Banner and capsule images for this game were created using AI-generated visuals, with additional adjustments to align with the game's theme and style
- Creator
- Tzn Games
- Reviews
- 49
- Added
- Mar 18, 2026
Public Steam disclosure research 25,508 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.
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Banner and capsule images for this game were created using AI-generated visuals, with additional adjustments to align with the game's theme and style
A specialized service is used for cutscene voiceovers and the generation of certain UI elements
Originally the game was developed in 800x600 resolution. Some backgrounds were upscaled using AI.
I used AI to generate game promotional posters, client icons, and community images.
AI was used to assist with text creation and translation / localization.
It came to our attention that certain assets and translations were created using AI by third parties. Most have been enhanced and fixed with handmade content. We aim to remove all the AI content post release.
Lumoryn: Whispering Worlds uses Generative AI only to assist in the creation of Steam achievements and their icon artwork displayed on the Steam store. All gameplay systems, world design, characters, quests, dialogue, mechanics, and in-game content are entirely designed and created by human developers. Generative AI is not used for gameplay logic, narrative design, player interactions, or dynamic in-game content.
Generative AI was used in some of the trailer footage and character modeling.
AI was used to Generate Backgrounds for the steam Game page. Edits were made to these backgrounds and altered heavily by the creator.
We may utilize procedural and AI-based tools throughout our development process to support content creation, including the use of text-to-speech technology for our voiceover work. Regardless, every aspect of the final product is a direct result of our team's own creative vision and expression.
Gameplay trailer was made using AI, all game assets were made by humans.
AI is sometimes used in Steam page design
Oyunun toplumları temsilen tasvir eden görselleri ve belli başlı müzikler yapay zeka tarafından üretilmiş bulunmaktadır .
AI was used in a very limited capacity, only for generating some voice lines, a small number of texture variations, and a few Steam store page images. All gameplay, code, environments, characters, animations, and overall game design were handcrafted manually by the developers.
For this project, some images in the game were created using artificial intelligence tools. This technology was used in a limited way, only for visual generation, with all other content produced manually.
Some character voices in this game were created using AI-assisted tools. All AI generated audio has been reviewed and approved by the development team to ensure quality and consistency.
AI-generated artifacts
AI-generated artifacts
All our puzzles are created from 3D scans of real world places or modelled by human 3D artists. Occasionally our 3D artists use some limited generative AI tools as part of their process, e.g. for cleaning up texture artifacts of 3D scans or adding small details like figures or objects. We will never use any fully AI generated content directly in the game.
Coding: Claude's Sonnet & Opus Textures/UI/achievements: Photoshop Animation: anything.world Mow Mow soundtrack: Suno with lyrics by sorryaboutyourcats Video on Steam store: Veo generated, edited in Premiere Pro This information is also listed in the credits section of Mow Meow and will be updated if anything changes.
This game and its marketing materials include AI-assisted assets refined to fit the creative vision.
Some graphical and auditory assets for Sonak were developed using Image and sound effect generation software. The majority of generated content is Icons, and sound effects that the player will encounter while playing Sonak. All assets generated were manually changed and designed to fit the look and feel of the game.
Generative AI was used to create the marketing materials, ship wreckage meshes, and voice acting for this game.
During the creation of Secret Seeker, we utilized artificial intelligence (AI) to support our development process. AI assisted us in generating the game's cover art and marketing materials, as well as creating selected in-game texts. Additionally, the voice of the narrator featured in both the game and the trailer was produced using AI-based tools.
Some of the assets were accelerated by AI generation, but they were all re-polished in the later stages
Logo and menu image partially made with ai software with few changes
I use a combination of AI generated voice, music, and some imagery for portraits and logos
A few images/icons were generated by AI
AI is used for store page capsule art
Only the game main interface background is generated by AI
we used it for store capsules
Yes, the game uses generative AI for voiceovers. Character voices were created using ElevenLabs during development, but no real-time AI generation occurs during gameplay.
AI is used as an upscaling tool for some in‑game textures.
Some background music and game art has been generated based upon AI generations.
Logo of game is AI made and some npc voices.
AI has been used to help develop the game's cover art.
The capsule image was created using AI-generated art as a base
During development, the solo dev might use procedural tools or AI to speed up time-consuming tasks — but the final game is still fully shaped by the developer’s own creativity and decisions.
This game utilizes AI for certain translation tasks and programming.
AI is used for some of the game's concept art.
Game logo and menu image is made with ai software.
Generative AI was used during development to upscale certain textures for improved visual quality.
Only the images on the store page are generated using AI.
intro video, ending video intro video voice, ending video voice
Some assets were originally generated using AI.
AI used to generate and edit community images, marketing and Concept Arts.
Some of the capsule images and banners on this Steam page were generated using AI and may not fully represent the actual in-game visuals.
Some music and voice lines were made using AI
AI has been used to help develop the game's cover art.
We use AI to generate some of the textures and music for the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Office Simulator: Prologue Store/marketing art | Banner and capsule images for this game were created using AI-generated visuals, with additional adjustments to align with the game's theme and style | Tzn Games | 49 | Mar 18, 2026 | |
Hidden Assault In-game content audioart | A specialized service is used for cutscene voiceovers and the generation of certain UI elements | codingpups | - | Mar 18, 2026 | |
Time Guard - The Red Menace In-game content art | Originally the game was developed in 800x600 resolution. Some backgrounds were upscaled using AI. | Zima software | 34 | Mar 18, 2026 | |
AC130丧尸炮艇 In-game content art | I used AI to generate game promotional posters, client icons, and community images. | 汪双羽 | 368 | Mar 18, 2026 | |
Bayaya In-game content text | AI was used to assist with text creation and translation / localization. | Orbis Fabula | - | Mar 18, 2026 | |
High Above In-game content arttext | It came to our attention that certain assets and translations were created using AI by third parties. Most have been enhanced and fixed with handmade content.
We aim to remove all the AI content post release. | DVision Games | 28 | Mar 18, 2026 | |
Lumoryn: Whispering Worlds In-game content art | Lumoryn: Whispering Worlds uses Generative AI only to assist in the creation of Steam achievements and their icon artwork displayed on the Steam store.
All gameplay systems, world design, characters, quests, dialogue, mechanics, and in-game content are entirely designed and created by human developers. Generative AI is not used for gameplay logic, narrative design, player interactions, or dynamic in-game content. | Your Future Heroes LLC | - | Mar 18, 2026 | |
루나 : 월영의 전쟁 Store/marketing art | Generative AI was used in some of the trailer footage and character modeling. | UBIS Inc. | 11 | Mar 18, 2026 | |
The Path of Blades Store/marketing art | AI was used to Generate Backgrounds for the steam Game page. Edits were made to these backgrounds and altered heavily by the creator. | Kobe Justice | 11 | Mar 18, 2026 | |
Staged In-game content audiotext | We may utilize procedural and AI-based tools throughout our development process to support content creation, including the use of text-to-speech technology for our voiceover work.
Regardless, every aspect of the final product is a direct result of our team's own creative vision and expression. | Project Sunset | - | Mar 18, 2026 | |
Liar's Dice In-game content art | Gameplay trailer was made using AI, all game assets were made by humans. | YOAMB | - | Mar 18, 2026 | |
Rhythm Town: Music Visualizer Store/marketing art | AI is sometimes used in Steam page design | RhythmTownGroup | - | Mar 18, 2026 | |
Fixing The Apocalypse In-game content artaudio | Oyunun toplumları temsilen tasvir eden görselleri ve belli başlı müzikler yapay zeka tarafından üretilmiş bulunmaktadır . | Reverse Reflection Interactive | - | Mar 18, 2026 | |
Journey Through the Undead In-game content audioart | AI was used in a very limited capacity, only for generating some voice lines, a small number of texture variations, and a few Steam store page images. All gameplay, code, environments, characters, animations, and overall game design were handcrafted manually by the developers. | Dazzling Divine | - | Mar 18, 2026 | |
Hotel Sim In-game content art | For this project, some images in the game were created using artificial intelligence tools. This technology was used in a limited way, only for visual generation, with all other content produced manually. | Steth Games | - | Mar 18, 2026 | |
Superhero Simulator In-game content audio | Some character voices in this game were created using AI-assisted tools. All AI generated audio has been reviewed and approved by the development team to ensure quality and consistency. | mightyraccoon! Studios | 811 | Mar 18, 2026 | |
Drug Trader Simulator - Urban Dealer Unclear | AI-generated artifacts | Vasiok GGG | - | Mar 18, 2026 | |
Zombie Blocks: Pixel Shooter Gun Unclear | AI-generated artifacts | Grizzly Games | - | Mar 18, 2026 | |
Puzzling Places - 3D Jigsaw Sim In-game content art | All our puzzles are created from 3D scans of real world places or modelled by human 3D artists.
Occasionally our 3D artists use some limited generative AI tools as part of their process, e.g. for cleaning up texture artifacts of 3D scans or adding small details like figures or objects.
We will never use any fully AI generated content directly in the game. | Realities.io Inc | 141 | Mar 18, 2026 | |
Mow Meow In-game content artaudiotext | Coding: Claude's Sonnet & Opus
Textures/UI/achievements: Photoshop
Animation: anything.world
Mow Mow soundtrack: Suno with lyrics by sorryaboutyourcats
Video on Steam store: Veo generated, edited in Premiere Pro
This information is also listed in the credits section of Mow Meow and will be updated if anything changes. | sorryaboutyourcats | 15 | Mar 18, 2026 | |
The Gallery In-game content art | This game and its marketing materials include AI-assisted assets refined to fit the creative vision. | NanningsGames | 48 | Mar 18, 2026 | |
Sonak In-game content artaudio | Some graphical and auditory assets for Sonak were developed using Image and sound effect generation software.
The majority of generated content is Icons, and sound effects that the player will encounter while playing Sonak.
All assets generated were manually changed and designed to fit the look and feel of the game. | Sublime Orange LLC | - | Mar 18, 2026 | |
UNPOC In-game content artaudio | Generative AI was used to create the marketing materials, ship wreckage meshes, and voice acting for this game. | Danny Ziemer | 66 | Mar 18, 2026 | |
Secret Seeker In-game content arttextaudio | During the creation of Secret Seeker, we utilized artificial intelligence (AI) to support our development process. AI assisted us in generating the game's cover art and marketing materials, as well as creating selected in-game texts. Additionally, the voice of the narrator featured in both the game and the trailer was produced using AI-based tools. | Radikate | - | Mar 18, 2026 | |
费鲁姆奥多系列:三月传说 In-game content art | Some of the assets were accelerated by AI generation, but they were all re-polished in the later stages | 不倒龙工作室 | - | Mar 18, 2026 | |
Money Theft Store/marketing art | Logo and menu image partially made with ai software with few changes | Valkeala Software | 13 | Mar 18, 2026 | |
Frontiers Reach : Battlespace In-game content audioart | I use a combination of AI generated voice, music, and some imagery for portraits and logos | Blind Alien Productions | - | Mar 18, 2026 | |
Kingdom Wars In-game content art | A few images/icons were generated by AI | Obsidiagon | - | Mar 18, 2026 | |
Moving Simulator Store/marketing art | AI is used for store page capsule art | Corpix Games | 99 | Mar 18, 2026 | |
机械臂模拟器 In-game content art | Only the game main interface background is generated by AI | KUOKUO | - | Mar 18, 2026 | |
Off Road Together Store/marketing art | we used it for store capsules | Red Axe Games | - | Mar 18, 2026 | |
Project Enceladus In-game content audio | Yes, the game uses generative AI for voiceovers. Character voices were created using ElevenLabs during development, but no real-time AI generation occurs during gameplay. | Tamás Fülöp | - | Mar 18, 2026 | |
Daily Driven Racer art | AI is used as an upscaling tool for some in‑game textures. | A-Grand HT | - | Mar 18, 2026 | |
Yes Sir In-game content audioart | Some background music and game art has been generated based upon AI generations. | Uluni Games (Inh. Nils Wenzler) | - | Mar 18, 2026 | |
Medic Simulator In-game content artaudio | Logo of game is AI made and some npc voices. | Eathrabaria | - | Mar 18, 2026 | |
Fishing Pro Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Fantasy Shop Simulator ⚔️ Store/marketing art | The capsule image was created using AI-generated art as a base | One More Time | - | Mar 18, 2026 | |
Tenebyss Dev only | During development, the solo dev might use procedural tools or AI to speed up time-consuming tasks — but the final game is still fully shaped by the developer’s own creativity and decisions. | Max Emelyanov | - | Mar 18, 2026 | |
SEAPORT MAN In-game content codetext | This game utilizes AI for certain translation tasks and programming. | RAYBIS GAMES | 27 | Mar 18, 2026 | |
Yokai Survivor Store/marketing art | AI is used for some of the game's concept art. | KZ Games | - | Mar 18, 2026 | |
Trump Tariff Store/marketing art | Game logo and menu image is made with ai software. | Valkeala Software | 21 | Mar 18, 2026 | |
Interstice - Journey into Darkness In-game content art | Generative AI was used during development to upscale certain textures for improved visual quality. | Havock Studios | - | Mar 18, 2026 | |
Squad Raid Store/marketing art | Only the images on the store page are generated using AI. | Chen Jie | - | Mar 18, 2026 | |
Lost Balls In-game content audio | intro video, ending video
intro video voice, ending video voice | Kim D | - | Mar 18, 2026 | |
ヴィクトルズ・テスト・ナイト レーヴス Unclear | Some assets were originally generated using AI. | 727 Not Hound | 34 | Mar 18, 2026 | |
Forks & Daggers Store/marketing art | AI used to generate and edit community images, marketing and Concept Arts. | Brightvoid Interactive | - | Mar 18, 2026 | |
Epoch Makers In-game content art | Some of the capsule images and banners on this Steam page were generated using AI and may not fully represent the actual in-game visuals. | Anomalybyte Studio, Sunset Disco | - | Mar 18, 2026 | |
Virtual Drug Dealer In-game content audio | Some music and voice lines were made using AI | DeleVR | - | Mar 18, 2026 | |
Medieval Archer Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Michelangelo: Stonemason Simulator In-game content artaudio | We use AI to generate some of the textures and music for the game. | Three River Games (3RG) | 30 | Mar 18, 2026 |