the development of The Bus, AI was used occasionally and to a limited extent as a supportive tool, for example for passenger voices or textures. All content was ultimately reviewed, revised, and integrated into the game by our team.
Generative AI tools are used solely to create certain pre-generated game content and marketing materials (including images, video advertisements, and narrative elements). In addition, AI-assisted tools may be used to support customer service operations, subject to appropriate oversight and quality controls. All AI-assisted content undergoes human review, editing, and approval prior to publication. No live or real-time AI generation occurs during gameplay, and users are not able to prompt or otherwise interact with any AI systems to generate content. Certain materials produced by third-party vendors may incorporate AI-assisted tools; however, all such materials are pre-rendered and subject to human review and approval prior to release.
To generate 2D art for cards, 2D characters, logos, etc.
AI-generated images may be used in in-game UI or in image assets on the Steam store page.
Some textures and assets are AI-assisted. Some audio tracks are AI-assisted.
Some visual assets in the game, such as icons, UI elements and loading screen images, were created with the assistance of AI tools and then edited and integrated into the game by the developer.
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.
Some store page images and portions of the code were assisted by AI tools during development. All gameplay, design decisions, and creative direction were made by the developer.
Cover art and localizations were made with the help of generative artificial intelligence.
Some narrative content, artwork, and code were created with the assistance of AI tools and reviewed, tested, and edited by a human.
The game utilizes various visuals generated by artificial intelligence...
The background images and girls pictures are pre-rendered AI art
Store page artwork, most in-game assets, and promotional images were created with the assistance of AI image generation tools.
Some development and marketing materials may have been assisted by generative AI during pre-production (concept exploration, references, and drafts). The game does not generate content in real time during gameplay.
Some assets used on the store page have been optimized with AI.
The game's artwork is AI-assisted.
Some code snippets and store page images were edited or generated using artificial intelligence.
Some imagery was created with the help of AI
AI-assisted artwork is used for some promotional materials. All in-game art is hand-crafted pixel art.
Moment Hunter features content entirely created with generative AI tools, including all level environments, cinematic videos, and visual assets. Each AI-generated asset has been carefully curated, sequenced, and integrated by the developer to create a unique and cohesive gameplay experience. All content complies with Steam's generative AI policies and does not include any illegal or infringing material.
Some illustrations on the store page were created using AI.
Some image assets were generated using AI.
Character, monsters artworks and capsule arts.
Some promotional or artistic visual assets in Teckel Adventure were initially generated with the help of AI tools and then edited or integrated by the developer. No content is generated by AI during gameplay. All gameplay systems and interactive content are fully predefined.
Some in-game icons originated as AI-generated concept drafts and were subsequently heavily modified, refined, and finalized by the developer before being included in the final game.
Some visual assets were produced using AI-assisted tools
We used AI for the game’s language translation descriptions, the Steam capsule image, and some in-game visuals.
The loading and main menu background picture was generated by AI.
During development, generative AI tools were used to assist in creating the following content: Image Assets: Some enemy characters, backgrounds, and scene elements were created with the assistance of AI tools. All images have undergone extensive manual illustration, style integration, and post-processing to ensure consistency with the game's overall art direction. Music & Sound Effects: Prototypes for some background music tracks and ambient sound effects were created with the assistance of AI tools.
AI was used in the production of this game: • Programming — Anthropic Claude AI Code • Music and some sound effects — Suno AI v5, Elevenlabs, Google Gemini (prompting support) • Many graphic assets — Nano Banana Pro with Google Flow, Google Gemini (prompting support) • Some graphic assets — Krea AI
2D Visual Assets: All in-game card illustrations—including the retro pixel art items, weapons, and relics and any images, as well as the main "Divide TCG" promotional logo art, were pre-generated using AI image generation tools. Code and UI Assistance: AI text models were used as a collaborative programming assistant to help write, structure, and troubleshoot the game's HTML and CSS user interface, including the card binder layouts, responsive grids, and visual effects. Marketing Copy: AI text models were utilized to help draft and refine portions of the text and descriptions found on this Steam store page.
Images and music created by AI
AI logo and backgrounds.
This game uses AI-assisted systems to support dynamic dialogue during interrogations with villagers. The AI helps generate variations in conversations to enhance immersion and replayability while maintaining the game’s narrative structure. The game also uses AI-assisted systems to generate epilogues based on the player’s verdicts and the relationships between villagers. These epilogues help reflect the consequences of the player’s decisions and provide varied outcomes across playthroughs. The dialogue and epilogue generation systems operate within structured prompts and developer-defined constraints to ensure consistency with the game’s design. The AI systems are designed with safeguards to prevent inappropriate or harmful outputs. AI-assisted content is reviewed and refined during development to ensure it remains appropriate for the game’s setting and narrative. Some visual assets were created with the assistance of generative AI tools. These assets were reviewed, edited, and refined by the developer before being implemented into the game. All assets were checked to ensure they are appropriate and consistent with the game’s artistic direction.
AI-assisted tools were used during development for early concept art exploration and preliminary localization drafts. All content is being reviewed and refined by the development team, and final in-game assets and text will be fully edited before release.
As a solo indie developer, I have utilized AI-generated content to assist in the creation of certain assets within the game, including images, audio, and code. Thank you for your understanding and support.
Claude Code was used to develop this app. This software uses AI and machine learning in the following ways: - Plant identification: User-uploaded photos are analyzed by AI to identify plant species, mushrooms, and insects. - Disease detection: A trained machine learning model analyzes plant photos to detect and diagnose diseases. - Thermal imaging analysis: AI assesses plant health from user-uploaded thermal images. - Garden import: AI vision interprets uploaded garden photos and documents to auto-populate garden layouts. All AI features are user-initiated tools that proces user-provided images. No AI was also used to populate the intitial set of image tiles, while I am paying an illustrator to replace them with hand created art.
It was used to generate some images of the game's UI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Lord of the click Store/marketing art | The store page capsule image (cover art) was generated using AI. | HugePixel | 73 | May 23, 2026 | |
Crime Scene Cleaner art | We do NOT use AI-generated art, and we never intentionally include AI assets in our game. We sometimes purchase assets and use stock photos. We do our best to verify them, but nowadays, distinguishing AI from human-made art can be hard.
That said, if there is any specific artwork that you believe looks like AI or raises concerns, we would appreciate it if you could point it out on our Discord server. We will investigate and replace anything that might have slipped through.
AI-generated art is NOT something we want to include in our game. | President Studio | 15.1k | May 23, 2026 | |
Tree House Colony In-game content art | Some artworks were generated with AI tools and edited. | Jens P. Behrens | - | May 23, 2026 | |
Hidden Deep In-game content art | During Early Access some AI generated images may be used as placeholders, for example during the loading screens. | Cogwheel Software | 1.8k | May 23, 2026 | |
Night Rolls Cozy Store In-game content arttext | This game was developed independently by a solo developer. Generative AI tools were used in a limited capacity during production, specifically to assist with the texturing of certain visual assets and the conception of some written content. All gameplay systems, models, game design, art direction, music, and core creative decisions were made entirely by the developer. | Polytale Games | - | May 23, 2026 | |
Pocket Rogues In-game content art | Some of the images in the game were created using neural networks, but were later significantly modified (or used only as inspiration). No image in Pocket Rogues is entirely AI generated. | EtherGaming | 562 | May 23, 2026 | |
Final Upgrade art | 1. Pre-rendered character portraits (bought from 3d party in Unity Asset Store).
2. Pre-rendered achievement icons. | TaosX | 428 | May 23, 2026 | |
Political puzzle In-game content art | Steam achievements may contain pictures that was generated by AI | Easy game | 38 | May 23, 2026 | |
Power Gunner Store/marketing art | Marketing material such as capsule images, event/news post images and library images have used Generative AI. | Mega Toast Games | 22 | May 23, 2026 | |
Code: Terraform In-game content audioart | Some voice acting, music, and graphics(SVG) and game capsules/main menu art were created using AI generation tools All content was reviewed and curated by the developer. | AppsMafia | - | May 23, 2026 | |
Murder Miners X In-game content art | AI tools were used in the creation of this game’s box art.
The Miners and Zombies shown are in-game renders, with AI-assisted post-processing applied to enhance lighting and detail.
The background environment and title text were generated using AI tools.
This AI disclosure was written with the assistance of AI tools.
No generative AI has been used for in-game assets at this time. | JForce Games | - | May 23, 2026 | |
Rune Rally Dev only artcode | AI Tools have been used during the development in both artwork and code. | Octagon Interactive LLC | - | May 23, 2026 | |
The Bus In-game content audioart | For the development of The Bus, AI was used occasionally and to a limited extent as a supportive tool, for example for passenger voices or textures. All content was ultimately reviewed, revised, and integrated into the game by our team. | TML-Studios | 1.8k | May 23, 2026 | |
Governor of Poker 3 In-game content arttext | Generative AI tools are used solely to create certain pre-generated game content and marketing materials (including images, video advertisements, and narrative elements). In addition, AI-assisted tools may be used to support customer service operations, subject to appropriate oversight and quality controls. All AI-assisted content undergoes human review, editing, and approval prior to publication. No live or real-time AI generation occurs during gameplay, and users are not able to prompt or otherwise interact with any AI systems to generate content. Certain materials produced by third-party vendors may incorporate AI-assisted tools; however, all such materials are pre-rendered and subject to human review and approval prior to release. | Playtika Ltd. | 6.5k | May 23, 2026 | |
Dungeoncraft In-game content art | To generate 2D art for cards, 2D characters, logos, etc. | Zinnusl | - | May 23, 2026 | |
FreeStyle 2: Street Basketball In-game content art | AI-generated images may be used in in-game UI or in image assets on the Steam store page. | JOYCITY | 7k | May 23, 2026 | |
Trouble in Potion High In-game content artaudio | Some textures and assets are AI-assisted.
Some audio tracks are AI-assisted. | Faynogames | - | Mar 18, 2026 | |
Redline JDM Drift In-game content art | Some visual assets in the game, such as icons, UI elements and loading screen images, were created with the assistance of AI tools and then edited and integrated into the game by the developer. | Antique Box Studio | - | Mar 18, 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 | |
SpellCarved In-game content codeart | Some store page images and portions of the code were assisted by AI tools during development. All gameplay, design decisions, and creative direction were made by the developer. | Spooked Interactive | - | Mar 18, 2026 | |
Islandustry Store/marketing textart | Cover art and localizations were made with the help of generative artificial intelligence. | Proper Puppy | - | Mar 18, 2026 | |
Lil Planet Explorer In-game content textartcode | Some narrative content, artwork, and code were created with the assistance of AI tools and reviewed, tested, and edited by a human. | Glowing Pillar Games | - | Mar 18, 2026 | |
Popfall Arena Store/marketing art | The game utilizes various visuals generated by artificial intelligence... | PORTAL351 STUDIOS | - | Mar 18, 2026 | |
Lovely Anime Puzzle: Autumn In-game content art | The background images and girls pictures are pre-rendered AI art | Blender Games | - | Mar 18, 2026 | |
Fortain art | Store page artwork, most in-game assets, and promotional images were created with the assistance of AI image generation tools. | Ainspire | - | Mar 18, 2026 | |
My House on the 9th Floor Dev only arttext | Some development and marketing materials may have been assisted by generative AI during pre-production (concept exploration, references, and drafts). The game does not generate content in real time during gameplay. | RSapling | - | Mar 18, 2026 | |
传奇盛世 Store/marketing art | Some assets used on the store page have been optimized with AI. | 传奇盛世 | - | Mar 18, 2026 | |
献祭浮木!我无限复活!(魔王传说) In-game content art | The game's artwork is AI-assisted. | 梦华 | - | Mar 18, 2026 | |
ShardSpace Store/marketing codeart | Some code snippets and store page images were edited or generated using artificial intelligence. | SmartMita | - | Mar 18, 2026 | |
Solitaire Time Warp Unclear art | Some imagery was created with the help of AI | Far Side Games | - | Mar 18, 2026 | |
The Undercut: Racing Manager In-game content art | AI-assisted artwork is used for some promotional materials. All in-game art is hand-crafted pixel art. | Staz.Tech | - | Mar 18, 2026 | |
Moment Hunter In-game content art | Moment Hunter features content entirely created with generative AI tools, including all level environments, cinematic videos, and visual assets. Each AI-generated asset has been carefully curated, sequenced, and integrated by the developer to create a unique and cohesive gameplay experience. All content complies with Steam's generative AI policies and does not include any illegal or infringing material. | Cem Budak | - | Mar 18, 2026 | |
雪女ちゃんチェッカー Store/marketing art | Some illustrations on the store page were created using AI. | Cockroach Studio | - | Mar 18, 2026 | |
DesktopClaw In-game content art | Some image assets were generated using AI. | XDesktopSoft | - | Mar 18, 2026 | |
Immortal Faces In-game content art | Character, monsters artworks and capsule arts. | ZERO5GAMES | 12 | Mar 18, 2026 | |
Teckel Adventure In-game content art | Some promotional or artistic visual assets in Teckel Adventure were initially generated with the help of AI tools and then edited or integrated by the developer.
No content is generated by AI during gameplay. All gameplay systems and interactive content are fully predefined. | SoulsQuest Games | - | Mar 18, 2026 | |
Alchemic Apothecary In-game content art | Some in-game icons originated as AI-generated concept drafts and were subsequently heavily modified, refined, and finalized by the developer before being included in the final game. | CaffeineBoosterGames | - | Mar 18, 2026 | |
Little Stronger In-game content art | Some visual assets were produced using AI-assisted tools | Mstudio | - | Mar 18, 2026 | |
Idle Slot Machine In-game content textart | We used AI for the game’s language translation descriptions, the Steam capsule image, and some in-game visuals. | DodoModo | - | Mar 18, 2026 | |
Hus: 4-Row Mancala Store/marketing art | The loading and main menu background picture was generated by AI. | Mycostax | - | Mar 18, 2026 | |
迴避我的死亡結局 In-game content artaudio | During development, generative AI tools were used to assist in creating the following content:
Image Assets: Some enemy characters, backgrounds, and scene elements were created with the assistance of AI tools. All images have undergone extensive manual illustration, style integration, and post-processing to ensure consistency with the game's overall art direction.
Music & Sound Effects: Prototypes for some background music tracks and ambient sound effects were created with the assistance of AI tools. | 阿煙 | 35 | Mar 18, 2026 | |
Space Salvage Simulator In-game content artaudiocode | AI was used in the production of this game:
• Programming — Anthropic Claude AI Code
• Music and some sound effects — Suno AI v5, Elevenlabs, Google Gemini (prompting support)
• Many graphic assets — Nano Banana Pro with Google Flow, Google Gemini (prompting support)
• Some graphic assets — Krea AI | Surgical | - | Mar 18, 2026 | |
Divide TCG In-game content arttextcode | 2D Visual Assets: All in-game card illustrations—including the retro pixel art items, weapons, and relics and any images, as well as the main "Divide TCG" promotional logo art, were pre-generated using AI image generation tools.
Code and UI Assistance: AI text models were used as a collaborative programming assistant to help write, structure, and troubleshoot the game's HTML and CSS user interface, including the card binder layouts, responsive grids, and visual effects.
Marketing Copy: AI text models were utilized to help draft and refine portions of the text and descriptions found on this Steam store page. | Jukeys Garage | - | Mar 18, 2026 | |
哈基米打败绿豆 In-game content artaudio | Images and music created by AI | 哈基米高手 | - | Mar 18, 2026 | |
Market Cashier Simulator Store/marketing art | AI logo and backgrounds. | Silver Byte Studio | - | Mar 18, 2026 | |
Hex Judge Live AI textart | This game uses AI-assisted systems to support dynamic dialogue during interrogations with villagers. The AI helps generate variations in conversations to enhance immersion and replayability while maintaining the game’s narrative structure.
The game also uses AI-assisted systems to generate epilogues based on the player’s verdicts and the relationships between villagers. These epilogues help reflect the consequences of the player’s decisions and provide varied outcomes across playthroughs.
The dialogue and epilogue generation systems operate within structured prompts and developer-defined constraints to ensure consistency with the game’s design.
The AI systems are designed with safeguards to prevent inappropriate or harmful outputs. AI-assisted content is reviewed and refined during development to ensure it remains appropriate for the game’s setting and narrative.
Some visual assets were created with the assistance of generative AI tools. These assets were reviewed, edited, and refined by the developer before being implemented into the game.
All assets were checked to ensure they are appropriate and consistent with the game’s artistic direction. | Cheetah Town Games | - | Mar 18, 2026 | |
Luca: Dragon Hunter In-game content arttext | AI-assisted tools were used during development for early concept art exploration and preliminary localization drafts.
All content is being reviewed and refined by the development team, and final in-game assets and text will be fully edited before release. | Bucketplay Inc. | - | Mar 18, 2026 | |
BOP&POP In-game content artaudiocode | As a solo indie developer, I have utilized AI-generated content to assist in the creation of certain assets within the game, including images, audio, and code. Thank you for your understanding and support. | Moumoubin Design | - | Mar 18, 2026 | |
Plant Anywhere Live AI art | Claude Code was used to develop this app. This software uses AI and machine learning in the following ways:
- Plant identification: User-uploaded photos are analyzed by AI to identify plant species, mushrooms, and insects.
- Disease detection: A trained machine learning model analyzes plant photos to detect and diagnose diseases. - Thermal imaging analysis: AI assesses plant health from user-uploaded thermal images.
- Garden import: AI vision interprets uploaded garden
photos and documents to auto-populate garden layouts.
All AI features are user-initiated tools that proces user-provided images. No AI was also used to populate the intitial set of image tiles, while I am paying an illustrator to replace them with hand created art. | Plant Anywhere | - | Mar 18, 2026 | |
Normal Dev Guy - Inside Kenney World In-game content art | It was used to generate some images of the game's UI. | LEANDRO ROGALA BRITEZ LTDA | - | Mar 18, 2026 |