ui texture, translation
- Creator
- Gomul
- Reviews
- 15
- Added
- Jun 3, 2026
Public Steam disclosure research 25,867 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.
ui texture, translation
使用AI生成的游戏内容,包括所有图像和声音。 All images and sounds in the game are generated by AI.
使用AI生成的游戏内容,包括所有图像和声音。 All images and sounds in the game are generated by AI.
使用AI生成的游戏内容,包括所有图像和声音。 All images and sounds in the game are generated by AI.
Generative AI tools, including GPT/Codex, were used during development to create, draft, edit, and process pre-generated game content, including UI text, localization drafts, icons, interface assets, store copy, planning materials, QA materials, and code assistance. All AI-assisted content included in the game or marketing materials was reviewed, selected, edited, and integrated by the developer before publication. The game does not include live-generated AI content, AI chatbots, runtime AI generation, or in-game AI image generation.
During the development of Super Monsterdoom, generative AI tools were used to support text creation, visual exploration, and mechanical iteration. As a solo developer, these tools were key to accelerating and expanding the process, but every final asset, text, and design decision went through extensive human editing, refinement, and hands-on work.
Generative AI tools were used during the development process to assist in writing, optimizing, and refining C# scripts in Unity, as well as in the conceptualization, texture generation, and editing of 2D visual assets and user interface elements.
Some in-game icons, certain image assets, and some music are AI-generated.
AI tools were used to assist in creating some store page descriptions and promotional graphics. The game itself does not use AI-generated content during gameplay.
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.
AI was used ONLY to: - Create the soundtrack - Help with repetitive coding tasks
This game uses AI-generated content for card artwork and visual assets. Some translations were assisted by AI tools and reviewed for accuracy.
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.
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.
Some of the English text content and translations in this game were created with the help of generative AI tools. All text has been reviewed and edited by our development team to ensure accuracy and educational quality.
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.
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.
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.
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 contains pre-generated AI-assisted content, including certain audio assets and development/testing assistance used during production. No live-generated AI content is included in gameplay.
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.
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.
Some assets AI was used to speed along development time and our music person (JenZ) used some AI in creating the sound track.
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.
Translated by AI to several languages. Simple cards and UI are generated by AI too.
This game uses generative AI to power the companion's real-time conversation, personality responses, and contextual awareness. The AI model (e.g. GPT-4, Qwen, or any user-configured LLM) generates all dialogue and responses dynamically at runtime. AI-generated speech synthesis (TTS) and speech recognition (ASR) are also used for voice interaction. No AI-generated art assets or pre-rendered content are included — all AI usage occurs live during gameplay based on the player's own API configuration.
Generative AI was used in the creation and editing of some visual assets, promotional materials, and other creative content appearing in the game and on the store page. All final content was reviewed, edited, and implemented by the developer.
Authorisation Engine uses generative AI tools during development to assist with selected pre-generated assets and production materials, including some store artwork and audio/localization workflow support. All such content is reviewed and curated before inclusion. The game does not live-generate gameplay content with AI at runtime.
Some visual assets and images in the game were created or assisted using AI-generated tools.
Some of the in-game 2D textures and visual effects were created using AI-based tools. These elements are modified in terms of art and development throughout the production process to ensure they meet our quality standards and creative vision.
We use AI tools to generate some of the 2D background art assets.There is no real-time AI generation in the game; all AI content is pre-generated.
Pixel Q is a local AI assistant that utilizes large language models (LLMs) for real-time conversational AI. All AI models run locally on the user's device. Safety guardrails are enforced through restrictive prompt engineering, output filtering, and the inherent safety features of the underlying open-source models. The AI is designed to refuse requests for illegal, harmful, hateful, or sexually explicit content. No user data is sent to external servers.
Some card images use AI art as reference.
This game utilizes pre-generated AI content across multiple disciplines, including visual assets, code optimization, and audio design. These tools were used strictly to assist a solo developer in the production process. All AI-assisted assets have been thoroughly vetted to ensure they adhere to copyright and intellectual property standards, and no live-generation tools are present in the build.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Haru : Ritual of Sacrifice In-game content arttext | ui texture, translation | Gomul | 15 | Jun 3, 2026 | |
尸皇贴贴 In-game content artaudio | 使用AI生成的游戏内容,包括所有图像和声音。
All images and sounds in the game are generated by AI. | MYSTERY CROWN | - | Jun 3, 2026 | |
物理超度 In-game content artaudio | 使用AI生成的游戏内容,包括所有图像和声音。
All images and sounds in the game are generated by AI. | MYSTERY CROWN | - | Jun 3, 2026 | |
魔主归来 In-game content artaudio | 使用AI生成的游戏内容,包括所有图像和声音。
All images and sounds in the game are generated by AI. | MYSTERY CROWN | - | Jun 3, 2026 | |
Buerokratie Idler: Germany In-game content textartcode | Generative AI tools, including GPT/Codex, were used during development to create, draft, edit, and process pre-generated game content, including UI text, localization drafts, icons, interface assets, store copy, planning materials, QA materials, and code assistance.
All AI-assisted content included in the game or marketing materials was reviewed, selected, edited, and integrated by the developer before publication.
The game does not include live-generated AI content, AI chatbots, runtime AI generation, or in-game AI image generation. | AKM Interactive | - | Jun 3, 2026 | |
Super Monsterdoom Dev only textartcode | During the development of Super Monsterdoom, generative AI tools were used to support text creation, visual exploration, and mechanical iteration. As a solo developer, these tools were key to accelerating and expanding the process, but every final asset, text, and design decision went through extensive human editing, refinement, and hands-on work. | Magical Mistery Shop | - | Jun 3, 2026 | |
Saw Rush In-game content artcode | Generative AI tools were used during the development process to assist in writing, optimizing, and refining C# scripts in Unity, as well as in the conceptualization, texture generation, and editing of 2D visual assets and user interface elements. | KBINDIE | - | Jun 3, 2026 | |
All In Fresh In-game content artaudio | Some in-game icons, certain image assets, and some music are AI-generated. | Gaowan Liang | - | Jun 3, 2026 | |
Vegas Hold'em: Ultimate Casino Hold'em Poker Collection With Strategy Trainer Store/marketing textart | AI tools were used to assist in creating some store page descriptions and promotional graphics. The game itself does not use AI-generated content during gameplay. | TheVegasLab.com | - | 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 | |
Space Invasion Infinite In-game content audiocode | AI was used ONLY to:
- Create the soundtrack
- Help with repetitive coding tasks | Michael Andi | - | 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 | |
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 | |
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 | |
Play and Learn: English In-game content text | Some of the English text content and translations in this game were created with the help of generative AI tools. All text has been reviewed and edited by our development team to ensure accuracy and educational quality. | Recep Cinet | - | 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 | |
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 | |
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 | |
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 | |
Claw Machine Shop Simulator In-game content audio | This game contains pre-generated AI-assisted content, including certain audio assets and development/testing assistance used during production. No live-generated AI content is included in gameplay. | Dawn | - | 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 | |
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 | |
CellShocked In-game content audio | Some assets AI was used to speed along development time and our music person (JenZ) used some AI in creating the sound track. | Pre-Tech | - | 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 | |
Autobus - The Card Game In-game content textart | Translated by AI to several languages. Simple cards and UI are generated by AI too. | Jan Kuta | - | Jun 3, 2026 | |
Aimi Desktop Friends Live AI textaudio | This game uses generative AI to power the companion's real-time conversation, personality responses, and contextual awareness. The AI model (e.g. GPT-4, Qwen, or any user-configured LLM) generates all dialogue and responses dynamically at runtime. AI-generated speech synthesis (TTS) and speech recognition (ASR) are also used for voice interaction. No AI-generated art assets or pre-rendered content are included — all AI usage occurs live during gameplay based on the player's own API configuration. | weijin tech | - | Jun 3, 2026 | |
Go Trump GO! In-game content art | Generative AI was used in the creation and editing of some visual assets, promotional materials, and other creative content appearing in the game and on the store page. All final content was reviewed, edited, and implemented by the developer. | DOWELL DIGITAL LLC | - | Jun 3, 2026 | |
Authorisation Engine In-game content artaudiotext | Authorisation Engine uses generative AI tools during development to assist with selected pre-generated assets and production materials, including some store artwork and audio/localization workflow support. All such content is reviewed and curated before inclusion. The game does not live-generate gameplay content with AI at runtime. | Javier de No | - | Jun 3, 2026 | |
Dig into the core In-game content art | Some visual assets and images in the game were created or assisted using AI-generated tools. | Karsten Eckert | - | Jun 3, 2026 | |
Potions & Passions: Therapist for Monsters In-game content art | Some of the in-game 2D textures and visual effects were created using AI-based tools. These elements are modified in terms of art and development throughout the production process to ensure they meet our quality standards and creative vision. | Fronty Games | - | Jun 3, 2026 | |
镜中的光怪陆离 In-game content art | We use AI tools to generate some of the 2D background art assets.There is no real-time AI generation in the game; all AI content is pre-generated. | 轻嘎 | - | Jun 3, 2026 | |
Pixel Q Live AI text | Pixel Q is a local AI assistant that utilizes large language models (LLMs) for real-time conversational AI. All AI models run locally on the user's device. Safety guardrails are enforced through restrictive prompt engineering, output filtering, and the inherent safety features of the underlying open-source models. The AI is designed to refuse requests for illegal, harmful, hateful, or sexually explicit content. No user data is sent to external servers. | Nove D | - | Jun 3, 2026 | |
Booya! In-game content art | Some card images use AI art as reference. | Cosmin Suna | - | Jun 3, 2026 | |
Pegs & Sorcery In-game content artaudiocode | This game utilizes pre-generated AI content across multiple disciplines, including visual assets, code optimization, and audio design. These tools were used strictly to assist a solo developer in the production process. All AI-assisted assets have been thoroughly vetted to ensure they adhere to copyright and intellectual property standards, and no live-generation tools are present in the build. | SuperBlast | - | Jun 3, 2026 |