Header image
- Creator
- Day Zero Studio
- Reviews
- -
- Added
- Aug 2, 2026
Public Steam disclosure research 25,383 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.
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.
Header image
Part of the art and audio assets are AI-generated.
This game uses AI-generated voice acting. All character voices were synthesized with ElevenLabs using original text prompts and original scripts written for this game. No real person's voice was cloned, recorded, or used as source material. Some creature and ambient sound effects are also AI-generated. All audio is pre-generated and ships with the game; nothing is generated at runtime.
Some of the game's visual assets — both 2D and 3D — are built from AI-generated drafts that our artists rework and refine by hand into their final form. Localization was drafted with AI tools and edited by the team. The final look, content, and quality of every element of the game are defined and approved by humans.
The hero image, small capsule, main capsule, vertical capsule, library capsule, library hero image, library logo and library home page art were created with AI assistance. The in-game warning UI and spray decals are AI-generated. Besides this, all gameplay videos and screenshots you see in the store are captured from actual gameplay footage, with no retouching or AI generation applied.
Some BGM, Images made with AI
This game contains some pre-generated AI-assisted artwork and music. All AI-assisted content has been reviewed, curated, and integrated by the developer. AI coding tools were also used during development.
The Game Icon and Logo were made from the inspirations of AI.
Two-Dye has been developed with the assistance of AI tools that has helped with Graphical assets, sounds and localization.
Generative AI tools were used to assist with drafting and editing Steam store page text and marketing copy. The game does not use generative AI to create live gameplay content.
This game was developed by a single person, with support from artificial intelligence in various areas.
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is used to generate sound effects AI is also used to help translate the game.
AI was used to create some promotional assets, including store capsule images, banners, and other marketing artwork. AI-generated content was reviewed and edited by the developer before use.
Generative AI was used to create selected voice performances (including the in-game commentator) as well as concept artwork and promotional illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer.
Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game.
About the Use of AI in the Game AI-assisted tools have been used in various aspects of this project's development process. Programming: AI-assisted tools were used during the development of game systems, user interfaces, and various technical features. The generated code was reviewed, edited, tested, and adapted to the project's needs by the development team. Visuals: AI tools were used in the creation of certain concept designs, environment artwork, and visual content. However, all content was reviewed, refined, and adapted to fit the artistic direction of the project by the development team. Creative Process: The development process generally follows three stages. First, the game concept, environment designs, and core creative decisions are created by the team. AI tools are then used to generate alternative ideas, variations, and more detailed iterations of existing concepts. Finally, all results are reviewed, refined, and improved through manual quality control processes. For example, some environment designs begin with compositions and layouts created by the team. AI tools may then be used to assist with additional detailing, after which the final adjustments and refinements are completed manually. Our goal is to use AI as a tool that supports the creative process while ensuring that all creative decisions, project direction, and final quality control remain under human supervision.
Cassette and movie posters are made by AI
Generative AI tools were used during development to assist with the creation and editing of some pre-generated visual assets, sound effects, and Steam Store page text. All AI-assisted content was reviewed, selected, and edited by the developer before being included. The game does not generate content using AI during gameplay.
Assets, Pictures, Sounds, translation
AI was used to assist in coding the game and it's features. All Art or writing was done by hand.
This game contains some assets produced with the assistance of AI tools
During Early Access, generative AI will be used to translate human-written English text for the Steam store page and application into other languages, due to limited resources. The English localization is not AI generated. No AI-generated artwork or audio is included, and no content is generated by AI at runtime. Our goal is to replace all AI-generated translations with translations created and reviewed by professional human translators for the full release. This disclosure will remain while any AI-assisted translations are included.
OpenAI Codex was used during development to assist with writing, reviewing, and debugging portions of the game’s code. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no player input is sent to a generative AI service.
AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime.
Some visual assets in this game, including UI elements and graphics, were created with the assistance of AI image generation tools.
Our Policy on AI & Procedural Generation Valenfeld is built by one person, on a shoestring budget, with an Elder Scrolls–sized ambition. Here is exactly how, and why, AI fits into that. Why we use it Valenfeld is a solo indie project chasing a scope that normally takes a studio of dozens: a massive, hand-lorekept world you can wander for years without hitting an edge. That scope is not achievable by one person typing every tree, every ruin, and every line of dialogue by hand on a shoestring budget and an ambitious timeline. So we lean on AI-enabled workflows and, more importantly, cutting-edge procedural algorithms to scale content production and world scale to match the ambition — not to replace it. What always stays human Every piece of content in the game — every place, character, creature, item, quest, and line of lore — is built and overseen by a human creator and judge, grounded in our own ideas, our own lore, and our own systems design. AI does not decide what Valenfeld is. It never originates the world's canon, its themes, or its design intent on its own; it accelerates producing what we've already decided the world should be, and everything it touches is reviewed before it ships. Not AI slop — procedural generation is the point We're not interested in dumping raw model output into the game and calling it done. Our actual goal is an experimental, large-scale world built on cutting-edge procedural algorithms — terrain, dungeons, towns, ecosystems, even history — designed to be massively replayable for years, not a one-and-done AI slideshow. AI-assisted tooling is one part of the production pipeline that gets us there faster on a small budget; the procedural systems and the authored lore they run on are the actual craft, and that's where our attention to detail goes. Our bet We believe that if we focus relentlessly on delivering the best game possible — with a genuinely obsessive eye for detail on everything we ship — we can produce something great on a low budget and a small team of one. That is the bar we hold ourselves to, not "shipped fast" or "shipped cheap." As we grow This is how we build today, as a solo project with an ambitious scope and timeline. If and when Valenfeld earns a bigger budget for this game or for future releases, we intend to keep building just as ambitiously — with a team of art, lore, and gameplay experts working alongside these same tools, not replaced by them. Thinking about the best possible game comes first; everything else, including how we scale to build it, follows from that. — Metatransformer Studios
One promotional artwork seen on the store page has been created with the help of AI tools. We are actively working on replacing it within the coming days.
Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service.
Generative AI tools were used to help create parts of this game, always under the developer's direction: a significant part of the artwork (such as backgrounds, unit graphics, UI elements and store page images) was created with AI assistance and then reviewed, edited and hand-tuned by the developer. AI also assisted in writing the in-game text and translating it, along with this store page, into the supported languages. Music and sound effects are not AI-generated. No AI content is generated live during gameplay.
This game is built by a two-member team: a human developer and an AI assistant working under his direction. Large parts of the game code and many pre-rendered assets (enemy creatures, towers, environment props, marketing artwork) were created with the assistance of generative AI — always based on human design decisions, and reviewed, tested and curated by the developer. The game does not generate any content at runtime using AI.
Artificial intelligence was used to create the graphical assets for this game: capsules, logos, etc.
Some background/environment imagery used in store-page screenshots and trailer footage was created with generative AI image tools and reviewed by us. All in-game content — the creature's artwork and animation (drawn procedurally in code) and all music — is hand-authored and not AI-generated.
Generative AI tools were used to assist with text translation and localization. All final materials undergo manual review and editing.
We at GabaCool believe in the beauty of human art. Hence, we don't allow ourselves to create art by AI. We use it for coding, no worries we are professional engineers. We also use it for voice line generation, as we are a small team in the bootstrap phase. Localization is another point. We are dedicated to remedy this. Where we will never use it: Story, Art, Music, Models, and all creative. Because that's what makes us human.
Some promotional images and in-game 2D visual assets were created or edited with the assistance of generative AI tools. All final assets were reviewed and edited by our art team before inclusion in the game/store page. We have checked the content to ensure it does not include illegal or infringing material.
No Witnesses is developed by a two-man team, therefore generative AI has been used to assist in the creation of marketing assets and other player facing interfaces. All generated content is reviewed and perfected by a human before use.No Witnesses utilises third-party assets, of which we cannot attest to the creation of.
Some promotional images and marketing content for Maze Mischief were created with the assistance of generative artificial intelligence tools and subsequently reviewed and adjusted by the developer.
Generative AI was used to create artwork for the title screen, lobby background, and some UI decorations. The generated images were selected, edited, and sliced by the development team before being integrated into the game. Generative AI was also used to assist with drafting and editing some mini-game prompts. The game does not use generative AI at runtime and does not connect to external AI services during play.
Part of the store page assets were enhanced with AI tools.
I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships. What AI is used for: Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork. Source code — parts of the game's code were written with AI coding assistants. What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators. At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay.
Generative AI tools were used during development to assist with localization, some in-game GUI icons and sfx.
Some of the sound effects in this game were created using generative AI tools. AI-generated audio is edited and mixed by the development team before being used in the game.
AI was used to generate logos and default sprites for this program.
We’re currently using AI-generated images for our Steam page as temporary placeholders. We plan to replace them with original artwork as soon as possible.
Some 3D models (aircraft) in this game were created with generative AI tools and then reviewed and edited by our development team.
Our team uses generative AI tools to help develop some in game & marketing assets. We don't use AI to replace artists and developers, but to improve our teams' productivity and offer you a more complete game at an affordable price.
Generative AI tools were used during development to assist with the creation of some 3D assets, music, and draft visual materials. Character concepts were based on human-made sketches, and AI was used only for early draft exploration; the final in-game characters were created by humans. All AI-assisted materials were reviewed, edited, and integrated into the game by the developer. AI is not used to generate content during gameplay.
For the few voiceline that we used AI
Generative AI was used during development to create a limited number of in-game images and to generate translations for multiple languages. All AI-generated content was reviewed and edited as needed by the development team.
部分过场视频、角色语音使用了生成式AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Wild West Poker Store/marketing art | Header image | Day Zero Studio | - | Aug 2, 2026 | |
Mahjong Encyclopedia In-game content artaudio | Part of the art and audio assets are AI-generated. | Bad Murloc Studio | - | Aug 1, 2026 | |
Bloodlust & Harmony In-game content audio | This game uses AI-generated voice acting. All character voices were synthesized with ElevenLabs using original text prompts and original scripts written for this game. No real person's voice was cloned, recorded, or used as source material. Some creature and ambient sound effects are also AI-generated. All audio is pre-generated and ships with the game; nothing is generated at runtime. | Cyber Mouse | - | Aug 1, 2026 | |
PuppetOFF In-game content arttext | Some of the game's visual assets — both 2D and 3D — are built from AI-generated drafts that our artists rework and refine by hand into their final form. Localization was drafted with AI tools and edited by the team. The final look, content, and quality of every element of the game are defined and approved by humans. | Feral Node Games | - | Aug 1, 2026 | |
FIRE STATE In-game content art | The hero image, small capsule, main capsule, vertical capsule, library capsule, library hero image, library logo and library home page art were created with AI assistance.
The in-game warning UI and spray decals are AI-generated.
Besides this, all gameplay videos and screenshots you see in the store are captured from actual gameplay footage, with no retouching or AI generation applied. | UnderFire | 273 | Jul 31, 2026 | |
Typing Clash In-game content artaudio | Some BGM, Images made with AI | Yong Games | - | Jul 31, 2026 | |
Oldies In-game content artaudio | This game contains some pre-generated AI-assisted artwork and music. All AI-assisted content has been reviewed, curated, and integrated by the developer. AI coding tools were also used during development. | saiko14 | - | Jul 31, 2026 | |
Disco In-game content art | The Game Icon and Logo were made from the inspirations of AI. | Aspect Digital Software Ltd | - | Jul 30, 2026 | |
Two-Dye In-game content artaudiotext | Two-Dye has been developed with the assistance of AI tools that has helped with Graphical assets, sounds and localization. | Smidd Games | - | Jul 30, 2026 | |
Huff & Puff Store/marketing text | Generative AI tools were used to assist with drafting and editing Steam store page text and marketing copy. The game does not use generative AI to create live gameplay content. | RubyxQube Games | - | Jul 30, 2026 | |
Royale Smith Unclear | This game was developed by a single person, with support from artificial intelligence in various areas. | Poison Mushroom Interactive | - | Jul 30, 2026 | |
Shattered Void Online In-game content audiotext | This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is used to generate sound effects AI is also used to help translate the game. | Woodland Software | - | Jul 30, 2026 | |
UNWIELDY Store/marketing art | AI was used to create some promotional assets, including store capsule images, banners, and other marketing artwork. AI-generated content was reviewed and edited by the developer before use. | Brauni's Games | - | Jul 30, 2026 | |
Glider64 In-game content audioart | Generative AI was used to create selected voice performances (including the in-game commentator) as well as concept artwork and promotional illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer. | eachTick GmbH | - | Jul 30, 2026 | |
SIQIL In-game content artaudio | Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game. | Arcerus | - | Jul 30, 2026 | |
Phase Party Dev only artcode | About the Use of AI in the Game
AI-assisted tools have been used in various aspects of this project's development process.
Programming: AI-assisted tools were used during the development of game systems, user interfaces, and various technical features. The generated code was reviewed, edited, tested, and adapted to the project's needs by the development team.
Visuals: AI tools were used in the creation of certain concept designs, environment artwork, and visual content. However, all content was reviewed, refined, and adapted to fit the artistic direction of the project by the development team.
Creative Process: The development process generally follows three stages. First, the game concept, environment designs, and core creative decisions are created by the team. AI tools are then used to generate alternative ideas, variations, and more detailed iterations of existing concepts. Finally, all results are reviewed, refined, and improved through manual quality control processes.
For example, some environment designs begin with compositions and layouts created by the team. AI tools may then be used to assist with additional detailing, after which the final adjustments and refinements are completed manually.
Our goal is to use AI as a tool that supports the creative process while ensuring that all creative decisions, project direction, and final quality control remain under human supervision. | Estimado Studio | - | Jul 30, 2026 | |
Shelf Happens Store/marketing art | Cassette and movie posters are made by AI | NurRam | - | Jul 29, 2026 | |
ROCKET SCIENCE In-game content artaudiotext | Generative AI tools were used during development to assist with the creation and editing of some pre-generated visual assets, sound effects, and Steam Store page text. All AI-assisted content was reviewed, selected, and edited by the developer before being included. The game does not generate content using AI during gameplay. | Macrobot Software | - | Jul 29, 2026 | |
End of War: Global Front Unclear artaudiotext | Assets, Pictures, Sounds, translation | Ironpathgames | - | Jul 29, 2026 | |
Board Game Creator Dev only code | AI was used to assist in coding the game and it's features. All Art or writing was done by hand. | Unprecedented Studios | - | Jul 29, 2026 | |
一把菜刀打天下 Unclear | This game contains some assets produced with the assistance of AI tools | 社會菜刀 | - | Jul 29, 2026 | |
Proximity Core In-game content text | During Early Access, generative AI will be used to translate human-written English text for the Steam store page and application into other languages, due to limited resources.
The English localization is not AI generated. No AI-generated artwork or audio is included, and no content is generated by AI at runtime.
Our goal is to replace all AI-generated translations with translations created and reviewed by professional human translators for the full release. This disclosure will remain while any AI-assisted translations are included. | Two Fault | - | Jul 26, 2026 | |
Until We Fly Dev only code | OpenAI Codex was used during development to assist with writing, reviewing, and debugging portions of the game’s code. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no player input is sent to a generative AI service. | firearly | - | Jul 25, 2026 | |
Neon Tyrant In-game content audiotext | AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime. | One Mind Games | - | Jul 25, 2026 | |
Okey 101 In-game content art | Some visual assets in this game, including UI elements and graphics, were created with the assistance of AI image generation tools. | Ayazwai | - | Jul 25, 2026 | |
Valenfeld In-game content arttext | Our Policy on AI & Procedural Generation
Valenfeld is built by one person, on a shoestring budget, with an Elder Scrolls–sized ambition. Here is exactly how, and why, AI fits into that.
Why we use it
Valenfeld is a solo indie project chasing a scope that normally takes a studio of dozens: a massive, hand-lorekept world you can wander for years without hitting an edge. That scope is not achievable by one person typing every tree, every ruin, and every line of dialogue by hand on a shoestring budget and an ambitious timeline. So we lean on AI-enabled workflows and, more importantly, cutting-edge procedural algorithms to scale content production and world scale to match the ambition — not to replace it.
What always stays human
Every piece of content in the game — every place, character, creature, item, quest, and line of lore — is built and overseen by a human creator and judge, grounded in our own ideas, our own lore, and our own systems design. AI does not decide what Valenfeld is. It never originates the world's canon, its themes, or its design intent on its own; it accelerates producing what we've already decided the world should be, and everything it touches is reviewed before it ships.
Not AI slop — procedural generation is the point
We're not interested in dumping raw model output into the game and calling it done. Our actual goal is an experimental, large-scale world built on cutting-edge procedural algorithms — terrain, dungeons, towns, ecosystems, even history — designed to be massively replayable for years, not a one-and-done AI slideshow. AI-assisted tooling is one part of the production pipeline that gets us there faster on a small budget; the procedural systems and the authored lore they run on are the actual craft, and that's where our attention to detail goes.
Our bet
We believe that if we focus relentlessly on delivering the best game possible — with a genuinely obsessive eye for detail on everything we ship — we can produce something great on a low budget and a small team of one. That is the bar we hold ourselves to, not "shipped fast" or "shipped cheap."
As we grow
This is how we build today, as a solo project with an ambitious scope and timeline. If and when Valenfeld earns a bigger budget for this game or for future releases, we intend to keep building just as ambitiously — with a team of art, lore, and gameplay experts working alongside these same tools, not replaced by them. Thinking about the best possible game comes first; everything else, including how we scale to build it, follows from that.
— Metatransformer Studios | Metatransformer Studios | - | Jul 25, 2026 | |
Midnight Moving Crew Store/marketing art | One promotional artwork seen on the store page has been created with the help of AI tools. We are actively working on replacing it within the coming days. | BSG Interactive | - | Jul 25, 2026 | |
Strike Wings In-game content art | Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service. | Strike Wings Games | - | Jul 25, 2026 | |
Tides of Empires In-game content arttext | Generative AI tools were used to help create parts of this game, always under the developer's direction: a significant part of the artwork (such as backgrounds, unit graphics, UI elements and store page images) was created with AI assistance and then reviewed, edited and hand-tuned by the developer. AI also assisted in writing the in-game text and translating it, along with this store page, into the supported languages. Music and sound effects are not AI-generated. No AI content is generated live during gameplay. | AtomicPixelGames | - | Jul 23, 2026 | |
Mindswarm Elements TD In-game content artcode | This game is built by a two-member team: a human developer and an AI assistant working under his direction. Large parts of the game code and many pre-rendered assets (enemy creatures, towers, environment props, marketing artwork) were created with the assistance of generative AI — always based on human design decisions, and reviewed, tested and curated by the developer. The game does not generate any content at runtime using AI. | Steffen Großmann | - | Jul 23, 2026 | |
Stacey's Demise - A Prequel to I FORGOT TO TAKE THE CHICKEN OUT OF THE FREEZER Store/marketing art | Artificial intelligence was used to create the graphical assets for this game: capsules, logos, etc. | Yomen Tohmaz | - | Jul 23, 2026 | |
My Mysterious Creature Store/marketing art | Some background/environment imagery used in store-page screenshots and trailer footage was created with generative AI image tools and reviewed by us. All in-game content — the creature's artwork and animation (drawn procedurally in code) and all music — is hand-authored and not AI-generated. | Gamblin Games | - | Jul 23, 2026 | |
1000km In-game content text | Generative AI tools were used to assist with text translation and localization.
All final materials undergo manual review and editing. | Artem Breineng | - | Jul 23, 2026 | |
Gore Grind In-game content audiotext | We at GabaCool believe in the beauty of human art. Hence, we don't allow ourselves to create art by AI.
We use it for coding, no worries we are professional engineers. We also use it for voice line generation, as we are a small team in the bootstrap phase. Localization is another point. We are dedicated to remedy this.
Where we will never use it: Story, Art, Music, Models, and all creative. Because that's what makes us human. | GabaCool Games | - | Jul 23, 2026 | |
生死狙击:无限 In-game content art | Some promotional images and in-game 2D visual assets were created or edited with the assistance of generative AI tools. All final assets were reviewed and edited by our art team before inclusion in the game/store page. We have checked the content to ensure it does not include illegal or infringing material. | Wizard Games | 205 | Jul 23, 2026 | |
No Witnesses Store/marketing art | No Witnesses is developed by a two-man team, therefore generative AI has been used to assist in the creation of marketing assets and other player facing interfaces. All generated content is reviewed and perfected by a human before use.No Witnesses utilises third-party assets, of which we cannot attest to the creation of. | Pink Thorn Games | - | Jul 22, 2026 | |
Maze Mischief art | Some promotional images and marketing content for Maze Mischief were created with the assistance of generative artificial intelligence tools and subsequently reviewed and adjusted by the developer. | Gleison Souza | - | Jul 22, 2026 | |
WAZATO: Sabotage or Mistake? In-game content arttext | Generative AI was used to create artwork for the title screen, lobby background, and some UI decorations. The generated images were selected, edited, and sliced by the development team before being integrated into the game. Generative AI was also used to assist with drafting and editing some mini-game prompts. The game does not use generative AI at runtime and does not connect to external AI services during play. | Nichicoma LLC | - | Jul 22, 2026 | |
夯犇绿色传奇 Store/marketing art | Part of the store page assets were enhanced with AI tools. | 夯犇绿色传奇 | 28 | Jul 22, 2026 | |
Oxytopia In-game content artcode | I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships.
What AI is used for:
Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork.
Source code — parts of the game's code were written with AI coding assistants.
What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators.
At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay. | iida-lab | - | Jul 22, 2026 | |
Moo Who? In-game content textartaudio | Generative AI tools were used during development to assist with localization, some in-game GUI icons and sfx. | SAT Productions | 106 | Jul 22, 2026 | |
Just in Case In-game content audio | Some of the sound effects in this game were created using generative AI tools. AI-generated audio is edited and mixed by the development team before being used in the game. | Romantissimo | - | Jul 22, 2026 | |
Warden Campaigns In-game content art | AI was used to generate logos and default sprites for this program. | Warden Campaigns | - | Jul 22, 2026 | |
We'll Be Fine Store/marketing art | We’re currently using AI-generated images for our Steam page as temporary placeholders. We plan to replace them with original artwork as soon as possible. | BlindFoxGames | - | Jul 22, 2026 | |
마지막 적 함대를 막기위해 출격합니다 In-game content art | Some 3D models (aircraft) in this game were created with generative AI tools and then reviewed and edited by our development team. | RDSOFT | - | Jul 22, 2026 | |
Jewelry Simulator : Mine, Transform & Sell In-game content art | Our team uses generative AI tools to help develop some in game & marketing assets.
We don't use AI to replace artists and developers, but to improve our teams' productivity and offer you a more complete game at an affordable price. | Meerkatt Studio | - | Jul 22, 2026 | |
ID88 In-game content artaudio | Generative AI tools were used during development to assist with the creation of some 3D assets, music, and draft visual materials. Character concepts were based on human-made sketches, and AI was used only for early draft exploration; the final in-game characters were created by humans. All AI-assisted materials were reviewed, edited, and integrated into the game by the developer. AI is not used to generate content during gameplay. | Vayatika | - | Jul 22, 2026 | |
Moloch Kombinat In-game content audio | For the few voiceline that we used AI | Prisma | - | Jul 21, 2026 | |
Separated In-game content arttext | Generative AI was used during development to create a limited number of in-game images and to generate translations for multiple languages. All AI-generated content was reviewed and edited as needed by the development team. | Twisted Realm | 54 | Jul 21, 2026 | |
容器 In-game content artaudio | 部分过场视频、角色语音使用了生成式AI | OJStudio | 105 | Jul 19, 2026 |