During the development process, we may use AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
- Creator
- Tanner Maxwell
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,380 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.
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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.
During the development process, we may use AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
AI was used to generate images for the shop and web page.
A few pieces of art were generated: the battle background, the fire aura on the marketing assets, and a few projectiles for units like the white beetle.
Cards pictures in Game
This game uses generative AI for translations.
There's a full document detailing everything here: https://docs.google.com/document/d/1WIOGXHzCXwShVBGKuAYDpamK03sfzuYztLCzEqkt-sQ/edit The short summary is that AI was used for a single graphical asset, some code, and some text strings that are largely unimportant for understanding the game.
Tears of Adria was created by a very small team. We used our resources to work with three talented artists. Most portraits along with some icons and images are AI-created. Voice lines are primarily performed by real voice actors, very few are generated and some are AI enhanced.
AI was used to translate the following languages: -Japanese -Russian -French -Portuguese
We used AI to localize the text, as well as to enhance some of the graphical assets on the Steam store page. AI is not used in the game content itself.
AI has been used to generate a small portion of the artwork (abilities / units icons) and some abilities descriptions / names.
AI Tools have been used during the development in both artwork and code.
Includes AI-generated sound assets and localized text.
Some background music in this game was created with the assistance of AI music generation tools.
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.
Pre-rendered AI generation was used to create 2D marketing materials and storefront capsule art (logos, background art, capsule images).
Some visual assets and localization were created with the assistance of AI tools.
I love Xianxia/Wuxia light novels and I've looked everywhere for a good cultivation idler. When I couldn't find out, I decided to make one, but since I'm not a coder/videographer/digital animator etc I used AI for the artwork creation and used my background in IT to get AI to create the backend code.
UI icons and localization are made with the help of AI.
This game uses AI-generated content for some of its art assets.
Art Resource
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
The main menu image is AI generated
Some pixel art assets (item icons, monster sprites) were created with AI assistance.
This game uses generative AI during development to assist with concept art, creature design, and prototyping. All AI-generated content is reviewed, edited, and finalized by the developer. No AI is used for real-time gameplay or player interaction.
Some visual assets and promotional materials for Slotbound were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
We use AI for some of our images. All generated images are manually corrected, retouched, and processed by our developers before being integrated into the final game assets. We use AI to assist in-game logic and algorithms.
Some of the visual assets in this game, including character sprites, backgrounds, and building illustrations, were created with the assistance of AI image generation tools. All generated assets were reviewed and curated by the developer.
Some icons and UI elements in this game were generated using AI tools. Most other game assets were either purchased from the Asset Store or created by us.
This game code was optimized with Claude Code (AI model). Trailer for the game was partly generated with AI (initial 7 seconds).
Some visual assets used in this game were generated with the assistance of AI tools.
some of the games assets were generated using ai. Almost every time I used ai when making this game I had to tweak something within the image. The code was entirely made by human input.
Level backgrounds and logo were created using generative AI. Icons, character sprites, and music were purchased from an artist on Itch.io - if you or someone you know is able to create pixel art backgrounds that align with the game design - please reach out as I am happy to pay for their services.
UI,Log , and descrption
store page UI , game UI , a part of cg story ,
Mithril & Mud uses AI-assisted development tools during the programming process. All game design, systems, and content decisions are made by the developer. No AI-generated content is presented to players during gameplay — all visuals and audio are created through procedural generation algorithms, not generative AI.
Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game text into multiple languages.
Our team uses generative AI tools to help develop some in-game assets. All AI outputs were reviewed and curated by our team to meet our quality standards. No AI outputs are used to replace core gameplay design decisions or narrative direction.
The development of Zero to Hero was assisted by Generative AI tools (Large Language Models). As a solo developer and non-programmer, I utilized AI to help write the game's source code, debug errors, extensive refactoring, and assist in designing mathematical progression systems. All AI-generated code and content were manually reviewed, tested, and refined to ensure a cohesive and fun gameplay experience. The game's core design, vision, and final polish are human-curated.
Generative AI was used to create the store page capsule images and marketing banners. All in-game vector graphics and code were created manually by the developer.
Player photos and team logos are generated by AI.
Gods of Angling uses customized, offline models for the purposes of certain image generation and enhancement.
I use Claude (Anthropic) to help scale development, like bug fixes, code modularization, and translations/localization. All game design, story, world-building, and creative decisions are mine alone. Claude does not make design or balance calls and is used in development only. There's no AI running in the shipped game itself and no player data is sent anywhere during play. Translations are AI-assisted and may contain errors. Please report any you find on our Discord. If any of this isn't for you, I wanted to make sure you saw this before purchase, just in case you are not comfortable with these tools.
The game uses AI to generate game content, such as text, images, and sound effects.
Some assets in this game were created with the assistance of AI-generated tools, including in-game building artwork, resource icons, and promotional video materials. All AI-generated content was reviewed, curated, and edited by the developer to fit the game's visual style.
We used AI tools to assist with the translation of in-game dialogue. All translated text has been reviewed and edited by humans.
AI was used as a sketch for some of the art
Artificial intelligence was used in the creation of in-game artworks. These assets were curated, reviewed, and integrated to ensure consistency with the game’s artistic direction and quality standards.
AI has been utilized in the development of this game in the following ways: - Programming - Concepting and illustrations - Descriptive texts
AI is used in order to create a better background and focus on the core parts of the game, we use AI to help create some background art and minor NPCs in the story. After the AI generates these images, our artists still need to refine them to ensure that the style of the background and minor NPCs matches the environment, UI, and main characters drawn by our talented artists.
Hello guys I am updating the storepage and letting you know I used AI to help me with the STOREPAGE capsules... as well as use it as research to improve m coding skills!
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Inn Over Your Head Dev only | During the development process, we may use AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Tanner Maxwell | - | May 23, 2026 | |
Mechastrike: Red War Store/marketing art | AI was used to generate images for the shop and web page. | Marvin Gran | - | May 23, 2026 | |
Gridbound Tactics Store/marketing art | A few pieces of art were generated: the battle background, the fire aura on the marketing assets, and a few projectiles for units like the white beetle. | OPAF GAMES | - | May 23, 2026 | |
Eternity Prison Unclear art | Cards pictures in Game | Minigox Games | - | May 23, 2026 | |
GIVE ME A WEAPON! In-game content text | This game uses generative AI for translations. | nogagong | 13 | May 23, 2026 | |
Skeleseller In-game content arttext | There's a full document detailing everything here: https://docs.google.com/document/d/1WIOGXHzCXwShVBGKuAYDpamK03sfzuYztLCzEqkt-sQ/edit
The short summary is that AI was used for a single graphical asset, some code, and some text strings that are largely unimportant for understanding the game. | Xtonomous | 387 | May 23, 2026 | |
Tears of Adria In-game content artaudio | Tears of Adria was created by a very small team.
We used our resources to work with three talented artists. Most portraits along with some icons and images are AI-created.
Voice lines are primarily performed by real voice actors, very few are generated and some are AI enhanced. | Ark Island Studio | 53 | May 23, 2026 | |
Cube Kingdoms In-game content text | AI was used to translate the following languages:
-Japanese
-Russian
-French
-Portuguese | GamingPugsStudios | 23 | May 23, 2026 | |
Eternal Mist In-game content textart | We used AI to localize the text, as well as to enhance some of the graphical assets on the Steam store page. AI is not used in the game content itself. | Rionix | - | May 23, 2026 | |
Warlane In-game content arttext | AI has been used to generate a small portion of the artwork (abilities / units icons) and some abilities descriptions / names. | Adrian Vat | - | 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 | |
Pulslink In-game content audiotext | Includes AI-generated sound assets and localized text. | FatCoke | - | Mar 18, 2026 | |
Pixelords In-game content audio | Some background music in this game was created with the assistance of AI music generation tools. | BBokGames | - | 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 | |
Scrap Syndicate Store/marketing art | Pre-rendered AI generation was used to create 2D marketing materials and storefront capsule art (logos, background art, capsule images). | Jason Bann | - | Mar 18, 2026 | |
CropChampion In-game content arttext | Some visual assets and localization were created with the assistance of AI tools. | CropChampion | - | Mar 18, 2026 | |
Immortal Dao Idle In-game content artcode | I love Xianxia/Wuxia light novels and I've looked everywhere for a good cultivation idler. When I couldn't find out, I decided to make one, but since I'm not a coder/videographer/digital animator etc I used AI for the artwork creation and used my background in IT to get AI to create the backend code. | Hyro | - | Mar 18, 2026 | |
The Cinder Throne In-game content arttext | UI icons and localization are made with the help of AI. | Level One Quest | - | Mar 18, 2026 | |
抽号小队 In-game content art | This game uses AI-generated content for some of its art assets. | ACE-Block | - | Mar 18, 2026 | |
Loop Tower: Prologue Unclear | Art Resource | Enter the Game Studios | 45 | Mar 18, 2026 | |
Tyrants Store/marketing art | In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process. | Artifex Parvus | - | Mar 18, 2026 | |
Ratnik Store/marketing art | The main menu image is AI generated | Vitezi Games | - | Mar 18, 2026 | |
背包地牢 In-game content art | Some pixel art assets (item icons, monster sprites) were created with AI assistance. | 夜喵 | 591 | Mar 18, 2026 | |
Kill the Slimes In-game content art | This game uses generative AI during development to assist with concept art, creature design, and prototyping. All AI-generated content is reviewed, edited, and finalized by the developer. No AI is used for real-time gameplay or player interaction. | Flowing Fates | - | Mar 18, 2026 | |
Slotbound Store/marketing art | Some visual assets and promotional materials for Slotbound were created with the assistance of generative AI tools.
All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. | Optima Arch | - | Mar 18, 2026 | |
サイコローグ In-game content art | We use AI for some of our images. All generated images are manually corrected, retouched, and processed by our developers before being integrated into the final game assets.
We use AI to assist in-game logic and algorithms. | monotos | - | Mar 18, 2026 | |
Empire of Zombies In-game content art | Some of the visual assets in this game, including character sprites, backgrounds, and building illustrations, were created with the assistance of AI image generation tools. All generated assets were reviewed and curated by the developer. | Tomasz Letki | - | Mar 18, 2026 | |
Slots and Dungeons In-game content art | Some icons and UI elements in this game were generated using AI tools. Most other game assets were either purchased from the Asset Store or created by us. | SuperCrew Games | 12 | Mar 18, 2026 | |
Catvivors Store/marketing codeart | This game code was optimized with Claude Code (AI model). Trailer for the game was partly generated with AI (initial 7 seconds). | Yotta Content LTD | - | Mar 18, 2026 | |
RD Racing In-game content art | Some visual assets used in this game were generated with the assistance of AI tools. | See The Sea Std | - | Mar 18, 2026 | |
Evolver In-game content art | some of the games assets were generated using ai. Almost every time I used ai when making this game I had to tweak something within the image. The code was entirely made by human input. | lunatic studios | - | Mar 18, 2026 | |
Shards of Primora In-game content artaudio | Level backgrounds and logo were created using generative AI. Icons, character sprites, and music were purchased from an artist on Itch.io - if you or someone you know is able to create pixel art backgrounds that align with the game design - please reach out as I am happy to pay for their services. | Vryapt | - | Mar 18, 2026 | |
郑成功传 Clash of Armadas: Koxinga Unclear text | UI,Log , and descrption | 铭记历史 | - | Mar 18, 2026 | |
戚继光 Qi Jiguang: Art of War In-game content textart | store page UI , game UI , a part of cg story , | 斩鬼工作室 | - | Mar 18, 2026 | |
Mithril & Mud Dev only code | Mithril & Mud uses AI-assisted development tools during the programming process. All game design, systems, and content decisions are made by the developer. No AI-generated content is presented to players during gameplay — all visuals and audio are created through procedural generation algorithms, not generative AI. | CampbellSoft Studios | - | Mar 18, 2026 | |
Breach Squad In-game content artaudiotext | Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game text into multiple languages. | INDIELLIGENT | - | Mar 18, 2026 | |
MechaCorps Draft In-game content artaudiocodetext | Our team uses generative AI tools to help develop some in-game assets. All AI outputs were reviewed and curated by our team to meet our quality standards. No AI outputs are used to replace core gameplay design decisions or narrative direction. | MechaCorps Games | - | Mar 18, 2026 | |
Zero To Hero Idle Dev only code | The development of Zero to Hero was assisted by Generative AI tools (Large Language Models). As a solo developer and non-programmer, I utilized AI to help write the game's source code, debug errors, extensive refactoring, and assist in designing mathematical progression systems. All AI-generated code and content were manually reviewed, tested, and refined to ensure a cohesive and fun gameplay experience. The game's core design, vision, and final polish are human-curated. | AlexBR | 14 | Mar 18, 2026 | |
DeadEndGram In-game content artcode | Generative AI was used to create the store page capsule images and marketing banners. All in-game vector graphics and code were created manually by the developer. | Michael Morgan | - | Mar 18, 2026 | |
Cybersport Manager In-game content art | Player photos and team logos are generated by AI. | Glitch Tactics | - | Mar 18, 2026 | |
Gods of Angling Unclear art | Gods of Angling uses customized, offline models for the purposes of certain image generation and enhancement. | EarthBounder | 34 | Mar 18, 2026 | |
Gargadusa's Tower In-game content codetext | I use Claude (Anthropic) to help scale development, like bug fixes, code modularization, and translations/localization. All game design, story, world-building, and creative decisions are mine alone. Claude does not make design or balance calls and is used in development only. There's no AI running in the shipped game itself and no player data is sent anywhere during play.
Translations are AI-assisted and may contain errors. Please report any you find on our Discord.
If any of this isn't for you, I wanted to make sure you saw this before purchase, just in case you are not comfortable with these tools. | The Math Team | 277 | Mar 18, 2026 | |
Emoji Squad In-game content textartaudio | The game uses AI to generate game content, such as text, images, and sound effects. | Acidic Substance Studio | - | Mar 18, 2026 | |
Restoration: Chronicles of Survival In-game content art | Some assets in this game were created with the assistance of AI-generated tools, including in-game building artwork, resource icons, and promotional video materials. All AI-generated content was reviewed, curated, and edited by the developer to fit the game's visual style. | ALGaming | - | Mar 18, 2026 | |
Neuroforge In-game content text | We used AI tools to assist with the translation of in-game dialogue. All translated text has been reviewed and edited by humans. | Plouf | - | Mar 18, 2026 | |
Backpack Idle Unclear art | AI was used as a sketch for some of the art | YDKR | - | Mar 18, 2026 | |
Choiceline Brawl In-game content art | Artificial intelligence was used in the creation of in-game artworks. These assets were curated, reviewed, and integrated to ensure consistency with the game’s artistic direction and quality standards. | Choiceline Brawl | - | Mar 18, 2026 | |
Warena In-game content arttextcode | AI has been utilized in the development of this game in the following ways:
- Programming
- Concepting and illustrations
- Descriptive texts | Part Time Monkey | - | Mar 18, 2026 | |
Portal Worlds In-game content art | AI is used in order to create a better background and focus on the core parts of the game, we use AI to help create some background art and minor NPCs in the story.
After the AI generates these images, our artists still need to refine them to ensure that the style of the background and minor NPCs matches the environment, UI, and main characters drawn by our talented artists. | Game Hollywood Games | 45 | Mar 18, 2026 | |
Greed Champions Store/marketing artcode | Hello guys I am updating the storepage and letting you know I used AI to help me with the STOREPAGE capsules... as well as use it as research to improve m coding skills! | Pixelabor | - | Mar 18, 2026 |