Some of the UI textures were created using AI tools.
- Creator
- Hamster Wheel Studio
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,514 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some of the UI textures were created using AI tools.
Some of the artistic assets in the game are generated by AI
Some content is pre-rendered by AI.
Some UI assets in War Pawns were created with the assistance of generative AI tools during development. These assets were reviewed, selected, and integrated by the developer as part of the game’s user interface. Generative AI was used only for pre-generated interface visuals, and the game does not use AI-generated content during gameplay. All gameplay systems, design, and programming were created manually.
The CG character design, UI design, and posters all use authorized AI tools.
The card images are AI
Some images on the store page have been created using artificial intelligence.
Some visual assets were generated with AI tools and finalized by the developer.
Use of AI during prototyping to generate some of the early 2D assets
AI was used in the coding of this game, the asset generation, brainstorming practical solutions (knowledge about opensource tts options, distribution options), and in helping problem solve most steps in the development, and application process. It allowed one developer to create a high quality, low cost educational product to greatly assist in language learning worldwide.
During the development of this game, we used generative AI tools to assist in creating two types of core content: first, game-related graphical materials, including capsule images required for store promotion (such as Header Capsule, Small Capsule, etc.), in-game scene illustrations, character design reference images, and other visual assets; second, game audio materials, including background music for scenes, operational interaction sound effects, and other musical content. All AI-generated materials have undergone screening, modification, and compliance review by the development team to ensure they meet Steam's graphical asset rules and content guidelines. The final presentation is highly consistent with the game's overall style and core gameplay, and does not involve any non-compliant or infringing content.
We created and modified some of the background music and background elements using AI.
AI was used to facilitate the creation of some assets
The game's logo and library assets were generated with the help of artificial intelligence.
Some art work and visual assets in this game were created using AI-assisted tools. No AI is used during gameplay and no content is generated in real time.
AI has been used to fill in art, music and code due to lack of sufficient resources available. This is not satisfactory in the long run. The ambition is to eventually replace all AI content with proper man-made assets assuming the revenue increases. I apologize for the slop, but we will have to bear it for now.
We only used AI-generated content for Steam capsule images.
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
This game does not use AI to generate any runtime content during gameplay. AI tools were used only for marketing and promotional materials and do not affect the game itself or player experience.
1.Partial promotional materials. 2.English translation content. 3.Some in-game monster characters.
The developer's description of how AI-generated content is used in the game is as follows: Certain artistic assets in this work were produced using Stable Diffusion, including but not limited to: scene images, loading images, and select item icons.
Portions of the game's art, audio, and text utilized AI-generated original materials that were subsequently edited and enhanced.
AI is used to generate some materials for the game.
I started without, but starting to use more recently so its a mix, I Locally generated the images and videos using ComfyUI
noise texture, some of icons of units
This game uses AI-generated assets (background images and character tokens). Early Access revenue will go towards commissioning non-AI art.
Generative AI was used only to create some pre-rendered in-game visual assets.
Only a few visuals, specifically posters and promotional materials displayed on the Steam store page, were created with the help of AI tools. No in-game content was AI-generated
Logo was generated with AI.
I use it to review my code for efficiency and to spark inspiration for some art. It also helps with generating secondary or background art elements, but the core creative work and vision are all mine!
About the Use of AI During the early stages of development, Project Substrata utilized generative AI tools (such as image generation) for concept art and idea exploration only. All in-game assets, textures, audio, story elements, and code are manually created and refined by the development team. Within the game world, autonomous drones and facility AIs operate as part of the gameplay and narrative systems, not as real AI services. The game runs entirely offline, with no external data transmission or use of online AI APIs.
Some capsule images for the Steam store page were created using pre-generated AI tools
AI was used to create the enemy sprites.
The images on the Steam store page use artificial intelligence.
We use AI to create the images in the game
AI tools were used during development to assist with game code and visual design. The AI helped with coding support, debugging suggestions, and creating certain visual assets such as icons and background elements. No AI-generated content is produced in real time during gameplay — all AI-assisted work was done before release to improve development efficiency and visual quality.
Some icons and a small amount of other materials were generated using AI
Certain interface icons and logos in this game were generated using GPT Image 1, while some 3D models were created with Meshy. All AI-generated assets have been manually modified and refined.
In the game, players can press the "G" key to open the AI communication panel, and interact with the two AIs—Doubao and DeepSeek—by typing text. Players can choose to chat with either Doubao or DeepSeek, and both AIs will respond based on the player's input. Meanwhile, the AIs' decisions will influence the progression of the in-game storyline and their own specific behaviors. For instance, the AIs may determine the direction of storyline branches based on the content of the player's conversation, or change their movement paths in the game world and perform different actions. This creates a richer and more personalized gaming experience for players.
Artwork, both inspirational and in game, have been generated for us by AI. Our long term plan, pending the success of the game, is to replace all AI geneated artwork with custom created, human made assets.
During the development process, we have used AI-based tools to assist with content creation.
This game contains recorded as well as AI generated voice lines based on licensed voice artists.
Some story pieces are generated using AI.
We used AI to generate images and for initial code reviews. Our team reviewed everything it produced, and we shipped those results in early production. It also served as a great "rubber duck" for us to work through tough problems.
The developer utilized AI image generation tools to assist in the creation of specific static visual assets where professional human artist craft was not financially viable for a solo project. These assets include the store capsule art, menu background textures, and narrative event illustrations. All AI generated output was heavily curated, edited, and painfully amended by the developer to ensure consistency with the game's 1970s pulp fantasy aesthetic and pixel-art gameplay. No AI is used to generate content live during gameplay.
Generative AI was used for images generation used in-game. Part of generated images was then corrected by a paid human worker. Another generated part is relatively low quality and is aimed to be replaced by proper art before the full release. Images for the Steam page are including AI-generated graphical content from the game. Generative AI was also partially used for programming help, with every generated line being reviewed by the actual developer. "OpenAI ChatGPT" and "pixellab.ai" were used during development.
You can have voice chats with artificial intelligence customer avatars.
AI is used in artworks for StorePage and Character Images
During development, some pre-generated assets were created using commercially licensed generative AI services. This includes a portion of the environmental art, character portraits, and character audio voice lines. The developer holds the appropriate commercial licenses for all tools used and owns the rights to all generated assets included in the game.
Some UI assets,BGM and SFX are created by AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Break Through In-game content art | Some of the UI textures were created using AI tools. | Hamster Wheel Studio | - | Mar 18, 2026 | |
Idle Mythical Beasts In-game content art | Some of the artistic assets in the game are generated by AI | 所以然 | - | Mar 18, 2026 | |
星屑防线Stardust Bulwark In-game content art | Some content is pre-rendered by AI. | Developers | 12 | Mar 18, 2026 | |
War Pawns In-game content art | Some UI assets in War Pawns were created with the assistance of generative AI tools during development. These assets were reviewed, selected, and integrated by the developer as part of the game’s user interface. Generative AI was used only for pre-generated interface visuals, and the game does not use AI-generated content during gameplay. All gameplay systems, design, and programming were created manually. | SOKILL | - | Mar 18, 2026 | |
无面回响 Store/marketing art | The CG character design, UI design, and posters all use authorized AI tools. | 空棱游戏 | - | Mar 18, 2026 | |
GoGDoD In-game content art | The card images are AI | WAP | - | Mar 18, 2026 | |
Among Paws Store/marketing art | Some images on the store page have been created using artificial intelligence. | HOGO Games | - | Mar 18, 2026 | |
Turned Into Turrets In-game content art | Some visual assets were generated with AI tools and finalized by the developer. | Randy OWUSU APPIAH | - | Mar 18, 2026 | |
Chess Club Manager Dev only art | Use of AI during prototyping to generate some of the early 2D assets | Pouet | - | Mar 18, 2026 | |
FlashBoss Dev only codeartaudiotext | AI was used in the coding of this game, the asset generation, brainstorming practical solutions (knowledge about opensource tts options, distribution options), and in helping problem solve most steps in the development, and application process. It allowed one developer to create a high quality, low cost educational product to greatly assist in language learning worldwide. | Odiin | 11 | Mar 18, 2026 | |
她的狩猎场 In-game content artaudio | During the development of this game, we used generative AI tools to assist in creating two types of core content: first, game-related graphical materials, including capsule images required for store promotion (such as Header Capsule, Small Capsule, etc.), in-game scene illustrations, character design reference images, and other visual assets; second, game audio materials, including background music for scenes, operational interaction sound effects, and other musical content. All AI-generated materials have undergone screening, modification, and compliance review by the development team to ensure they meet Steam's graphical asset rules and content guidelines. The final presentation is highly consistent with the game's overall style and core gameplay, and does not involve any non-compliant or infringing content. | 电子冰块Cybertech | - | Mar 18, 2026 | |
WishPot In-game content audioart | We created and modified some of the background music and background elements using AI. | BaboQuest | - | Mar 18, 2026 | |
Stacking Up: A World in Progress Unclear | AI was used to facilitate the creation of some assets | Pixel Mirror Studio | - | Mar 18, 2026 | |
Service Please: First Dinner Store/marketing art | The game's logo and library assets were generated with the help of artificial intelligence. | Dynamic Dice | 43 | Mar 18, 2026 | |
MOGA MASH In-game content art | Some art work and visual assets in this game were created using AI-assisted tools. No AI is used during gameplay and no content is generated in real time. | GIG STUDIO | - | Mar 18, 2026 | |
Parabless In-game content artaudiocode | AI has been used to fill in art, music and code due to lack of sufficient resources available. This is not satisfactory in the long run.
The ambition is to eventually replace all AI content with proper man-made assets assuming the revenue increases. I apologize for the slop, but we will have to bear it for now. | Virtual Dawn | - | Mar 18, 2026 | |
Minsgon Simulator: Prologue Store/marketing art | We only used AI-generated content for Steam capsule images. | Vokcen | - | Mar 18, 2026 | |
Tale of Immortal Ring Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | 43 | Mar 18, 2026 | |
Magic Array Defense Store/marketing art | This game does not use AI to generate any runtime content during gameplay. AI tools were used only for marketing and promotional materials and do not affect the game itself or player experience. | 森罗红方工作室 | - | Mar 18, 2026 | |
无尽勇者冒险 In-game content textart | 1.Partial promotional materials.
2.English translation content.
3.Some in-game monster characters. | waterfall21 | - | Mar 18, 2026 | |
BidKing In-game content art | The developer's description of how AI-generated content is used in the game is as follows:
Certain artistic assets in this work were produced using Stable Diffusion, including but not limited to: scene images, loading images, and select item icons. | MindSurge Network & Games | 21.4k | Mar 18, 2026 | |
回到明朝升升官 In-game content artaudiotext | Portions of the game's art, audio, and text utilized AI-generated original materials that were subsequently edited and enhanced. | YCX GameStudio | - | Mar 18, 2026 | |
Terra Division Unclear | AI is used to generate some materials for the game. | Ushanka Games | - | Mar 18, 2026 | |
Cozy Cooking Unclear art | I started without, but starting to use more recently so its a mix, I Locally generated the images and videos using ComfyUI | WeArePurple | - | Mar 18, 2026 | |
Barefort In-game content art | noise texture, some of icons of units | Studio TOPIA | - | Mar 18, 2026 | |
The Umbral Seal In-game content art | This game uses AI-generated assets (background images and character tokens).
Early Access revenue will go towards commissioning non-AI art. | Dominictus Games | - | Mar 18, 2026 | |
B.I.D. In-game content art | Generative AI was used only to create some pre-rendered in-game visual assets. | HOGO Games | - | Mar 18, 2026 | |
Excavator Simulator REMAKE Store/marketing art | Only a few visuals, specifically posters and promotional materials displayed on the Steam store page, were created with the help of AI tools. No in-game content was AI-generated | idris Celik | - | Mar 18, 2026 | |
Gamble Your Breath Store/marketing art | Logo was generated with AI. | Alice Games | 19 | Mar 18, 2026 | |
Definitely Not NPC In-game content artcode | I use it to review my code for efficiency and to spark inspiration for some art. It also helps with generating secondary or background art elements, but the core creative work and vision are all mine! | Absam Studios | - | Mar 18, 2026 | |
Project Substrata Live AI arttext | About the Use of AI
During the early stages of development, Project Substrata utilized generative AI tools (such as image generation) for concept art and idea exploration only.
All in-game assets, textures, audio, story elements, and code are manually created and refined by the development team.
Within the game world, autonomous drones and facility AIs operate as part of the gameplay and narrative systems, not as real AI services.
The game runs entirely offline, with no external data transmission or use of online AI APIs. | Studio Substrata | - | Mar 18, 2026 | |
Preset Rocket Plan Store/marketing art | Some capsule images for the Steam store page were created using pre-generated AI tools | MakeThings | - | Mar 18, 2026 | |
Multiverse Idle In-game content art | AI was used to create the enemy sprites. | Kappa Games | - | Mar 18, 2026 | |
Tung Tung Together: Online Deathrun Party Store/marketing art | The images on the Steam store page use artificial intelligence. | DarkRook Interactive | - | Mar 18, 2026 | |
Truck Company In-game content art | We use AI to create the images in the game | GameCode | 13 | Mar 18, 2026 | |
DigScape In-game content artcode | AI tools were used during development to assist with game code and visual design. The AI helped with coding support, debugging suggestions, and creating certain visual assets such as icons and background elements. No AI-generated content is produced in real time during gameplay — all AI-assisted work was done before release to improve development efficiency and visual quality. | Pixellow Official | - | Mar 18, 2026 | |
勇者传说:圣器再临 In-game content art | Some icons and a small amount of other materials were generated using AI | 水狗工作室 | - | Mar 18, 2026 | |
Xuande In-game content art | Certain interface icons and logos in this game were generated using GPT Image 1, while some 3D models were created with Meshy. All AI-generated assets have been manually modified and refined. | ValarFerys | - | Mar 18, 2026 | |
AI女友 AI girlfriend Live AI text | In the game, players can press the "G" key to open the AI communication panel, and interact with the two AIs—Doubao and DeepSeek—by typing text. Players can choose to chat with either Doubao or DeepSeek, and both AIs will respond based on the player's input.
Meanwhile, the AIs' decisions will influence the progression of the in-game storyline and their own specific behaviors. For instance, the AIs may determine the direction of storyline branches based on the content of the player's conversation, or change their movement paths in the game world and perform different actions. This creates a richer and more personalized gaming experience for players. | fpygames | - | Mar 18, 2026 | |
Charcuterie Clash In-game content art | Artwork, both inspirational and in game, have been generated for us by AI. Our long term plan, pending the success of the game, is to replace all AI geneated artwork with custom created, human made assets. | Inkdrift | - | Mar 18, 2026 | |
Battle Kittens Unclear | During the development process, we have used AI-based tools to assist with content creation. | Gabriele Picchianti | - | Mar 18, 2026 | |
The Extinction Directive In-game content audio | This game contains recorded as well as AI generated voice lines based on licensed voice artists. | CustomBit | - | Mar 18, 2026 | |
H3LL0 H4CK3R In-game content text | Some story pieces are generated using AI. | h3ll0h4ck3r | - | Mar 18, 2026 | |
Idle Looter In-game content artcode | We used AI to generate images and for initial code reviews. Our team reviewed everything it produced, and we shipped those results in early production. It also served as a great "rubber duck" for us to work through tough problems. | CryCauseDry | 33 | Mar 18, 2026 | |
Killing Momentum: Umbral Moon In-game content art | The developer utilized AI image generation tools to assist in the creation of specific static visual assets where professional human artist craft was not financially viable for a solo project. These assets include the store capsule art, menu background textures, and narrative event illustrations. All AI generated output was heavily curated, edited, and painfully amended by the developer to ensure consistency with the game's 1970s pulp fantasy aesthetic and pixel-art gameplay. No AI is used to generate content live during gameplay. | Circle Of Hex | - | Mar 18, 2026 | |
Shardorium In-game content artcode | Generative AI was used for images generation used in-game. Part of generated images was then corrected by a paid human worker. Another generated part is relatively low quality and is aimed to be replaced by proper art before the full release.
Images for the Steam page are including AI-generated graphical content from the game.
Generative AI was also partially used for programming help, with every generated line being reviewed by the actual developer.
"OpenAI ChatGPT" and "pixellab.ai" were used during development. | Turtle Speed Development | - | Mar 18, 2026 | |
CAR ROBOT Market Simulator Modavuj Multiplayer Live AI text | You can have voice chats with artificial intelligence customer avatars. | Modavuj Games | - | Mar 18, 2026 | |
Hero cheaper than potion Store/marketing art | AI is used in artworks for StorePage and Character Images | 444 Truck Corp. | - | Mar 18, 2026 | |
Infini Orbis In-game content artaudio | During development, some pre-generated assets were created using commercially licensed generative AI services. This includes a portion of the environmental art, character portraits, and character audio voice lines. The developer holds the appropriate commercial licenses for all tools used and owns the rights to all generated assets included in the game. | Tanis | - | Mar 18, 2026 | |
乾坤掷:镇宝阁推币机 In-game content artaudio | Some UI assets,BGM and SFX are created by AI | 刚正面的红领巾 | 45 | Mar 18, 2026 |