AI has been used to generate a small portion of the artwork (abilities / units icons) and some abilities descriptions / names.
- Creator
- Adrian Vat
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,380 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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AI has been used to generate a small portion of the artwork (abilities / units icons) and some abilities descriptions / names.
We have used chatgpt to generate main screen of the game and Capsule art.
We have added support for Chinese, German, French, and Portuguese using AI-based translation to make the game more accessible to a wider audience.
AI was used to generate some basic art assets, which were then modified by humans.AI was used to generate some basic art assets, which were then modified by humans.
Some multilingual localized text content is AI-generated; parts of the code and art assets also contain AI-generated content.
To generate 2D art for cards, 2D characters, logos, etc.
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.
The pipes, ley lines, and gas mains of Arcana, Gas & Waterworks Inc. were designed, debated, and duct-taped together by a single developer. All music was licensed from real indie musicians, who did NOT use generative AI in any way, and who are credited in the game. Generative AI tools helped bring AGW Inc. to life by turning hand-drawn sketches into finished art, scripting sound effects, and contributing early drafts of in-game text. All of this content was rewritten, expanded, or replaced by the developer to fit the game's voice and world. Thanks to the help of these AI tools, I was able to finally answer the burning question, "What if fantasy worlds needed infrastructure?"
Some of the game's art, audio, video and code logic were developed with the assistance of AI tools. All AI-assisted content has been manually reviewed and modified by the developer to ensure quality and creative integrity.
本游戏开发过程中使用了生成式人工智能工具: • 代码编写:使用AI辅助生成部分代码逻辑 • 美术资产:部分图像资源使用AI辅助创作 所有AI生成内容均经过人工审核和修改,确保符合游戏品质要求。
Personality Imprint utilizes generative AI tools to enhance certain visual and narrative elements. Specifically, AI was used to assist in creating some character portraits, background art for specific in-game text sequences, and select marketing assets for the store page. All other core components, including 3D models, level design, and additional art assets, are either handcrafted by our team or sourced from licensed asset libraries.
"Approximately 30 static monster sprites were created using the Nana Banana AI tool to serve as high-fidelity placeholders for this solo-developed project. These assets are a temporary measure to realize the game's tactical scope; we are committed to replacing them with handcrafted human artwork as development milestones are met. We confirm these materials do not contain illegal content or infringe on existing intellectual property."
Some of the game's visuals and sound effects were created using artificial intelligence.
Some assets used during development were created with the assistance of AI tools, including background music, background images, character illustration support, and programming assistance. All AI-assisted content was reviewed, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay and does not use generative AI systems at runtime. Original assets such as UI elements and pixel characters were created directly 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 uses AI-generated content. Marketing artwork and store capsule images were created using image generation. Voice narration audio was generated using text-to-speech AI. Game code was developed with AI assistance. All AI-generated content was reviewed and curated by the developer.
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.
Live Through Time utilizes the Gemini 2.5 Flash AI model to act as a dynamic, interactive historian. All narrative text, NPC dialogue, character biographies, and world events are generated live in real-time based entirely on player input. The game contains no pre-written scripts; instead, the AI calculates the historical causality of your actions to create a completely unique, unscripted roleplaying experience.
This game includes pre-generated visual assets created and edited using MidJourney. Written content was developed with AI assistance (ChatGPT, GitHub Copilot) and edited by the developer. Voice-over generated by ElevenLabs.
This game uses AI-assisted tools during development for tasks such as text editing, translation, and creative support. All final game content, including story, design, and gameplay, is reviewed and curated by the developer. No AI-generated content is created dynamically during gameplay.
AI tools are used to assist in development, including code, writing, art, and sound effects
Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined.
This game contains a mix of human-created and AI-generated pixel art assets. Some assets were initially AI-generated and then heavily modified by a human artist (e.g. the battle map hexes, horse sprites, intro screen). The voice acting was generated with XTTS v2, an open-source text-to-speech model. This allowed a one-person project to have a large cast of voiced characters.
The game uses an offline local LLM to dynamically generate NPC dialogue, parse player's text commands, and judge the player's actions in court. The game uses zero generative AI art or audio assets.
部分美术资源使用AI工具生成初始概念图,之后由开发者进行手动调整和修改。最终作品结合了AI生成的基础设计和人工艺术修订。
We use AI tools to generate English voiceovers. These voice lines were manually tuned and refined (using SSML) to ensure emotional accuracy and quality. Additionally, some 2D assets, including UI elements and model textures, were created with the assistance of AI generation tools.
本游戏之头像立绘、BGM音乐及部分品牌宣传内容采用生成式人工智能进行优化。特此声明。
"We utilize AI tools for art styling and prototyping to optimize development efficiency and reduce costs. This ensures our small team can dedicate our limited manpower to conceptualizing and expanding the game's core content, ultimately delivering a much richer narrative depth and a significantly larger script."
The music in this game is AI-generated. The creator has subscribed to a music generation website and fully complies with its rules.
AI has been initially used to generate in-game characters' portraits (pre-rendered); those portraits were then manually processed by artists.
AI will not be used to generate any artwork or audio that ships with the game. Generative AI and AI agents are used as part of our development workflow. This allows us to create and control and the vast amount of narrative and dialogue texts to make our procedural dialogue system possible. The amount of topics, dialogue paths and character reactions we have planned with this system would not be possible to achieve otherwise. The dialogue content that ships with the game will be curated to be believable, and fits the game's world and lore.
AI was used to generate the avatar.
AI assisted in the game design and development.
AI has been utilized for some art work.
Generative A.I. that was used in the game: Coding for the Select Arrow, that replaces the default RPG Maker selection highlight, moving left and right (the actual arrow is not A.I. generated) Coding for the Select Arrow changing depending where in the game you are (the arrows themselves are not A.I. generated) Coding for the Enemy Health Numbers appearing Coding for checking if both the player and enemy are at 1 HP (not the actual heartbeat event itself)
部分游戏资源使用AI工具生成了初始概念内容,并由人类艺术家手动进行了大量修改、调整及加工制作,最终作品结合了AI与人类艺术家的创作。
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 art and music are generated by artificial intelligence AI trained and tuned by the author.
Some resources in this game are assisted by AI technology to improve game development efficiency
Some of the images and monster models in the game are generated using artificial intelligence. I can guarantee that all AI elements are compliant, legal, and commercially usable.
Some in-game artwork and music were created with the assistance of generative AI tools and then curated/edited by the developer. No AI content is generated at runtime.
AI‑generated content is used in the following parts of this game: AI music composition based on original lyrics: TopMediAI • Image generation: Google Banana / Fooocus, Development support and coding assistance: Antigravity / ClaudeCord, Video generation: Grok / ComfyUI
AI was used during development to help create some visual assets, including certain textures, logo elements, and background images. These assets were reviewed, edited, and integrated by the developer before being used in the game. The game does not use live AI generation during gameplay.
This game’s illustrations were created using generative AI.
I used AI to generate many of the images in this game.
AI-generated content is temporarily being used, specifically images. It will be replaced in the future.
Some monsters, music, as well as certain skills and buildings in the game were created using AI.
This game uses integrated AI for in-game interactions, and incorporates AI-generated art assets and music assets.
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
Dirt Bike Mini Racer Store/marketing art | We have used chatgpt to generate main screen of the game and Capsule art. | Enaayah Software Development and Services Private Limited | - | May 23, 2026 | |
Veterum In-game content text | We have added support for Chinese, German, French, and Portuguese using AI-based translation to make the game more accessible to a wider audience. | Crasleen Games | 135 | May 23, 2026 | |
Blackfire Crusade In-game content art | AI was used to generate some basic art assets, which were then modified by humans.AI was used to generate some basic art assets, which were then modified by humans. | BNX Games | 22 | May 23, 2026 | |
Mandate Order In-game content textartcode | Some multilingual localized text content is AI-generated; parts of the code and art assets also contain AI-generated content. | Digital Sky | 796 | May 23, 2026 | |
Dungeoncraft In-game content art | To generate 2D art for cards, 2D characters, logos, etc. | Zinnusl | - | May 23, 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 | |
Arcana, Gas & Waterworks Inc. In-game content arttextaudio | The pipes, ley lines, and gas mains of Arcana, Gas & Waterworks Inc. were designed, debated, and duct-taped together by a single developer. All music was licensed from real indie musicians, who did NOT use generative AI in any way, and who are credited in the game. Generative AI tools helped bring AGW Inc. to life by turning hand-drawn sketches into finished art, scripting sound effects, and contributing early drafts of in-game text. All of this content was rewritten, expanded, or replaced by the developer to fit the game's voice and world. Thanks to the help of these AI tools, I was able to finally answer the burning question, "What if fantasy worlds needed infrastructure?" | Shawn Rider | - | Mar 18, 2026 | |
Desolation Arcanist In-game content artaudiotextcode | Some of the game's art, audio, video and code logic were developed with the assistance of AI tools. All AI-assisted content has been manually reviewed and modified by the developer to ensure quality and creative integrity. | MipodasGame | - | Mar 18, 2026 | |
白蛇之子 | The Son of White Snake: Roguelike Deckbuilder In-game content artcode | 本游戏开发过程中使用了生成式人工智能工具:
• 代码编写:使用AI辅助生成部分代码逻辑
• 美术资产:部分图像资源使用AI辅助创作
所有AI生成内容均经过人工审核和修改,确保符合游戏品质要求。 | Shanghai Watchman Network Technology Co., Ltd | - | Mar 18, 2026 | |
Personality Imprint In-game content arttext | Personality Imprint utilizes generative AI tools to enhance certain visual and narrative elements. Specifically, AI was used to assist in creating some character portraits, background art for specific in-game text sequences, and select marketing assets for the store page. All other core components, including 3D models, level design, and additional art assets, are either handcrafted by our team or sourced from licensed asset libraries. | 有个朋友工作室 | - | Mar 18, 2026 | |
DDD: Dice, Dungeons, and Drakes In-game content art | "Approximately 30 static monster sprites were created using the Nana Banana AI tool to serve as high-fidelity placeholders for this solo-developed project. These assets are a temporary measure to realize the game's tactical scope; we are committed to replacing them with handcrafted human artwork as development milestones are met. We confirm these materials do not contain illegal content or infringe on existing intellectual property." | Mighty Eden Studio | - | Mar 18, 2026 | |
Tides of Trade: Eastern Horizons In-game content artaudio | Some of the game's visuals and sound effects were created using artificial intelligence. | alpha | - | Mar 18, 2026 | |
Luna Hollow - Dream Eater Defense In-game content audioartcode | Some assets used during development were created with the assistance of AI tools, including background music, background images, character illustration support, and programming assistance.
All AI-assisted content was reviewed, edited, and integrated into the game by the developer.
The game does not generate AI content during gameplay and does not use generative AI systems at runtime.
Original assets such as UI elements and pixel characters were created directly by the developer. | CHARON | 29 | 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 | |
Crypt of the Shadow King In-game content artaudiocode | This game uses AI-generated content. Marketing artwork and store capsule images were created using image generation. Voice narration audio was generated using text-to-speech AI. Game code was developed with AI assistance. All AI-generated content was reviewed and curated by the developer. | James Zampa | - | 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 | |
Live Through Time Live AI text | Live Through Time utilizes the Gemini 2.5 Flash AI model to act as a dynamic, interactive historian. All narrative text, NPC dialogue, character biographies, and world events are generated live in real-time based entirely on player input. The game contains no pre-written scripts; instead, the AI calculates the historical causality of your actions to create a completely unique, unscripted roleplaying experience. | Live Through Time | - | Mar 18, 2026 | |
Ironseed : Lost Chapter In-game content arttextaudio | This game includes pre-generated visual assets created and edited using MidJourney.
Written content was developed with AI assistance (ChatGPT, GitHub Copilot) and edited by the developer.
Voice-over generated by ElevenLabs. | Robert Morgan | - | Mar 18, 2026 | |
WorldLoop In-game content text | This game uses AI-assisted tools during development for tasks such as text editing, translation, and creative support. All final game content, including story, design, and gameplay, is reviewed and curated by the developer. No AI-generated content is created dynamically during gameplay. | VALCERT LTD | - | Mar 18, 2026 | |
Idle Realms: The Eternal Spire In-game content codetextartaudio | AI tools are used to assist in development, including code, writing, art, and sound effects | Idle Realms | 20 | Mar 18, 2026 | |
Aye! My Liege In-game content arttext | Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined. | Tappole Software | - | Mar 18, 2026 | |
Three Kingdoms Stratagem In-game content artaudio | This game contains a mix of human-created and AI-generated pixel art assets. Some assets were initially AI-generated and then heavily modified by a human artist (e.g. the battle map hexes, horse sprites, intro screen).
The voice acting was generated with XTTS v2, an open-source text-to-speech model. This allowed a one-person project to have a large cast of voiced characters. | Iron Pagoda | - | Mar 18, 2026 | |
False Flame Live AI text | The game uses an offline local LLM to dynamically generate NPC dialogue, parse player's text commands, and judge the player's actions in court.
The game uses zero generative AI art or audio assets. | SigniLume | - | Mar 18, 2026 | |
仙源录 In-game content art | 部分美术资源使用AI工具生成初始概念图,之后由开发者进行手动调整和修改。最终作品结合了AI生成的基础设计和人工艺术修订。 | BrillianT | - | Mar 18, 2026 | |
To The Deep In-game content audioart | We use AI tools to generate English voiceovers. These voice lines were manually tuned and refined (using SSML) to ensure emotional accuracy and quality. Additionally, some 2D assets, including UI elements and model textures, were created with the assistance of AI generation tools. | kay56 | - | Mar 18, 2026 | |
昭明日月 Pax Serica: Rise of the Ming In-game content artaudio | 本游戏之头像立绘、BGM音乐及部分品牌宣传内容采用生成式人工智能进行优化。特此声明。 | Serica Dynamics Studio | - | Mar 18, 2026 | |
The American Dream: Past Due Dev only arttext | "We utilize AI tools for art styling and prototyping to optimize development efficiency and reduce costs. This ensures our small team can dedicate our limited manpower to conceptualizing and expanding the game's core content, ultimately delivering a much richer narrative depth and a significantly larger script." | Prometheus | - | Mar 18, 2026 | |
WuLin Showdown In-game content audio | The music in this game is AI-generated. The creator has subscribed to a music generation website and fully complies with its rules. | Team QiLin | - | Mar 18, 2026 | |
SPARTA 2035 – The Last Diamond In-game content art | AI has been initially used to generate in-game characters' portraits (pre-rendered); those portraits were then manually processed by artists. | Lipsar Studio | - | Mar 18, 2026 | |
Grey Legend: Survivors In-game content text | AI will not be used to generate any artwork or audio that ships with the game.
Generative AI and AI agents are used as part of our development workflow. This allows us to create and control and the vast amount of narrative and dialogue texts to make our procedural dialogue system possible. The amount of topics, dialogue paths and character reactions we have planned with this system would not be possible to achieve otherwise. The dialogue content that ships with the game will be curated to be believable, and fits the game's world and lore. | Silver Legend | - | Mar 18, 2026 | |
Tai Chi Game In-game content art | AI was used to generate the avatar. | Kevin Wacknov | - | Mar 18, 2026 | |
Werewolf: The Gloaming Malice Unclear | AI assisted in the game design and development. | Werewolves Malice | - | Mar 18, 2026 | |
UnDiced In-game content art | AI has been utilized for some art work. | Lbros | - | Mar 18, 2026 | |
Misfit: The ReBirth of Death Dev only code | Generative A.I. that was used in the game:
Coding for the Select Arrow, that replaces the default RPG Maker selection highlight, moving left and right (the actual arrow is not A.I. generated)
Coding for the Select Arrow changing depending where in the game you are (the arrows themselves are not A.I. generated)
Coding for the Enemy Health Numbers appearing
Coding for checking if both the player and enemy are at 1 HP (not the actual heartbeat event itself) | Hydyhude | - | Mar 18, 2026 | |
灵劫变 In-game content art | 部分游戏资源使用AI工具生成了初始概念内容,并由人类艺术家手动进行了大量修改、调整及加工制作,最终作品结合了AI与人类艺术家的创作。 | 剑笛制作组 | - | 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 | |
龙扬传1:白与黑 In-game content artaudio | The game art and music are generated by artificial intelligence AI trained and tuned by the author. | 龙扬 | - | Mar 18, 2026 | |
奇迹魔法师:元素觉醒 Dev only | Some resources in this game are assisted by AI technology to improve game development efficiency | Elegant Wangshu Games | - | Mar 18, 2026 | |
Evil thing In-game content art | Some of the images and monster models in the game are generated using artificial intelligence. I can guarantee that all AI elements are compliant, legal, and commercially usable. | 穷B没钱做游戏 | - | Mar 18, 2026 | |
Devilbreath: The First Seal In-game content artaudio | Some in-game artwork and music were created with the assistance of generative AI tools and then curated/edited by the developer. No AI content is generated at runtime. | Tomáš Hellebrand | - | Mar 18, 2026 | |
デモンズゲート with サバゲでGo! In-game content audioarttext | AI‑generated content is used in the following parts of this game: AI music composition based on original lyrics: TopMediAI • Image generation: Google Banana / Fooocus, Development support and coding assistance: Antigravity / ClaudeCord, Video generation: Grok / ComfyUI | ゼクトラボ Lv10.jp | - | Mar 18, 2026 | |
Stack & Survive In-game content art | AI was used during development to help create some visual assets, including certain textures, logo elements, and background images. These assets were reviewed, edited, and integrated by the developer before being used in the game. The game does not use live AI generation during gameplay. | Deepframe | - | Mar 18, 2026 | |
React wars Store/marketing art | This game’s illustrations were created using generative AI. | Abyssal★Star | - | Mar 18, 2026 | |
奉先勇者:我爹是魔王? In-game content art | I used AI to generate many of the images in this game. | 梦华 | - | Mar 18, 2026 | |
Project: Story about In-game content art | AI-generated content is temporarily being used, specifically images. It will be replaced in the future. | DRT Games | - | Mar 18, 2026 | |
混沌岛 Random Isles In-game content artaudiotext | Some monsters, music, as well as certain skills and buildings in the game were created using AI. | MounightGames | - | Mar 18, 2026 | |
政通人和 In-game content artaudiotext | This game uses integrated AI for in-game interactions, and incorporates AI-generated art assets and music assets. | SuBaiism | - | 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 |