The game uses AI technology to generate items, each special peg, BGM, cover art, and title elements.
- Creator
- PenguinPigeon
- Reviews
- -
- Added
- Oct 1, 2026
Public Steam disclosure research 25,497 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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The game uses AI technology to generate items, each special peg, BGM, cover art, and title elements.
Assisted with all aspects of development
Art Resource, BGM, Store Asset
A small amount of artwork and text included in the game was created using generative AI during development. All such content is pre-generated. The game does not generate AI content during gameplay or connect to external AI services.
The store page artwork (capsule images, header, library images and logo) was created with the help of generative AI tools. Part of the game's source code and development tools were also written with the help of AI coding assistants, then reviewed and integrated by the developer. The in-game content itself (3D visuals from licensed asset packs, CC0 sound effects, texts) is not AI-generated, and the game does not use generative AI while playing. All screenshots are captured from the actual game.
During development we use AI assistance in certain tasks, such as generative fill to extend artist drawn artwork. All major art has been drawn by human artists. The game has optional computer generated voice overs.
Some smaller smaller graphical elements in the game utilize gen AI.
Artificial intelligence was used to assist in development, primarily for the front end, and AI generated content is used in game for text and voices via local models ran on the player's system or external models provided by the player.
music made by suno
Parts of this game were made with the help of generative AI tools: - 3,928 of the 6,608 character portraits were created with generative AI tools and then selected and retouched by a person. The other 2,404 are historical images from public archives such as Wikimedia Commons, and 276 reuse an existing picture. - The title-screen key art was created with generative AI. - The character biographies and historical event texts were written with the assistance of generative AI, based on historical sources, and edited by the developer. - The English, Japanese and Traditional Chinese translations were produced with the assistance of generative AI. No content is generated by AI while the game is running.
During development, generative AI tools were used to assist in creating the 78 card illustrations, composing ambient background soundscapes, and drafting card interpretations. All assets were curated, edited, and assembled by the developer to build an atmospheric, cohesive divination sanctuary. The game does not generate live AI content during runtime.
The in-game text and the store page text, including the Korean, Japanese and Simplified Chinese translations, were written with the help of AI. Nothing is generated by AI while you play.
Game text and translations were created with the help of AI tools. The public build has no AI voices; it has no voice acting yet. The art is not made with generative AI: it comes from free CC0 asset packs plus shapes and textures built in code. Sound effects are synthesized by our own scripts. Nothing is generated by AI while you play.
Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime. While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time.
本作の素材の一部は、生成AIを使って作り、開発者が選んで使っています。 ・キャラクターのイラスト、UIの絵、背景・遠景:ChatGPT(OpenAI) ・3Dモデル:Tripo AI ・音楽:Tunee AI ・効果音:ElevenLabs ・シナリオの一部:Claude(Anthropic) ・プログラム:Claude Code(Anthropic) 遊んでいる間に、AIが新たに内容を作ることはありません。
Generative AI tools were used during development to create pre-generated visual assets, including 2D background artwork, environment graphics, character sprites, and promotional store imagery. All AI-generated content was created prior to release, and no generative AI runs in real-time during gameplay.
AI has been used as a helper tool for the art production pipeline, all assets were reviewed and adjusted to fit the game.
Generative AI tools were used to assist in creating and iterating on selected promotional artwork and graphical assets for Railwright, including materials used on the Steam store page and related marketing. Gameplay screenshots shown on the store page are captured from the actual game. Railwright does not use generative AI to generate content during gameplay.
Some sound effects are generated by AI.
This product contains pre-generated content created with the assistance of generative AI tools during development. AI-assisted content includes selected 2D artwork, character portraits, unit illustrations, decorative interface imagery, trailer and store artwork, portions of the soundtrack, and some player-facing descriptive or localization text. All AI-assisted content was reviewed and edited by the developer and is fixed before release. The game does not generate text, images, audio, or any other content using generative AI while it is running. Computer-controlled opponents and procedural simulation systems use conventional game logic, not generative AI.
Game logo was created with help of AI tools.
Void Squadron features artwork developed with generative AI.
Generative AI was used only as a supporting tool in the design of some fictional red panda characters and for language translation.
Generative AI was used to assist with the localization of some store page content. The generated translations were reviewed and edited before publication.
Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created.
Almost all content in our game was handcrafted, we used real photos of berries, fruits and etc. to make donuts designs. We used AI as a supportive tool: to edit a few wall paintings, upscale and edit some textures, and fix grammar in the text. We firmly believe AI is just an assistant—the core of our game remains human creativity and attention to detail.
Some of the artworks, such as textures and illustrative elements, were created or enhanced using AI-based tools. All generated content has been reviewed, edited, and integrated to ensure consistency with the overall visual style and quality of the game. No AI is used during gameplay.
The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI.
Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people.
AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay. Its creative direction and artistic content are rooted in human creativity and craftsmanship.
After a talk, audience questions are generated at runtime by a small open-weight language model (Qwen3) running locally on the player's computer, based on a transcript of what the player just said. Speech-to-text also runs locally (whisper.cpp). Nothing is sent to any server.
Generative AI was used to create some visual elements in certain promotional images for the Steam store page. These images are pre-generated and do not change during gameplay. The game currently does not generate AI content during gameplay or connect to external AI services.
Generative AI was used to assist in the creation of some in-game images, textures, dialogue, store page text, and localization. All AI-assisted content was reviewed, edited, and implemented by the developer. No live-generated AI content is used during gameplay.
AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team.
We only use AI as a supporting tool.
Frontier was conceived, designed, directed, and extensively play tested by a solo developer. Generative AI was used as the primary production tool to implement that vision, including programming, artwork, audio, writing, and other game assets. Every aspect of the game was developed through an iterative human-directed process, with the developer specifying requirements, reviewing results, requesting revisions, making design decisions, integrating systems, and personally testing and approving the final content. No generative AI is used during gameplay.
Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release.
This game includes pre-generated visual and auditory assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing.
ISKRA currently includes AI-generated artwork prepared during development. We plan to replace this artwork with work created by human artists before leaving Early Access, giving the game the individual artistic identity we envision.
Generative AI tools were used to help create some store and promotional artwork, including capsule images and Steam library artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to external AI services.
AI is used to assist with programming, graphics creation and translations.
Generative AI was used to assist in creating pre-generated in-game content, including visual assets, text, and audio, as well as certain Steam store and marketing materials. The game does not use generative AI to generate content in real time during gameplay.
Generative AI was used to assist in creating pre-generated content during development. No generative AI is used during gameplay.
Generative AI was used primarily to assist in the creation of some visual assets and images used in the game, including illustrations, UI artwork, and promotional materials. AI-generated images were manually reviewed, selected, edited, and adjusted by the developer before being integrated into the game. The game does not use generative AI to create content in real time during gameplay.
We used AI as a supporting tool to translate and proofread the in-game text. Every translation was reviewed and adjusted by our team before it went into the game.
Generative AI was used during development to create and assist with character illustrations, card artwork, textures, other visual assets, music, story text, localization, and store and promotional artwork. The game uses pre-generated content selected and incorporated by the developer. It does not generate content with AI during gameplay or connect to external AI services during gameplay. Generative AI was also used for narration in promotional videos.
Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime.
AI-assisted tools were used during development to help create visual assets. These assets are included as finished content; the game does not use generative AI during gameplay.
AI assistance was limited to Python programming, including code that helps to draw environments and visual effects in Pygame. These visuals are rendered in code entirely in Python. Sprite artwork and sound effects were created without generative AI and are sourced from licensed third-party assets. The soundtrack for the game and trailer was composed specifically for the project in FL Studio. No generative AI models run in the game or generate content during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
PegPegBall In-game content artaudiotext | The game uses AI technology to generate items, each special peg, BGM, cover art, and title elements. | PenguinPigeon | - | Oct 1, 2026 | |
War Of The Worlds Trilogy Unclear | Assisted with all aspects of development | Invirtu Labs | - | Oct 1, 2026 | |
Soul Stream Unclear artaudio | Art Resource, BGM, Store Asset | Enter the Game Studios | - | Oct 1, 2026 | |
change dynasties In-game content arttext | A small amount of artwork and text included in the game was created using generative AI during development. All such content is pre-generated. The game does not generate AI content during gameplay or connect to external AI services. | 正义伙伴 | - | Sep 30, 2026 | |
Breath Of The Death Store/marketing artcode | The store page artwork (capsule images, header, library images and logo) was created with the help of generative AI tools. Part of the game's source code and development tools were also written with the help of AI coding assistants, then reviewed and integrated by the developer. The in-game content itself (3D visuals from licensed asset packs, CC0 sound effects, texts) is not AI-generated, and the game does not use generative AI while playing. All screenshots are captured from the actual game. | Ethernal Games Inc | - | Sep 30, 2026 | |
JYSTICE In-game content artaudio | During development we use AI assistance in certain tasks, such as generative fill to extend artist drawn artwork. All major art has been drawn by human artists.
The game has optional computer generated voice overs. | 10tons Ltd | - | Sep 30, 2026 | |
New World Trading Company | Some smaller smaller graphical elements in the game utilize gen AI. | Kokoon Games | - | Sep 30, 2026 | |
relay Live AI textaudio | Artificial intelligence was used to assist in development, primarily for the front end, and AI generated content is used in game for text and voices via local models ran on the player's system or external models provided by the player. | soli_dstate | - | Sep 30, 2026 | |
Counting Sand in the Sahara Unclear audio | music made by suno | nameless zombie | - | Sep 30, 2026 | |
Age of Dynasty & Dust In-game content arttext | Parts of this game were made with the help of generative AI tools:
- 3,928 of the 6,608 character portraits were created with generative AI tools and then selected and retouched by a person. The other 2,404 are historical images from public archives such as Wikimedia Commons, and 276 reuse an existing picture.
- The title-screen key art was created with generative AI.
- The character biographies and historical event texts were written with the assistance of generative AI, based on historical sources, and edited by the developer.
- The English, Japanese and Traditional Chinese translations were produced with the assistance of generative AI.
No content is generated by AI while the game is running. | wailfate | - | Sep 30, 2026 | |
Tarot: Deck of Celestials In-game content artaudiotext | During development, generative AI tools were used to assist in creating the 78 card illustrations, composing ambient background soundscapes, and drafting card interpretations. All assets were curated, edited, and assembled by the developer to build an atmospheric, cohesive divination sanctuary. The game does not generate live AI content during runtime. | Sky Blue Eye Studios | - | Sep 30, 2026 | |
Desklings In-game content text | The in-game text and the store page text, including the Korean, Japanese and Simplified Chinese translations, were written with the help of AI. Nothing is generated by AI while you play. | Doodle Nest | - | Sep 30, 2026 | |
Purpose of Visit In-game content text | Game text and translations were created with the help of AI tools. The public build has no AI voices; it has no voice acting yet. The art is not made with generative AI: it comes from free CC0 asset packs plus shapes and textures built in code. Sound effects are synthesized by our own scripts. Nothing is generated by AI while you play. | Larch Games | - | Sep 30, 2026 | |
Nanna's Farm In-game content art | Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime.
While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time. | ChabibiGames | - | Sep 30, 2026 | |
ことづての庭 In-game content artaudiotextcode | 本作の素材の一部は、生成AIを使って作り、開発者が選んで使っています。
・キャラクターのイラスト、UIの絵、背景・遠景:ChatGPT(OpenAI)
・3Dモデル:Tripo AI
・音楽:Tunee AI
・効果音:ElevenLabs
・シナリオの一部:Claude(Anthropic)
・プログラム:Claude Code(Anthropic)
遊んでいる間に、AIが新たに内容を作ることはありません。 | notfolder | - | Sep 30, 2026 | |
THE GRAVES VIGIL In-game content art | Generative AI tools were used during development to create pre-generated visual assets, including 2D background artwork, environment graphics, character sprites, and promotional store imagery. All AI-generated content was created prior to release, and no generative AI runs in real-time during gameplay. | GeorgeDowson | - | Sep 30, 2026 | |
Puddle Makers In-game content art | AI has been used as a helper tool for the art production pipeline, all assets were reviewed and adjusted to fit the game. | Yominoid | - | Sep 30, 2026 | |
Railwright Store/marketing art | Generative AI tools were used to assist in creating and iterating on selected promotional artwork and graphical assets for Railwright, including materials used on the Steam store page and related marketing. Gameplay screenshots shown on the store page are captured from the actual game. Railwright does not use generative AI to generate content during gameplay. | Piu Entertainment | - | Sep 30, 2026 | |
Formula Manager In-game content audio | Some sound effects are generated by AI. | Toast & Circuit | - | Sep 30, 2026 | |
Between Empires In-game content artaudiotext | This product contains pre-generated content created with the assistance of generative AI tools during development. AI-assisted content includes selected 2D artwork, character portraits, unit illustrations, decorative interface imagery, trailer and store artwork, portions of the soundtrack, and some player-facing descriptive or localization text. All AI-assisted content was reviewed and edited by the developer and is fixed before release. The game does not generate text, images, audio, or any other content using generative AI while it is running. Computer-controlled opponents and procedural simulation systems use conventional game logic, not generative AI. | Enzo The Chronicler | - | Sep 30, 2026 | |
A Game About Needle In A Haystack Store/marketing art | Game logo was created with help of AI tools. | Developer about... | - | Sep 30, 2026 | |
Void Squadron In-game content art | Void Squadron features artwork developed with generative AI. | Recoil Mojo | - | Sep 30, 2026 | |
Sort the Red Pandas: Tidy Up & Shelve In-game content arttext | Generative AI was used only as a supporting tool in the design of some fictional red panda characters and for language translation. | Ms.RedPanda | - | Sep 30, 2026 | |
Final Verdict: Mistwood In-game content text | Generative AI was used to assist with the localization of some store page content. The generated translations were reviewed and edited before publication. | Hawks Studios | - | Sep 30, 2026 | |
星際傭兵團 In-game content art | Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services. | 鉅墨遊戲JUMO GAMES | - | Sep 30, 2026 | |
Oceans - Survival In-game content codeart | This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created. | Albin Renlund | - | Sep 30, 2026 | |
One More Donut In-game content arttext | Almost all content in our game was handcrafted, we used real photos of berries, fruits and etc. to make donuts designs. We used AI as a supportive tool: to edit a few wall paintings, upscale and edit some textures, and fix grammar in the text.
We firmly believe AI is just an assistant—the core of our game remains human creativity and attention to detail. | Silvaris Interactive | - | Sep 30, 2026 | |
Harvest Millions Idle Farm In-game content art | Some of the artworks, such as textures and illustrative elements, were created or enhanced using AI-based tools. All generated content has been reviewed, edited, and integrated to ensure consistency with the overall visual style and quality of the game.
No AI is used during gameplay. | Blackmonkgaming | - | Sep 30, 2026 | |
Nadas In-game content textaudioart | The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI. | Ato Games | - | Sep 30, 2026 | |
Madame Cheng - Pirate Queen of Hong Kong In-game content art | Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people. | Hong Kong XR Museum, Inc | - | Sep 30, 2026 | |
Scentkeeper: Tidy Up the Perfume Archive! In-game content text | AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay.
Its creative direction and artistic content are rooted in human creativity and craftsmanship. | Emberline Games | - | Sep 30, 2026 | |
Present Good: A Public Speaking Simulator Live AI text | After a talk, audience questions are generated at runtime by a small open-weight language model (Qwen3) running locally on the player's computer, based on a transcript of what the player just said. Speech-to-text also runs locally (whisper.cpp). Nothing is sent to any server. | Playwithspect | - | Sep 30, 2026 | |
Slacklord Store/marketing art | Generative AI was used to create some visual elements in certain promotional images for the Steam store page. These images are pre-generated and do not change during gameplay. The game currently does not generate AI content during gameplay or connect to external AI services. | Clearbrook Games | - | Sep 30, 2026 | |
俺の最高の夏! In-game content arttext | Generative AI was used to assist in the creation of some in-game images, textures, dialogue, store page text, and localization. All AI-assisted content was reviewed, edited, and implemented by the developer. No live-generated AI content is used during gameplay. | Akaji Games | - | Sep 30, 2026 | |
Home Trading Simulator Dev only artaudio | AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team. | NeographGamer | - | Sep 30, 2026 | |
Bob's Dough: The Absurd Bakery Unclear | We only use AI as a supporting tool. | MONADRA | - | Sep 30, 2026 | |
Frontier In-game content artaudiotextcode | Frontier was conceived, designed, directed, and extensively play tested by a solo developer. Generative AI was used as the primary production tool to implement that vision, including programming, artwork, audio, writing, and other game assets. Every aspect of the game was developed through an iterative human-directed process, with the developer specifying requirements, reviewing results, requesting revisions, making design decisions, integrating systems, and personally testing and approving the final content. No generative AI is used during gameplay. | Gunthrek | - | Sep 30, 2026 | |
Peso Pena In-game content arttext | Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release. | Dotsmith | - | Sep 30, 2026 | |
中华料理大王 In-game content artaudio | This game includes pre-generated visual and auditory
assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing. | Dawang Games | - | Sep 30, 2026 | |
ISKRA: Beneath The Frost In-game content art | ISKRA currently includes AI-generated artwork prepared during development. We plan to replace this artwork with work created by human artists before leaving Early Access, giving the game the individual artistic identity we envision. | The Zioms Media | - | Sep 30, 2026 | |
DeskFins: Desktop Aquarium Store/marketing art | Generative AI tools were used to help create some store and promotional artwork, including capsule images and Steam library artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to external AI services. | 藍色天空 | - | Sep 30, 2026 | |
Casino School In-game content arttextcode | AI is used to assist with programming, graphics creation and translations. | netmin games GmbH | - | Sep 30, 2026 | |
ABYSSRIUM In-game content arttextaudio | Generative AI was used to assist in creating pre-generated in-game content, including visual assets, text, and audio, as well as certain Steam store and marketing materials. The game does not use generative AI to generate content in real time during gameplay. | FLERO GAMES | - | Sep 30, 2026 | |
Football Transfer Insider Dev only | Generative AI was used to assist in creating pre-generated content during development. No generative AI is used during gameplay. | OZL Games | - | Sep 30, 2026 | |
铜风旅团 In-game content art | Generative AI was used primarily to assist in the creation of some visual assets and images used in the game, including illustrations, UI artwork, and promotional materials. AI-generated images were manually reviewed, selected, edited, and adjusted by the developer before being integrated into the game.
The game does not use generative AI to create content in real time during gameplay. | 铜风工作室 | - | Sep 30, 2026 | |
Piecework: The Jigsaw Museum In-game content text | We used AI as a supporting tool to translate and proofread the in-game text. Every translation was reviewed and adjusted by our team before it went into the game. | Warbyte Studios | - | Sep 30, 2026 | |
AUREUS GEMWORKS ― リリトリオンの宝石工場 In-game content artaudiotext | Generative AI was used during development to create and assist with character illustrations, card artwork, textures, other visual assets, music, story text, localization, and store and promotional artwork. The game uses pre-generated content selected and incorporated by the developer. It does not generate content with AI during gameplay or connect to external AI services during gameplay. Generative AI was also used for narration in promotional videos. | KarmaNeko | - | Sep 30, 2026 | |
Waters Store/marketing art | Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime. | Mad Wizards | - | Sep 30, 2026 | |
Plander In-game content art | AI-assisted tools were used during development to help create visual assets. These assets are included as finished content; the game does not use generative AI during gameplay. | https://shortstorygames.eu | - | Sep 30, 2026 | |
Down to Business Dev only artcode | AI assistance was limited to Python programming, including code that helps to draw environments and visual effects in Pygame. These visuals are rendered in code entirely in Python.
Sprite artwork and sound effects were created without generative AI and are sourced from licensed third-party assets.
The soundtrack for the game and trailer was composed specifically for the project in FL Studio.
No generative AI models run in the game or generate content during gameplay. | Tuftsy Studios | - | Sep 30, 2026 |