Some of the art references were made by AI
- Creator
- lemur_on_mars
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,508 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.
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Interactive or runtime AI features disclosed by the developer.
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Some of the art references were made by AI
During the development of LOOPINITY: Break the Circle, artificial intelligence (AI) technologies were used to create concept art and finished sprites for some of the game's characters.
Use AI tools to assist in the development of image materials, video materials, and audio materials
Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library
All images in the game are created with AI
Certain graphical elements utilize generative AI for graphical enhancements and generation.
During development, we used AI-assisted tools to improve some code and autocomplete features to write parts of non-core code.We use AI-assisted translation in our localization workflow; all final text is human-reviewed and edited.
Many of the images, videos, sounds, and background music in this game were generated by AI.
Some background art and visual elements were created or enhanced using AI-assisted tools. No live AI content is generated during gameplay.
How We Used AI in When The Sun Dies When developing When The Sun Dies, we leveraged artificial intelligence to enrich your experience and create a truly immersive world. AI is integrated into many different aspects of the game, playing significant roles both visibly and behind the scenes. Areas Where AI Was Used: Visual and Audio Design: We utilized AI-powered tools in the creation of some of the game's textures, 3D models, and sounds. This allowed our artists and sound designers to bring their visions to life more quickly and efficiently, enhancing the unique and unsettling atmosphere of the world. Code Optimization and Development: AI-assisted processes were used in the development and optimization of certain parts of the game's core code. This helped us deliver a more stable, efficient, and seamless gameplay experience. Story and World Building: AI-based suggestion systems contributed to detailing certain elements of our post-apocalyptic world's rich story and lore, as well as refining characters and events. This increased the depth of the world and the layers of narrative waiting to be discovered. Our goal was to use AI as a tool to make When The Sun Dies the best and most unforgettable survival experience possible. We hope you enjoy these innovative approaches!
This game includes some icons and images that were created with the assistance of AI tools. No AI is used during gameplay or for generating real-time content.
Yes. That Game? uses generative AI (for example ElevenLabs) to create some of the voice-over lines used in the game. All AI-generated audio is pre-recorded during development, not generated live while the game is running, and every line is reviewed and approved by the developer. The game does not allow users to create their own AI-generated content.
Some of the prop icons and game UI in the game are generated using AI. And the background music in the game is generated using AI.
The game contains 60+ unique pre-rendered team logos that were AI generated to maintain a consistent look for our leagues debut.
AI was used to translate the store page into different languages
This game does not use AI-generated content in its final assets.
The visuals and music were created by AI. We have obtained the commercial usage rights of this product.
The game's logo and some in-game artwork were created using generative AI.
We used generative AI (Leonardo AI) during the development process solely to generate some of the game’s artwork. These images are static and were created before release. The game does not include any runtime generative AI features, and no new AI-generated content is created during gameplay. All AI-generated assets are licensed for commercial use.
images
This game uses AI technology to create detailed and authentic 3D meshes of game pieces and components, enhancing the visual experience and making the digital board feel as close to the physical version as possible. It also leverages AI to generate background images for game menus and to create capsule images for Steam
We use AI tools only for marketing concept development and brainstorming. All game content, assets, code, and gameplay systems are created entirely by our human development team. AI helps us explore marketing ideas and generate reference drafts for promotional materials, which are then recreated by our human designers ♥
Some promotional images and character portraits use AI-generated image resources
Code & Development: AI tools were used to assist in organizing code structure and suggesting specific functions or methods. However, the vast majority of the game’s codebase was manually written and audited by the developer to ensure quality and performance. Text & Marketing: AI was utilized to help draft and refine the text used in the "About This Game" section and the short description on the Steam Store page.
The images displayed on the cards and the figures named as heroes were made using generative A.I.
Generative AI was utilized during development to create Steam capsule designs, in-game UI assets, and the trailer music. All assets produced using AI are fully owned and licensed for commercial use by us.
The entire game is coded by hand without any AI. Midjourney is used for card art. The game is a solo side-project, and this was to one thing I could not do myself.
Some icons and music tracks were created with the assistance of AI tools.
部分模型与立绘由AI协助生成
As an independent developer, I have used artificial intelligence to create some of the card images, as I do not have the necessary skills to make them myself; however, the plans for future releases include having enough capital for a real artist to create the graphics.
The static background map of the campaign was generated by an AI. All texts were localized by AI – all languages except English and German.
Some UI icons and background images are AI-generated.
OxyRail contains a vast amount of content, with over 516 obtainable items currently available and many more planned for future updates. AI-generated content represents only a very small portion of the game. Due to the large number of items, we use AI-assisted tools in the creation of some item icons, certain background music tracks, and a very small number of visual assets to improve consistency and controllability during content production. All AI-assisted content is carefully reviewed, adjusted, and further refined by hand to ensure it meets the artistic and design standards of the game. We will continue to improve the game and gradually replace existing AI-assisted content with manually created assets whenever possible, increasing the proportion of original content over time.
This game uses AI-generated music and sound effects. These are created using licensed tools and reviewed by the development team for quality and originality. No external AI services are connected during gameplay.
I built Devil's Due as a weekend project, using Claude Opus for coding support and AI for the art assets (since I’m not exactly a 2D artist). I wanted to see if I could create something fun with AI assistance, and I really hope you guys enjoy playing it!
In order to provide players with a better visual experience, some images are optimized and adjusted using AI
Some of the image assets in this game have been manually modified on an AI-generated basis, and some of the text has been adjusted with the assistance of AI.
Some voiceovers and select images in this game were created using AI-assisted tools, such as ElevenLabs for voice acting and other image-generation tools during development. All AI-generated content was produced before release and is fully pre-rendered — no generative AI runs in real time during gameplay. All content is fixed in the shipped build and reviewed to comply with copyright and content guidelines.
AI drawing, AI composition
Generative AI is currently used to create certain pre-rendered visual assets, including promotional artwork and some in-game visuals. All gameplay systems, mechanics, and code are developed manually.
AI might be used to create store and/or library images.
Some visual assets used on the store page (such as promotional key art and background elements) were initially created with the assistance of generative AI tools and then manually refined and edited by our art team. No in-game content is generated using AI during gameplay. Some early drafts of marketing texts were generated using AI and later reviewed and edited by a human.
Some 2D artwork on our game is based on AI generation.
Pre-created music with separated tracks created with AI
Some visual assets, including banners and promotional materials, were created with the assistance of artificial intelligence. All dialogue is generated in real time by artificial intelligence, making each interaction unique and dynamic.
Artificial intelligence was utilized to translate the game's description page into multiple languages besides Russian.
The game's logo and some in-game artwork were created using generative AI.
For generating card illustrations only
The game uses AI as a support tool to generate some of the background music and 2D cutscene images.
During the development of this game, AI tools were utilized to accelerate the production process and to assist a solo developer in realizing their vision. The use of AI was concentrated in two main areas: Coding and Software Development: This AI language model (Gemini) was used as an assistant for writing, debugging, and refactoring the game's C# scripts for Unity. All code logic, game design, and final architectural decisions were directed by the developer. Code snippets generated by the AI were reviewed and integrated into the project by the developer. 3D Model and Asset Generation: AI-powered image and model generation tools were used to create some of the 3D models and other visual assets in the game. These tools served as a source of inspiration and a starting point to speed up the development workflow. All generated assets were curated, edited, and finalized by the developer to fit the artistic vision of the game. The creative vision, game design, and the final version of the game were shaped entirely by human direction and effort.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pale Lies Unclear art | Some of the art references were made by AI | lemur_on_mars | - | Mar 18, 2026 | |
LOOPINITY: Break the Cycle In-game content art | During the development of LOOPINITY: Break the Circle, artificial intelligence (AI) technologies were used to create concept art and finished sprites for some of the game's characters. | Mynlex | - | Mar 18, 2026 | |
Mainelander In-game content artaudio | Use AI tools to assist in the development of image materials, video materials, and audio materials | MISTY MOUNTAINS NETWORK TECHNOLOGY CO LTD | - | Mar 18, 2026 | |
Pharaoh's Leap Store/marketing art | Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library | Gamesforgames | 14 | Mar 18, 2026 | |
MEMASIKI IS MY 2007TH In-game content art | All images in the game are created with AI | Reanim Games | 30 | Mar 18, 2026 | |
SailFront In-game content art | Certain graphical elements utilize generative AI for graphical enhancements and generation. | RJTech | 12 | Mar 18, 2026 | |
Faust Duel In-game content codetext | During development, we used AI-assisted tools to improve some code and autocomplete features to write parts of non-core code.We use AI-assisted translation in our localization workflow; all final text is human-reviewed and edited. | A Bowl of Shrimp | - | Mar 18, 2026 | |
リアルタイム将棋 In-game content artaudio | Many of the images, videos, sounds, and background music in this game were generated by AI. | Saikyosan | - | Mar 18, 2026 | |
THE 5'6" GAME In-game content art | Some background art and visual elements were created or enhanced using AI-assisted tools. No live AI content is generated during gameplay. | Jason Jeong | - | Mar 18, 2026 | |
When The Sun Dies In-game content artaudiotext | How We Used AI in When The Sun Dies
When developing When The Sun Dies, we leveraged artificial intelligence to enrich your experience and create a truly immersive world. AI is integrated into many different aspects of the game, playing significant roles both visibly and behind the scenes.
Areas Where AI Was Used:
Visual and Audio Design: We utilized AI-powered tools in the creation of some of the game's textures, 3D models, and sounds. This allowed our artists and sound designers to bring their visions to life more quickly and efficiently, enhancing the unique and unsettling atmosphere of the world.
Code Optimization and Development: AI-assisted processes were used in the development and optimization of certain parts of the game's core code. This helped us deliver a more stable, efficient, and seamless gameplay experience.
Story and World Building: AI-based suggestion systems contributed to detailing certain elements of our post-apocalyptic world's rich story and lore, as well as refining characters and events. This increased the depth of the world and the layers of narrative waiting to be discovered.
Our goal was to use AI as a tool to make When The Sun Dies the best and most unforgettable survival experience possible. We hope you enjoy these innovative approaches! | Marcheva Studios | - | Mar 18, 2026 | |
Project Cobalt In-game content art | This game includes some icons and images that were created with the assistance of AI tools. No AI is used during gameplay or for generating real-time content. | OxygenStudio | 35 | Mar 18, 2026 | |
That Game? audio | Yes. That Game? uses generative AI (for example ElevenLabs) to create some of the
voice-over lines used in the game. All AI-generated audio is pre-recorded during
development, not generated live while the game is running, and every line is
reviewed and approved by the developer. The game does not allow users to create
their own AI-generated content. | NineHold | - | Mar 18, 2026 | |
西游肉鸽:杨戬的100种死法 In-game content artaudio | Some of the prop icons and game UI in the game are generated using AI. And the background music in the game is generated using AI. | 灵觉工作室 | - | Mar 18, 2026 | |
Stadium VR In-game content art | The game contains 60+ unique pre-rendered team logos that were AI generated to maintain a consistent look for our leagues debut. | Madstages | - | Mar 18, 2026 | |
I Can Only Speak Doner In-game content text | AI was used to translate the store page into different languages | Fokaia Studio | - | Mar 18, 2026 | |
One By One general | This game does not use AI-generated content in its final assets. | Dirty Pearl Studios | - | Mar 18, 2026 | |
折翼 In-game content artaudio | The visuals and music were created by AI. We have obtained the commercial usage rights of this product. | TEBO_TEAM | 29 | Mar 18, 2026 | |
Slice Surge In-game content art | The game's logo and some in-game artwork were created using generative AI. | Boogygames Studios | - | Mar 18, 2026 | |
Tic Cat Dog In-game content art | We used generative AI (Leonardo AI) during the development process solely to generate some of the game’s artwork. These images are static and were created before release. The game does not include any runtime generative AI features, and no new AI-generated content is created during gameplay. All AI-generated assets are licensed for commercial use. | Longoza Game Stuio | - | Mar 18, 2026 | |
简单飞行 Unclear art | images | Jax Leon | - | Mar 18, 2026 | |
Board Game Simulator In-game content art | This game uses AI technology to create detailed and authentic 3D meshes of game pieces and components, enhancing the visual experience and making the digital board feel as close to the physical version as possible. It also leverages AI to generate background images for game menus and to create capsule images for Steam | Pico Soft | - | Mar 18, 2026 | |
Village of the Ages In-game content arttext | We use AI tools only for marketing concept development and brainstorming. All game content, assets, code, and gameplay systems are created entirely by our human development team. AI helps us explore marketing ideas and generate reference drafts for promotional materials, which are then recreated by our human designers ♥ | City of Gamers | - | Mar 18, 2026 | |
提督与巨龙:重生 Store/marketing art | Some promotional images and character portraits use AI-generated image resources | 贪玩狗工作室 | - | Mar 18, 2026 | |
Lunio Store/marketing codetext | Code & Development: AI tools were used to assist in organizing code structure and suggesting specific functions or methods. However, the vast majority of the game’s codebase was manually written and audited by the developer to ensure quality and performance.
Text & Marketing: AI was utilized to help draft and refine the text used in the "About This Game" section and the short description on the Steam Store page. | Toca | - | Mar 18, 2026 | |
Archomni Store/marketing art | The images displayed on the cards and the figures named as heroes were made using generative A.I. | DIONYSIOS DIAMANTOPOULOS | - | Mar 18, 2026 | |
Anomaly Protocol In-game content artaudio | Generative AI was utilized during development to create Steam capsule designs, in-game UI assets, and the trailer music. All assets produced using AI are fully owned and licensed for commercial use by us. | Mynoki Games | - | Mar 18, 2026 | |
Their Sky Store/marketing art | The entire game is coded by hand without any AI.
Midjourney is used for card art. The game is a solo side-project, and this was to one thing I could not do myself. | blid | - | Mar 18, 2026 | |
Occult Shop Clicker In-game content artaudio | Some icons and music tracks were created with the assistance of AI tools. | Asylum Ward Studios | - | Mar 18, 2026 | |
王风九歌:春秋战国 In-game content art | 部分模型与立绘由AI协助生成 | 流风Game | - | Mar 18, 2026 | |
Arcana: Card Arena In-game content art | As an independent developer, I have used artificial intelligence to create some of the card images, as I do not have the necessary skills to make them myself; however, the plans for future releases include having enough capital for a real artist to create the graphics. | Asha Games | - | Mar 18, 2026 | |
Mech and Tech 1 In-game content arttext | The static background map of the campaign was generated by an AI. All texts were localized by AI – all languages except English and German. | colmer_it UG | - | Mar 18, 2026 | |
契约游戏:幻影 In-game content art | Some UI icons and background images are AI-generated. | Brown Sugar Mantou | - | Mar 18, 2026 | |
Oxygen Train In-game content artaudio | OxyRail contains a vast amount of content, with over 516 obtainable items currently available and many more planned for future updates. AI-generated content represents only a very small portion of the game. Due to the large number of items, we use AI-assisted tools in the creation of some item icons, certain background music tracks, and a very small number of visual assets to improve consistency and controllability during content production.
All AI-assisted content is carefully reviewed, adjusted, and further refined by hand to ensure it meets the artistic and design standards of the game.
We will continue to improve the game and gradually replace existing AI-assisted content with manually created assets whenever possible, increasing the proportion of original content over time. | OxygenTech Limited | 909 | Mar 18, 2026 | |
Silent Authority: Blood & Bourbon In-game content audio | This game uses AI-generated music and sound effects. These are created using licensed tools and reviewed by the development team for quality and originality. No external AI services are connected during gameplay. | Complex Universe | - | Mar 18, 2026 | |
Devils Due In-game content artcode | I built Devil's Due as a weekend project, using Claude Opus for coding support and AI for the art assets (since I’m not exactly a 2D artist). I wanted to see if I could create something fun with AI assistance, and I really hope you guys enjoy playing it! | Data Illusion Studios | - | Mar 18, 2026 | |
State of Survival: Last Warrior Unclear art | In order to provide players with a better visual experience, some images are optimized and adjusted using AI | FunPlus International AG | 32 | Mar 18, 2026 | |
CIVIREVIVAL In-game content arttext | Some of the image assets in this game have been manually modified on an AI-generated basis, and some of the text has been adjusted with the assistance of AI. | 筋斗云 | - | Mar 18, 2026 | |
The Caretaker’s Lease In-game content audioart | Some voiceovers and select images in this game were created using AI-assisted tools, such as ElevenLabs for voice acting and other image-generation tools during development. All AI-generated content was produced before release and is fully pre-rendered — no generative AI runs in real time during gameplay. All content is fixed in the shipped build and reviewed to comply with copyright and content guidelines. | Invisible Ghost Studios LLC | - | Mar 18, 2026 | |
卡牌世界 Card World Unclear art | AI drawing, AI composition | Huawen | - | Mar 18, 2026 | |
Skill Order In-game content art | Generative AI is currently used to create certain pre-rendered visual assets, including promotional artwork and some in-game visuals.
All gameplay systems, mechanics, and code are developed manually. | Eruption Games | - | Mar 18, 2026 | |
Castles & Castellans Store/marketing art | AI might be used to create store and/or library images. | Warsaw Digital | - | Mar 18, 2026 | |
Rescue Team: Lights. Camera. Outer Space Store/marketing arttext | Some visual assets used on the store page (such as promotional key art and background elements) were initially created with the assistance of generative AI tools and then manually refined and edited by our art team. No in-game content is generated using AI during gameplay.
Some early drafts of marketing texts were generated using AI and later reviewed and edited by a human. | Game Mixer | 11 | Mar 18, 2026 | |
Site Management Simulator In-game content art | Some 2D artwork on our game is based on AI generation. | Wins Games Studio | 11 | Mar 18, 2026 | |
Circle of Bosses In-game content audio | Pre-created music with separated tracks created with AI | WILDGRIP | - | Mar 18, 2026 | |
Civil Purgatory Live AI arttext | Some visual assets, including banners and promotional materials, were created with the assistance of artificial intelligence. All dialogue is generated in real time by artificial intelligence, making each interaction unique and dynamic. | AIGround | 20 | Mar 18, 2026 | |
Ukrainian Warfare: Gostomel Heroes In-game content text | Artificial intelligence was utilized to translate the game's description page into multiple languages besides Russian. | Cats Who Play | 1.8k | Mar 18, 2026 | |
Hexa Harmony In-game content art | The game's logo and some in-game artwork were created using generative AI. | Boogygames Studios | - | Mar 18, 2026 | |
汗青三国 In-game content art | For generating card illustrations only | FarmGameStudio | - | Mar 18, 2026 | |
Song of Nanzhao In-game content audioart | The game uses AI as a support tool to generate some of the background music and 2D cutscene images. | Lost Echo | - | Mar 18, 2026 | |
Luthenia In-game content artcode | During the development of this game, AI tools were utilized to accelerate the production process and to assist a solo developer in realizing their vision. The use of AI was concentrated in two main areas:
Coding and Software Development: This AI language model (Gemini) was used as an assistant for writing, debugging, and refactoring the game's C# scripts for Unity. All code logic, game design, and final architectural decisions were directed by the developer. Code snippets generated by the AI were reviewed and integrated into the project by the developer.
3D Model and Asset Generation: AI-powered image and model generation tools were used to create some of the 3D models and other visual assets in the game. These tools served as a source of inspiration and a starting point to speed up the development workflow. All generated assets were curated, edited, and finalized by the developer to fit the artistic vision of the game.
The creative vision, game design, and the final version of the game were shaped entirely by human direction and effort. | arthurluthen | - | Mar 18, 2026 |