Several audio and video assets are generated. Store assets and capsule arts contain generated parts.
- Creator
- Pluvio Studio
- Reviews
- -
- Added
- Mar 18, 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.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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Several audio and video assets are generated. Store assets and capsule arts contain generated parts.
Part of the store promotional images, in-game UI, cutscene art, in-game 3D models and item icons of this game are produced with generative AI assistance. All AI-generated assets have been manually modified and fully reviewed.
The music for the game was generated and processed.
Some 2D visual concepts were created with the support of artificial intelligence.
Generative AI tools are used in War Commander to modify existing art assets. Some 2D animations are created using our own custom characters and AI tools.
AI tools were used during the development process to assist in writing code scripts, generating visual assets and narrative background text. All AI-generated content has been reviewed and curated by the developer before being included in the game.
AI has been utilized in the development of this game in the following ways: - Programming - Concepting and illustrations - Descriptive texts
This game includes a small number of pre-generated visual assets created with the assistance of generative AI tools during development. All gameplay systems, mechanics, balance, progression, and design decisions are fully human-designed and authored. No generative AI is used during gameplay, and no content is generated dynamically or at runtime.
This game contains AI-generated music.
During the development process, we may use procedural- and 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.
There are two characters in the game that give a comedic running commentary of things that are happening in-game, things the player is doing and also as part of the tutorial to teach the player how to cook in the kitchen. The voices for these two characters are using pre-made AI generated sentences.
AI generated logos.
We use AI to create store page and some in-game render assets
AI has been used for initial drafts of some of the images in the game.
AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons.
AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons.
For the initial demo iteration, the 3D meshes for the main character and enemies were generated from a concept art made by a human artist.
As a solo developer, generative AI was used only for the Steam capsule images. I plan to replace them with hand drawn artwork before the game is released.
Logo was generated by AI.
In-game assets were generated using generative AI and then retouched for final use.
few icons
Artificial intelligence tools were used only for the creation of certain UI panels and vehicle part images. AI was not used in gameplay logic, game mechanics, code, narrative, or player-facing decision systems. All AI-generated assets were reviewed and integrated by the development team.
AI was used coding asistance, marketing assets and musics.
AI tools were used to support parts of the development process, such as initial image, music, and code drafts. Every element was then hand-crafted, adjusted, and tested to fit the game’s vision. As a solo developer, this made it possible to create a broader and more polished experience.
Using AI to assist with store descriptions and promotional images.
Generative AI tools were used to develop selected game elements.
AI used in concert with my human skills for visuals, audio, and coding alike. Pretty much every step of the way.
Generative AI was used to help create voice audio, translations, and some game media.
We utilized generative AI tools to assist our human artists in the creation of certain graphic assets for the game. This primarily includes generating base concepts, textures, and background elements.
AI technology was utilized to create initial art assets, including some icons. The final output was manually refined by artists.
No AI was used to create the game's visual assets or music No AI is used to generate content during gameplay AI tools were used only for internal technical support, such as patching the game engine, and do not generate player-facing content.
I used AI to localize my game. No art, no sounds, no code was generated using AI
The game's logo and some in-game artwork were created using generative AI.
AI tools have only been used when they add real benefit to the game and where I have full control on the creative output. In all such cases, the final product reflects my own creativity and expression.
Some aspects of Steam store page artwork was made using help from AI.
Almost all of the game is hand-made art and code, but A.I. has been used to create concepts and is used in the workflow to quickly get ideas for logos or assets. The voice overs are currently all a.i. generated but will be replaced at an later point.
Use of AI on the Store Page Generative AI is used for localization of some languages on the store page. Use of AI Within the App Generative AI is used in the creation of some program code. Generative AI is used in the creation of some sound effects and background music used in the game.
The games cursors and exe. icon (featured in marketing content) was created with AI.
Some art assets were generated by AI.
Using AI for voice generating of some characters
As a small student team, we utilized Generative AI tools to assist in the translation and localization of in-game text and dialogue. This allowed us to make our game accessible to a wider audience.
The visuals of Sidyq were created through a process combining AI generation and manual adjustments. As a solo developer, I don’t have full graphic design skills, and AI was an essential tool to produce the game’s assets. Every final element was then carefully refined by hand to ensure visual consistency and a unique style for the world of Sidyq.
used in descriptions of upgrades
This product uses AI-assisted tools during development for selected visual and audio assets and marketing materials. Gameplay does not involve AI-generated content.
AI-assisted tools were used during the development of this game, including assistance with writing game code, some audio assets, and certain promotional materials for this store page. All AI-assisted content was directed, reviewed, and integrated by the developer, and the game's design and creative direction are the developer's own. The game does not use AI at runtime: no gameplay content, player-facing text, or other material is generated by AI while playing.
The program includes a local (offline, downloaded with the build) AI model trained by us to generate text content for adventures, NPCs, mobs, and items based on player prompts. In addition, the program includes pre-generated 3D models of props and NPCs edited by artists.
This game does not use AI during gameplay. However, certain promotional images on the store page were partially created or enhanced using AI-based tools.
We use — and plan to continue using — neural networks to generate various types of content. This is done primarily to optimize routine tasks, as well as time and financial costs. The content is generated using neural networks that have been additionally trained by our team. All AI-generated content undergoes extensive refinement and manual adjustment by our developers.
- Several sound pieces in the game
Some placeholder voice lines were generated using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Agrocracy In-game content audioart | Several audio and video assets are generated. Store assets and capsule arts contain generated parts. | Pluvio Studio | - | Mar 18, 2026 | |
Ruins of Dawn In-game content art | Part of the store promotional images, in-game UI, cutscene art, in-game 3D models and item icons of this game are produced with generative AI assistance. All AI-generated assets have been manually modified and fully reviewed. | 刷宝爱好者 | 707 | Mar 18, 2026 | |
Howl Of Heavens In-game content audio | The music for the game was generated and processed. | kokonGames | - | Mar 18, 2026 | |
HexaCastle Store/marketing art | Some 2D visual concepts were created with the support of artificial intelligence. | BitRaiders Games | - | Mar 18, 2026 | |
War Commander In-game content art | Generative AI tools are used in War Commander to modify existing art assets. Some 2D animations are created using our own custom characters and AI tools. | KIXEYE | - | Mar 18, 2026 | |
Iron Graves In-game content arttextcode | AI tools were used during the development process to assist in writing code scripts, generating visual assets and narrative background text. All AI-generated content has been reviewed and curated by the developer before being included in the game. | Commoditech | - | 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 | |
Glyph Gambit: Endgame In-game content art | This game includes a small number of pre-generated visual assets created with the assistance of generative AI tools during development.
All gameplay systems, mechanics, balance, progression, and design decisions are fully human-designed and authored.
No generative AI is used during gameplay, and no content is generated dynamically or at runtime. | AutoIntellect | - | Mar 18, 2026 | |
Cardora In-game content audio | This game contains AI-generated music. | Night Badgers Studio | - | Mar 18, 2026 | |
Cartapli : Fold Quest Unclear | During the development process, we may use procedural- and 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. | ManduPod | 257 | Mar 18, 2026 | |
Saint George's Tavern In-game content audio | There are two characters in the game that give a comedic running commentary of things that are happening in-game, things the player is doing and also as part of the tutorial to teach the player how to cook in the kitchen. The voices for these two characters are using pre-made AI generated sentences. | Fowler Forge Games | - | Mar 18, 2026 | |
ROBOT RIOT Store/marketing art | AI generated logos. | TATAMI TEAM | - | Mar 18, 2026 | |
Wartide In-game content art | We use AI to create store page and some in-game render assets | Dumbbell Games | - | Mar 18, 2026 | |
More fish - Idle Clicker In-game content art | AI has been used for initial drafts of some of the images in the game. | Broad Street Indie Games | - | Mar 18, 2026 | |
Martyr In-game content art | AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons. | MM88 | - | Mar 18, 2026 | |
DREADMARCH In-game content art | AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons. | MM88 | 21 | Mar 18, 2026 | |
Void's Rage In-game content art | For the initial demo iteration, the 3D meshes for the main character and enemies were generated from a concept art made by a human artist. | Team Void's Rage | - | Mar 18, 2026 | |
They Shall Not Loop Store/marketing art | As a solo developer, generative AI was used only for the Steam capsule images. I plan to replace them with hand drawn artwork before the game is released. | Elite Gorgon Games | - | Mar 18, 2026 | |
Coination Store/marketing art | Logo was generated by AI. | Cinderbyte | - | Mar 18, 2026 | |
Hexagon Soup In-game content art | In-game assets were generated using generative AI and then retouched for final use. | Sayberry Labs | - | Mar 18, 2026 | |
SECTOR LOCKDOWN In-game content art | few icons | NDDP | - | Mar 18, 2026 | |
Ultimate Car Company Tycoon In-game content art | Artificial intelligence tools were used only for the creation of certain UI panels and vehicle part images.
AI was not used in gameplay logic, game mechanics, code, narrative, or player-facing decision systems.
All AI-generated assets were reviewed and integrated by the development team. | Tengrava Games | - | Mar 18, 2026 | |
SECOND WIND Store/marketing codeartaudio | AI was used coding asistance, marketing assets and musics. | Goldenstone Games | - | Mar 18, 2026 | |
10ⁿ - Ten Power N In-game content artaudiocode | AI tools were used to support parts of the development process, such as initial image, music, and code drafts. Every element was then hand-crafted, adjusted, and tested to fit the game’s vision. As a solo developer, this made it possible to create a broader and more polished experience. | Raphael Lepuschitz | - | Mar 18, 2026 | |
Tiny Utopia Store/marketing textart | Using AI to assist with store descriptions and promotional images. | 红骑士独立游戏 | - | Mar 18, 2026 | |
Vault Vandals Unclear | Generative AI tools were used to develop selected game elements. | Elusive Drafts | - | Mar 18, 2026 | |
Inearth Unclear artaudiocode | AI used in concert with my human skills for visuals, audio, and coding alike. Pretty much every step of the way. | reynvert | - | Mar 18, 2026 | |
Blather In-game content audiotextart | Generative AI was used to help create voice audio, translations, and some game media. | Mama Makes Games | - | Mar 18, 2026 | |
Slum Story In-game content art | We utilized generative AI tools to assist our human artists in the creation of certain graphic assets for the game. This primarily includes generating base concepts, textures, and background elements. | Plotrick | - | Mar 18, 2026 | |
Mining Wizards In-game content art | AI technology was utilized to create initial art assets, including some icons. The final output was manually refined by artists. | TMA Forge | 105 | Mar 18, 2026 | |
GlagStone Dev only | No AI was used to create the game's visual assets or music
No AI is used to generate content during gameplay
AI tools were used only for internal technical support, such as patching the game engine, and do not generate player-facing content. | Valerii Krasnoselskii | - | Mar 18, 2026 | |
Blockaholic In-game content text | I used AI to localize my game. No art, no sounds, no code was generated using AI | Oleg Vasilev | - | Mar 18, 2026 | |
MergeShift In-game content art | The game's logo and some in-game artwork were created using generative AI. | Boogygames Studios | - | Mar 18, 2026 | |
GLYPHIS_IO BBS: The Proxy Tapes 1989 Dev only | AI tools have only been used when they add real benefit to the game and where I have full control on the creative output. In all such cases, the final product reflects my own creativity and expression. | James Bradley | - | Mar 18, 2026 | |
Umbrella Postman Store/marketing art | Some aspects of Steam store page artwork was made using help from AI. | JB Game Dev | - | Mar 18, 2026 | |
Demra: Rifts of War In-game content artaudio | Almost all of the game is hand-made art and code, but A.I. has been used to create concepts and is used in the workflow to quickly get ideas for logos or assets.
The voice overs are currently all a.i. generated but will be replaced at an later point. | Funtraum Games | - | Mar 18, 2026 | |
YUME ROOF In-game content codeaudio | Use of AI on the Store Page
Generative AI is used for localization of some languages on the store page.
Use of AI Within the App
Generative AI is used in the creation of some program code.
Generative AI is used in the creation of some sound effects and background music used in the game. | Rivi | - | Mar 18, 2026 | |
Red Soil In-game content art | The games cursors and exe. icon (featured in marketing content) was created with AI. | Benton Gaming | - | Mar 18, 2026 | |
ALYUP In-game content art | Some art assets were generated by AI. | HashMO Interactive | - | Mar 18, 2026 | |
Only Tactics In-game content audio | Using AI for voice generating of some characters | Halynskyi Oleksandr | - | Mar 18, 2026 | |
Until Dusk Fall In-game content text | As a small student team, we utilized Generative AI tools to assist in the translation and localization of in-game text and dialogue. This allowed us to make our game accessible to a wider audience. | Real Deal Studios | - | Mar 18, 2026 | |
Sidyq In-game content art | The visuals of Sidyq were created through a process combining AI generation and manual adjustments.
As a solo developer, I don’t have full graphic design skills, and AI was an essential tool to produce the game’s assets.
Every final element was then carefully refined by hand to ensure visual consistency and a unique style for the world of Sidyq. | Yozamu | - | Mar 18, 2026 | |
Infinite Monkey Clicker Unclear text | used in descriptions of upgrades | White Flame | 51 | Mar 18, 2026 | |
Witchland: Days of Faith and Decay In-game content artaudio | This product uses AI-assisted tools during development for selected visual and audio assets and marketing materials. Gameplay does not involve AI-generated content. | Radical Ravens | - | Mar 18, 2026 | |
Tiny Frontier In-game content codeaudioart | AI-assisted tools were used during the development of this game, including assistance with writing game code, some audio assets, and certain promotional materials for this store page. All AI-assisted content was directed, reviewed, and integrated by the developer, and the game's design and creative direction are the developer's own. The game does not use AI at runtime: no gameplay content, player-facing text, or other material is generated by AI while playing. | Amberfield Studios | - | Mar 18, 2026 | |
Never Ending Dungeon In-game content textart | The program includes a local (offline, downloaded with the build) AI model trained by us to generate text content for adventures, NPCs, mobs, and items based on player prompts. In addition, the program includes pre-generated 3D models of props and NPCs edited by artists. | Spellarena | - | Mar 18, 2026 | |
Flame On Sire Store/marketing art | This game does not use AI during gameplay.
However, certain promotional images on the store page were partially created or enhanced using AI-based tools. | PLAY Mephistowaltz | - | Mar 18, 2026 | |
Sunderborn Unclear | We use — and plan to continue using — neural networks to generate various types of content. This is done primarily to optimize routine tasks, as well as time and financial costs.
The content is generated using neural networks that have been additionally trained by our team. All AI-generated content undergoes extensive refinement and manual adjustment by our developers. | Painless Games Co | - | Mar 18, 2026 | |
Pathways & Poltergeists In-game content audio | - Several sound pieces in the game | Wise Goose Games | - | Mar 18, 2026 | |
KACAU In-game content audio | Some placeholder voice lines were generated using AI. | Josia | - | Mar 18, 2026 |