游戏的自由模式部分交互提供了实时生成的AI文字聊天选项
- Creator
- largeland
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,710 disclosures tracked
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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游戏的自由模式部分交互提供了实时生成的AI文字聊天选项
This game utilizes generative AI for part of its localized text and certain background environment assets. These tools were used to enhance development efficiency, and all final outputs have been curated and edited by our team.
プログラミングに一部AIエージェントを使用しています。
Remember to Die was built solo with no official budget using AI as a creative instrument — not to replace the human decisions, but to handle the ones that would have made this game impossible otherwise. No jobs were lost, but a game was made possible.
It is used for localization.
Yes, AI was used to assist the minimal localisation required to play SHED (human edited).
Some events in the game generated with AI assistance
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
In WE ARE FOOTBALL 2027 we use about 12,500 AI-generated realistic-looking photos for generic male and female players. These pictures are e.g. displayed on the line-up screen or on the player profile screens. Only photographs of persons photographed specifically for this purpose were used.
Some visual assets in this game are created with the assistance of generative AI during development. This includes portions of the card artwork, some environmental/scenery visuals, and some character illustrations. These AI-assisted assets are curated, edited, and integrated by the developer as part of the game’s art pipeline. No live-generated AI content is used during gameplay.
Some visual assets and parts of the localization were created with the assistance of AI tools and refined manually.
AI tools were used as part of the development process (mainly for early concepts and promotional materials). All in-game assets have been created, refined, and implemented by the developer. No AI-generated content is created in real time during gameplay.
Certain 2D visual assets, character portraits and voice communications in the game were created with the assistance of AI tools during the development process. All AI-generated content is static; the game does not feature any real-time or live AI-generated interactions.
AI was used for early concepts and drafts, but no AI assets ship unchanged in the final game.
AI has been used to help develop the game's cover art.
Generative AI is used only for 2D marketing assets.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Marketing assets (store capsules) created with AI assistance. Game code assisted by AI tools.
This game uses AI-assisted tools for code development and some visual assets. Game design, mechanics, and creative direction are human-made.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
I feel the AI tag for my game is not actually reasonable. i tried to explain myself to steam and to stop forcing me to set this AI toggle but the automated system is forcing me to say i used AI
Supermarcat uses AI-generated content for marketing and promotional materials, including: • Store page visual assets (capsule images, backgrounds, promotional artwork) • Marketing screenshots and promotional images for Steam store presence • Visual elements for social media and community content All AI-generated content is used exclusively for marketing purposes and does not affect gameplay mechanics, game balance, or core game content. The actual game assets (sprites, animations, code, audio) are created by human developers. AI tools are used to enhance the visual presentation of the game on digital storefronts and promotional channels, ensuring professional quality marketing materials while maintaining authentic gameplay developed entirely by human creators.
Generative AI tools were used exclusively for the creation of marketing materials and store capsules. No generative AI was used to create the in-game assets, which consist of a mix of custom work and hand-crafted assets from third-party creators.
We only used AI to localize English, Japanese, Simplifed Chinese, and Traditional Chinese.
LLMs were used to review code and help with marketing material
The card images and effects in the game are generated using AI
This product uses pre-generated AI-assisted content during development. AI tools were used to help create some promotional artwork, selected visual assets, and some development-support content such as text or localization assistance. The game does not use live-generated AI during gameplay.
Some images were generated using AI
Generative AI is used only to assist with localization/translation. All localized text is reviewed and edited by the developer. No AI-generated art, audio, or in-game live generation is used.
This game uses generative AI in several components. As a solo/small developer, the project wouldn't be feasible without it, but my goal is to fund human-created replacements through the game's revenue after early acces release. Artwork- AI generates the base/reference character sprites, which I then paint over and animate by hand. Item and tileset sprites follow the same treatment, some items may remain unedited in early access to be reviewed later. Music - AI generated music with rights held by Bonehead Labs. Capsule art - combination of AI generation and hand-work.
This game employs generative AI to support the generation of narrative content.
AI tools are used as part of solo development. Just like photoshop was, and javascript, and my own human brain.
AI tools were used to assist with in-game art and coding, while store assets are mostly hand-made, but all core game systems, economy balancing and gameplay design are original and handcrafted ideas from scratch.
Most game assets are from itch.io and customized in Aseprite. A few, such as the capsules are courtesy of Geoff Hinton and co.
AI was used to translate the store descriptions and in-game text into several languages.
本ゲームでは、ストアページの画像素材、ゲーム本編のグラフィック素材、およびプログラムの一部にAIによる生成ツールを活用しています。
Isometric city view is generated
AI-generated tools were used only for limited promotional materials, such as marketing images displayed on the store page. All in-game content, including gameplay visuals, UI, and assets, is created by human artists and does not involve AI generation. AI-generated content does not affect gameplay, user experience, or core game assets.
Used AI to create some portrait materials and visual images while preserving realism as much as possible.
Some of the English text in this game has been translated using generative AI tools; all Chinese content was written manually by the developer.
As a small, two-person independent development team, we utilized generative AI tools to create some of our character visuals and background artworks due to budget constraints. To ensure originality and maintain our artistic vision, these AI tools were guided by our own artist's original work, with their explicit permission. Please note that these AI-generated assets are currently serving as placeholders. As development continues and our resources grow, we plan to replace them with original, hand-drawn artwork in future updates. The game does not feature any live AI content generation during gameplay.
This game includes some AI-generated content: character illustrations.
We used AI generation for some of the illustrations.
Generative AI tools were used during development for concept exploration, prototyping, and internal reference materials. All gameplay systems, visuals, text, and audio included in the released game are authored, curated, and reviewed by the developer.
The store page text was initially created with AI and then refined through editing.
Most of the game's graphics assets were created using pose sketches (ControlNet) and then adjusted in the graphics editor to maintain consistency. The game does not use any real-time AI-generated content.
Some characters and scenes in the game are generated by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
请神 Live AI text | 游戏的自由模式部分交互提供了实时生成的AI文字聊天选项 | largeland | - | May 23, 2026 | |
DHALMAN In-game content textart | This game utilizes generative AI for part of its localized text and certain background environment assets. These tools were used to enhance development efficiency, and all final outputs have been curated and edited by our team. | Minnapad Pte. Ltd. | - | May 23, 2026 | |
BEAT SPELLER!! Dev only code | プログラミングに一部AIエージェントを使用しています。 | BEAT SPELLER!! 制作委員会 | - | May 23, 2026 | |
Remember to Die In-game content arttextcode | Remember to Die was built solo with no official budget using AI as a creative instrument — not to replace the human decisions, but to handle the ones that would have made this game impossible otherwise. No jobs were lost, but a game was made possible. | Skiptstone Studio | - | May 23, 2026 | |
ZomeStead In-game content text | It is used for localization. | Nanakusa/Pixel | - | May 23, 2026 | |
SHED In-game content text | Yes, AI was used to assist the minimal localisation required to play SHED (human edited). | Patchrat | 11 | May 23, 2026 | |
芝士财商 CheeseMoney In-game content | Some events in the game generated with AI assistance | Liang ZhiYa | 13 | May 23, 2026 | |
Abyss Horde Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | 83 | May 23, 2026 | |
WE ARE FOOTBALL 2027 In-game content art | In WE ARE FOOTBALL 2027 we use about 12,500 AI-generated realistic-looking photos for generic male and female players. These pictures are e.g. displayed on the line-up screen or on the player profile screens. Only photographs of persons photographed specifically for this purpose were used. | Winning Streak Games GmbH | - | May 23, 2026 | |
Shardgrave In-game content art | Some visual assets in this game are created with the assistance of generative AI during development. This includes portions of the card artwork, some environmental/scenery visuals, and some character illustrations. These AI-assisted assets are curated, edited, and integrated by the developer as part of the game’s art pipeline. No live-generated AI content is used during gameplay. | Ashen Protocol | - | May 23, 2026 | |
Orbital Upgrade In-game content arttext | Some visual assets and parts of the localization were created with the assistance of AI tools and refined manually. | Fynntastic Games | - | May 23, 2026 | |
LoHa Adventure Remake In-game content art | AI tools were used as part of the development process (mainly for early concepts and promotional materials).
All in-game assets have been created, refined, and implemented by the developer.
No AI-generated content is created in real time during gameplay. | Juan Carlos Bravo Escobar | - | May 23, 2026 | |
Race Performance Manager In-game content artaudio | Certain 2D visual assets, character portraits and voice communications in the game were created with the assistance of AI tools during the development process. All AI-generated content is static; the game does not feature any real-time or live AI-generated interactions. | Neon Studio | - | May 23, 2026 | |
Overclock Dev only | AI was used for early concepts and drafts, but no AI assets ship unchanged in the final game. | Kantin | - | May 23, 2026 | |
Penguin Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Luvu: Your Desktop Pet Store/marketing art | Generative AI is used only for 2D marketing assets. | TeamLoop | - | May 23, 2026 | |
Ranch Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Battalion of Tanks Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
SCAMMER `99 Store/marketing codeart | Marketing assets (store capsules) created with AI assistance. Game code assisted by AI tools. | KONTORA Indie | - | May 23, 2026 | |
Strife of Stars In-game content artcode | This game uses AI-assisted tools for code development and some visual assets. Game design, mechanics, and creative direction are human-made. | A Karl Company AB | - | May 23, 2026 | |
TNT Bomb Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Burger Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Barman Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Spider Monkey Unclear | I feel the AI tag for my game is not actually reasonable. i tried to explain myself to steam and to stop forcing me to set this AI toggle but the automated system is forcing me to say i used AI | Chosen Masters Games | - | May 23, 2026 | |
SupermarCAT In-game content art | Supermarcat uses AI-generated content for marketing and promotional materials, including:
• Store page visual assets (capsule images, backgrounds, promotional artwork)
• Marketing screenshots and promotional images for Steam store presence
• Visual elements for social media and community content
All AI-generated content is used exclusively for marketing purposes and does not affect gameplay mechanics, game balance, or core game content. The actual game assets (sprites, animations, code, audio) are created by human developers.
AI tools are used to enhance the visual presentation of the game on digital storefronts and promotional channels, ensuring professional quality marketing materials while maintaining authentic gameplay developed entirely by human creators. | Honshu Howl Gaming Company | - | May 23, 2026 | |
Dungeon Companion Store/marketing art | Generative AI tools were used exclusively for the creation of marketing materials and store capsules. No generative AI was used to create the in-game assets, which consist of a mix of custom work and hand-crafted assets from third-party creators. | BVT Last Night Games | 16 | May 23, 2026 | |
MEHEN text | We only used AI to localize English, Japanese, Simplifed Chinese, and Traditional Chinese. | Espero Studio | - | May 23, 2026 | |
Draw the Hands Store/marketing codeart | LLMs were used to review code and help with marketing material | Liktorus | - | May 23, 2026 | |
死斗卡牌 In-game content art | The card images and effects in the game are generated using AI | 威峰独立游戏工作室 | - | May 23, 2026 | |
Keg & Quest In-game content arttext | This product uses pre-generated AI-assisted content during development. AI tools were used to help create some promotional artwork, selected visual assets, and some development-support content such as text or localization assistance. The game does not use live-generated AI during gameplay. | Piotr Mikosiński | 12 | May 23, 2026 | |
Click Roulette Unclear art | Some images were generated using AI | Cubix | - | May 23, 2026 | |
MaoMaoMao In-game content text | Generative AI is used only to assist with localization/translation. All localized text is reviewed and edited by the developer.
No AI-generated art, audio, or in-game live generation is used. | Sui Lip Chuan | 14 | May 23, 2026 | |
Apple Man Sam In-game content artaudio | This game uses generative AI in several components. As a solo/small developer, the project wouldn't be feasible without it, but my goal is to fund human-created replacements through the game's revenue after early acces release.
Artwork-
AI generates the base/reference character sprites, which I then paint over and animate by hand.
Item and tileset sprites follow the same treatment, some items may remain unedited in early access to be reviewed later.
Music - AI generated music with rights held by Bonehead Labs.
Capsule art - combination of AI generation and hand-work. | boneheadlabss | - | May 23, 2026 | |
台灣特有種:丸心大發 In-game content text | This game employs generative AI to support the generation of narrative content. | Fun2 Studio CO., LTD. | - | May 23, 2026 | |
Boba Buba Dev only | AI tools are used as part of solo development. Just like photoshop was, and javascript, and my own human brain. | What To Do!? Games | - | May 23, 2026 | |
Rat of Infinity: Idle Clicker In-game content artcode | AI tools were used to assist with in-game art and coding, while store assets are mostly hand-made, but all core game systems, economy balancing and gameplay design are original and handcrafted ideas from scratch. | Infinity Labs | 15 | May 23, 2026 | |
Crabgrass Store/marketing art | Most game assets are from itch.io and customized in Aseprite. A few, such as the capsules are courtesy of Geoff Hinton and co. | bSoftGames | - | May 23, 2026 | |
Ribbit Jump In-game content text | AI was used to translate the store descriptions and in-game text into several languages. | Kyromai | - | May 23, 2026 | |
鉄道運行管理シミュレーション In-game content artcode | 本ゲームでは、ストアページの画像素材、ゲーム本編のグラフィック素材、およびプログラムの一部にAIによる生成ツールを活用しています。 | たでぃまる | - | May 23, 2026 | |
HeroInc In-game content art | Isometric city view is generated | Nue Games | - | May 23, 2026 | |
Master Poker In-game content art | AI-generated tools were used only for limited promotional materials, such as marketing images displayed on the store page.
All in-game content, including gameplay visuals, UI, and assets, is created by human artists and does not involve AI generation.
AI-generated content does not affect gameplay, user experience, or core game assets. | TECHSPIRE INNOVATIONS TEAM | - | May 23, 2026 | |
Pro Football Referee In-game content art | Used AI to create some portrait materials and visual images while preserving realism as much as possible. | Nutshell | - | May 23, 2026 | |
Universe Plan In-game content text | Some of the English text in this game has been translated using generative AI tools; all Chinese content was written manually by the developer. | UniverseFantasist | - | May 23, 2026 | |
Moonlit Nights In-game content art | As a small, two-person independent development team, we utilized generative AI tools to create some of our character visuals and background artworks due to budget constraints. To ensure originality and maintain our artistic vision, these AI tools were guided by our own artist's original work, with their explicit permission. Please note that these AI-generated assets are currently serving as placeholders. As development continues and our resources grow, we plan to replace them with original, hand-drawn artwork in future updates. The game does not feature any live AI content generation during gameplay. | Umut Bora | 13 | May 23, 2026 | |
Expedition of the Guild In-game content art | This game includes some AI-generated content: character illustrations. | Chubby Meow Game | - | May 23, 2026 | |
Wonderful Body Wanted In-game content art | We used AI generation for some of the illustrations. | mitcha | - | May 23, 2026 | |
Scrapfall Dev only | Generative AI tools were used during development for concept exploration, prototyping, and internal reference materials. All gameplay systems, visuals, text, and audio included in the released game are authored, curated, and reviewed by the developer. | Zencode | - | May 23, 2026 | |
Memory Maze Store/marketing text | The store page text was initially created with AI and then refined through editing. | ChrisYU | - | May 23, 2026 | |
蜃境 In-game content art | Most of the game's graphics assets were created using pose sketches (ControlNet) and then adjusted in the graphics editor to maintain consistency. The game does not use any real-time AI-generated content. | GOUXIANG TECH | - | May 23, 2026 | |
Code Velocity In-game content art | Some characters and scenes in the game are generated by AI. | STIM GAMES | - | May 23, 2026 |