AI was used for some item names, descriptions, and localization.
- Creator
- XUKONGDAYING
- Reviews
- -
- Added
- Jun 30, 2026
Public Steam disclosure research 25,882 disclosures tracked
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Interactive or runtime AI features disclosed by the developer.
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AI was used for some item names, descriptions, and localization.
Generative AI was utilized to aid in the implementation of programming code, the production of visual assets, and translation tasks.
Ce jeu peut contenir des éléments créés avec l’aide d’outils IA pendant le développement, comme des concepts visuels, maquettes d’interface, images temporaires, icônes, brouillons de texte ou références de design. Le contenu généré par IA est revu et modifié par le développeur avant d’être intégré au jeu. Le jeu n’utilise pas d’IA générative en direct pendant la partie.
Generative AI tools were used during the development of this game to assist with programming, game logic implementation, written content, visual assets, and other development workflows. AI-generated code, text, images, and design elements were reviewed, modified, and approved by the developer before being included in the final product.
This game uses generative AI as part of its asset production workflow. AI tools were used to help create and iterate on certain visual materials, including pixel-art characters, enemies, effects, music, and promotional images. These outputs were reviewed, selected, and integrated by the developer to match the game’s intended style and experience. Generative AI is not used to produce personalized content from player input during gameplay, and the game does not rely on AI-generated responses or live AI systems while running.
some Artwork was generated and modified with AI tools, some of the 3D Models where designed with help of AI Models. Music was generated with AI Music Tools.
Some visual and audio assets used in the game and its marketing materials were created or refined with the assistance of generative AI tools. All content is reviewed, edited, and integrated by the developer.
Part of the English localization.
Generative AI was used as a production tool to help create and refine some static visual assets, including illustrations, backgrounds, CG images, promotional artwork, and Steam library images. It was also used to assist with translation drafts. All final assets and text were reviewed and edited manually before being included in the game.
Some sounds were created with AI assistance, and Claude Code helped support parts of the development process. Thank you for your understanding!
Generative technologies are used in Korea. IL-2 Series as production tools for selected types of content: in-game radio communications, pilot portraits and images used in Career mode. Radio communications use text-to-speech technology based on voice recordings made by our team and voice actors under the relevant agreements. Pilot portraits and Career mode images are created with AI-assisted workflows based on our own assets, in-game screenshots, models, and historical references, then manually reviewed and refined by our artists. Generative AI is not used as a replacement for creative direction. All such content is curated, checked, and finalized by the development team.
All Pictures are Ai generatet. All Voices are Ai generatet.
A pre-rendered promotional cinematic/trailer used in marketing materials was created with generative AI cinematic tools. The game itself does not include live generative AI features, and players cannot generate AI content in-game.
Marketing and game assets
Generative AI tools were used to assist with translation/localization and parts of the in-game artwork production. No generative AI tools are used for sound effects, music, story content, or live-generated gameplay content.
Artificial intelligence is used exclusively as a tool to assist the developer in editing the source code structure (optimizing Unity script logic), checking compilation errors, and assisting with stylistic design. The AI is not constantly loaded during gameplay.
I use generative AI tools as part of art pipeline. Some visual assets - such as background art and certain textures - are created with AI assistance (e.g. Midjourney, Gemini) and then manually refined, edited, and composited before being integrated into the game. All AI-assisted content is reviewed by me personally to ensure quality and appropriateness. The game does not generate any content live during play.
Some visual assets in HODULGAP were created with the assistance of generative AI tools during development, including early concept art, sprite bases, icons, and visual effects. These assets are manually edited, simplified, cleaned up, and adjusted by the developer before being included in the game. HODULGAP does not use AI to generate content during gameplay. Music and sound effects are sourced from non-AI asset libraries.
Some of this game's store-page and marketing art (capsule and key art) was created with generative AI image tools, then reviewed and edited by the developer. The game itself contains no generative-AI content: all in-game art and text are hand-authored, and the audio is procedurally synthesized rather than AI-generated. No AI content is generated during gameplay.
How is generative AI used in this game? We utilized generative AI tools during the development of Threadstorm to assist with specific elements of the game's creation: Art Assets: Some 2D sprites and visual elements within the game were created or refined using AI image generation tools. All generated assets were subsequently reviewed, edited, and curated by our team to ensure they fit the game's visual style. Code Assistance: We utilized AI coding assistants (specifically GitHub Copilot) to help draft, optimize, and troubleshoot scripts for the Godot Engine, which helped streamline our development workflow. All AI-assisted content has been thoroughly tested and integrated by the development team to ensure it aligns with our creative vision and quality standards.
Generative AI tools were used to support the developer's creative direction.
Some visual assets used on this Steam page were edited or retouched using AI-assisted tools
Library capsule images and achievement icons were generated using AI.
AI-assisted tools were used during development to help create certain cinematic images, visual effects, music, and localization content. Some cinematic sequences incorporate AI-generated imagery or AI-assisted animation techniques. The majority of the game’s artwork, environments, gameplay content, puzzle design, story content, and overall development were created by hand by the development team. Some music was also created by human collaborators.
Generative AI was used during development to assist with the creation of some background art elements and early drafts of certain dialogue. All generated content was substantially modified, edited, and integrated into the final game by the developer.
Mythic Battle uses generated images for character art within card frames to enable design flexibility.
游戏内的场景和人物以及一些藏品配图使用夸克AI生成,人物经过二次修改后才投入使用。
Some background artwork used in the main menu was created with generative AI and then edited/implemented by the developer. No real-time generative AI is used during gameplay.
Some game image assets were created using AI.
Disclosure of Generative AI: This game incorporates content generated by artificial intelligence. Specifically, we used AI tools to create certain background images, marketing assets, and to assist with localization. Please note that all AI-generated content undergoes human review, modification, and optimization before being included in the game or on this store page.
StarCinder includes some content created with the assistance of generative AI tools. This includes certain music tracks, ship concept art, ship models, and background/menu imagery. The developer directed the style, mood, and design goals for these assets, then reviewed, selected, and integrated the final content into the game. StarCinder does not generate AI content during gameplay and does not connect to external AI services while players are playing.
The development team used generative AI tools only during the to create asset icons for Steam Achievements and to generate Voice-Over assets for localization.
OFS is made by a solo developer using a hybrid, human-led production pipeline. Some of the game's content was produced with the help of several generative AI tools — for instance to assist with certain complex 3D meshes, textures, and visual elements. These tools are used for one purpose only: to augment and accelerate human creativity, never to replace it. Every artistic direction, every gameplay decision, and every final creative call is made by a human. All AI-assisted assets — meshes, textures, visuals, objects and anything else — are hand-reviewed, edited, and finalized by a human before they ever make it into the game. As a solo developer, this hybrid approach simply unlocks far more creative possibilities than would otherwise be feasible without a full team — while keeping full human authorship over the final result.
This application uses generative AI models (Depth Anything V2 / V3) to perform real-time monocular depth estimation on user-provided videos, converting 2D footage into 3D depth maps for stereoscopic and immersive viewing. All AI models are loaded and run locally on the user's own hardware. No third-party cloud AI services are used, and no user data is transmitted externally.
This game uses pre-generated AI-assisted content. Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets. All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay.
Generative AI was used to create promotional artwork for the Steam store and community assets, including capsule art, key art, and logo variations. The game itself does not generate AI content during play.
Pre-generated AI tools were used to assist in the creation of certain static 2D graphical assets (such as fictional corporate logos, background poster textures, and promotional illustrations). All generated outputs were manually reviewed, retouched, and integrated as static textures by the developer to ensure alignment with the game's artistic direction. No real-time AI generation occurs during gameplay.
All images in the game, as well as on the store page, were generated using AI.
AI tools were used for polishing narrative text content and translations.
Generative AI tools were used during development to assist with the creation of some pre-generated visual assets, audio, written content, and localization. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate content during gameplay.
Generative AI was used for the translation and localization of some text in certain languages on the store page.
Some visual assets and artwork used in this game were created or assisted with generative AI tools. All generated content was reviewed, edited, and integrated into the game by the developer.
Main Steam Page graphics
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
Most of the game's artwork was created by commissioned artists. A small number of outsourced illustrations are currently under review, so the game has been disclosed as containing AI-generated artwork.
AI tools were used during development to assist with the creation of some capsule images and illustrations. No live-generated AI content is used.
Some of the game's pre-existing assets were generated with AI assistance; however, no AI is integrated into the gameplay itself.
Some of Airline Legacy's artwork, music, in-game text, and translations were created with the assistance of generative AI tools during development. All AI-assisted content was reviewed and curated by the developer. No content is generated live during gameplay.
We use AI to help create some art and sounds during the gameplay of this game.
Some game assets were created with the help of AI tools during development. No AI runs during gameplay and no player data is sent to external services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Declutterer In-game content text | AI was used for some item names, descriptions, and localization. | XUKONGDAYING | - | Jun 30, 2026 | |
PlankTap In-game content arttext | Generative AI was utilized to aid in the implementation of programming code, the production of visual assets, and translation tasks. | CrowZ Games | - | Jun 30, 2026 | |
Iron Contract In-game content arttext | Ce jeu peut contenir des éléments créés avec l’aide d’outils IA pendant le développement, comme des concepts visuels, maquettes d’interface, images temporaires, icônes, brouillons de texte ou références de design. Le contenu généré par IA est revu et modifié par le développeur avant d’être intégré au jeu. Le jeu n’utilise pas d’IA générative en direct pendant la partie. | Ben_LHOSMAR | - | Jun 30, 2026 | |
The Rich Die First In-game content arttextcode | Generative AI tools were used during the development of this game to assist with programming, game logic implementation, written content, visual assets, and other development workflows. AI-generated code, text, images, and design elements were reviewed, modified, and approved by the developer before being included in the final product. | Huiyi Chu | - | Jun 30, 2026 | |
Metronome Mage In-game content artaudio | This game uses generative AI as part of its asset production workflow. AI tools were used to help create and iterate on certain visual materials, including pixel-art characters, enemies, effects, music, and promotional images. These outputs were reviewed, selected, and integrated by the developer to match the game’s intended style and experience.
Generative AI is not used to produce personalized content from player input during gameplay, and the game does not rely on AI-generated responses or live AI systems while running. | BKN | - | Jun 30, 2026 | |
Galatria In-game content artaudio | some Artwork was generated and modified with AI tools, some of the 3D Models where designed with help of AI Models. Music was generated with AI Music Tools. | Hofmann Andreas | - | Jun 30, 2026 | |
OVERHEAT PROTOCOL In-game content artaudio | Some visual and audio assets used in the game and its marketing materials were created or refined with the assistance of generative AI tools. All content is reviewed, edited, and integrated by the developer. | Rene Studios | - | Jun 30, 2026 | |
Carmagist In-game content text | Part of the English localization. | Usaoi Games | - | Jun 30, 2026 | |
Helmet In-game content arttext | Generative AI was used as a production tool to help create and refine some static visual assets, including illustrations, backgrounds, CG images, promotional artwork, and Steam library images. It was also used to assist with translation drafts. All final assets and text were reviewed and edited manually before being included in the game. | gerafko | - | Jun 30, 2026 | |
Survival Code In-game content audio | Some sounds were created with AI assistance, and Claude Code helped support parts of the development process. Thank you for your understanding! | biluky | - | Jun 30, 2026 | |
Korea. IL-2 Series In-game content arttext | Generative technologies are used in Korea. IL-2 Series as production tools for selected types of content: in-game radio communications, pilot portraits and images used in Career mode.
Radio communications use text-to-speech technology based on voice recordings made by our team and voice actors under the relevant agreements.
Pilot portraits and Career mode images are created with AI-assisted workflows based on our own assets, in-game screenshots, models, and historical references, then manually reviewed and refined by our artists.
Generative AI is not used as a replacement for creative direction. All such content is curated, checked, and finalized by the development team. | FOR-GAMES CR LTD | 380 | Jun 30, 2026 | |
My City In-game content artaudio | All Pictures are Ai generatet.
All Voices are Ai generatet. | Robert Schiendorfer | - | Jun 30, 2026 | |
Trade the Crash In-game content art | A pre-rendered promotional cinematic/trailer used in marketing materials was created with generative AI cinematic tools. The game itself does not include live generative AI features, and players cannot generate AI content in-game. | PERFECTCIRCLE | - | Jun 30, 2026 | |
Argonauts Agency 17: The World on His Shoulders Store/marketing art | Marketing and game assets | 8floor ltd | - | Jun 30, 2026 | |
Super Kickmen In-game content arttext | Generative AI tools were used to assist with translation/localization and parts of the in-game artwork production.
No generative AI tools are used for sound effects, music, story content, or live-generated gameplay content. | Reeecook Studio | - | Jun 30, 2026 | |
CUMANIOK Dev only code | Artificial intelligence is used exclusively as a tool to assist the developer in editing the source code structure (optimizing Unity script logic), checking compilation errors, and assisting with stylistic design. The AI is not constantly loaded during gameplay. | KUWA | - | Jun 30, 2026 | |
Game Master Club Simulator In-game content art | I use generative AI tools as part of art pipeline. Some visual assets - such as background art and certain textures - are created with AI assistance (e.g. Midjourney, Gemini) and then manually refined, edited, and composited before being integrated into the game. All AI-assisted content is reviewed by me personally to ensure quality and appropriateness. The game does not generate any content live during play. | EdgeRun | - | Jun 30, 2026 | |
HODULGAP In-game content art | Some visual assets in HODULGAP were created with the assistance of generative AI tools during development, including early concept art, sprite bases, icons, and visual effects. These assets are manually edited, simplified, cleaned up, and adjusted by the developer before being included in the game.
HODULGAP does not use AI to generate content during gameplay. Music and sound effects are sourced from non-AI asset libraries. | Maekim Studio | - | Jun 30, 2026 | |
Gas Snacks & Tears Store/marketing art | Some of this game's store-page and marketing art (capsule and key art) was created with generative AI image tools, then reviewed and edited by the developer. The game itself contains no generative-AI content: all in-game art and text are hand-authored, and the audio is procedurally synthesized rather than AI-generated. No AI content is generated during gameplay. | Gas Snacks Games | - | Jun 30, 2026 | |
Threadstorm In-game content artcode | How is generative AI used in this game?
We utilized generative AI tools during the development of Threadstorm to assist with specific elements of the game's creation:
Art Assets: Some 2D sprites and visual elements within the game were created or refined using AI image generation tools. All generated assets were subsequently reviewed, edited, and curated by our team to ensure they fit the game's visual style.
Code Assistance: We utilized AI coding assistants (specifically GitHub Copilot) to help draft, optimize, and troubleshoot scripts for the Godot Engine, which helped streamline our development workflow.
All AI-assisted content has been thoroughly tested and integrated by the development team to ensure it aligns with our creative vision and quality standards. | Justus Nacken | - | Jun 30, 2026 | |
Victorian Pier Tycoon Unclear | Generative AI tools were used to support the developer's creative direction. | Webpal Limited | - | Jun 30, 2026 | |
Matcharya Store/marketing art | Some visual assets used on this Steam page were edited or retouched using AI-assisted tools | Flipped Cat | - | Jun 30, 2026 | |
The Obsession In-game content art | Library capsule images and achievement icons were generated using AI. | O.D Games | - | Jun 30, 2026 | |
最后的飞船 In-game content artaudiotext | AI-assisted tools were used during development to help create certain cinematic images, visual effects, music, and localization content. Some cinematic sequences incorporate AI-generated imagery or AI-assisted animation techniques.
The majority of the game’s artwork, environments, gameplay content, puzzle design, story content, and overall development were created by hand by the development team. Some music was also created by human collaborators. | 正常游戏 Normal Games | - | Jun 30, 2026 | |
Wound Man In-game content arttext | Generative AI was used during development to assist with the creation of some background art elements and early drafts of certain dialogue. All generated content was substantially modified, edited, and integrated into the final game by the developer. | Aspidochelone Studios | 59 | Jun 30, 2026 | |
Mythic Battle In-game content art | Mythic Battle uses generated images for character art within card frames to enable design flexibility. | Golden Forge Entertainment | - | Jun 30, 2026 | |
致经济下行的我们 In-game content art | 游戏内的场景和人物以及一些藏品配图使用夸克AI生成,人物经过二次修改后才投入使用。 | 汪景航 | - | Jun 30, 2026 | |
Skill Cheater In-game content art | Some background artwork used in the main menu was created with generative AI and then edited/implemented by the developer. No real-time generative AI is used during gameplay. | EagleOwl Studio | - | Jun 30, 2026 | |
死亡矩阵房间 In-game content art | Some game image assets were created using AI. | Moyu Studio | - | Jun 30, 2026 | |
画你的时光 In-game content arttext | Disclosure of Generative AI:
This game incorporates content generated by artificial intelligence. Specifically, we used AI tools to create certain background images, marketing assets, and to assist with localization. Please note that all AI-generated content undergoes human review, modification, and optimization before being included in the game or on this store page. | 锐唐 | - | Jun 30, 2026 | |
StarCinder In-game content artaudio | StarCinder includes some content created with the assistance of generative AI tools. This includes certain music tracks, ship concept art, ship models, and background/menu imagery. The developer directed the style, mood, and design goals for these assets, then reviewed, selected, and integrated the final content into the game. StarCinder does not generate AI content during gameplay and does not connect to external AI services while players are playing. | DeadPixel Software | - | Jun 29, 2026 | |
LIGHTPUNK: Law of Inertia In-game content artaudiotext | The development team used generative AI tools only during the to create asset icons for Steam Achievements and to generate Voice-Over assets for localization. | Vignette Games | - | Jun 29, 2026 | |
OFS In-game content art | OFS is made by a solo developer using a hybrid, human-led production pipeline.
Some of the game's content was produced with the help of several generative AI tools — for instance to assist with certain complex 3D meshes, textures, and visual elements. These tools are used for one purpose only: to augment and accelerate human creativity, never to replace it.
Every artistic direction, every gameplay decision, and every final creative call is made by a human. All AI-assisted assets — meshes, textures, visuals, objects and anything else — are hand-reviewed, edited, and finalized by a human before they ever make it into the game.
As a solo developer, this hybrid approach simply unlocks far more creative possibilities than would otherwise be feasible without a full team — while keeping full human authorship over the final result. | Cold Narrative | - | Jun 29, 2026 | |
Huiyu AI 3D Video Live AI art | This application uses generative AI models (Depth Anything V2 / V3) to perform real-time monocular depth estimation on user-provided videos, converting 2D footage into 3D depth maps for stereoscopic and immersive viewing. All AI models are loaded and run locally on the user's own hardware. No third-party cloud AI services are used, and no user data is transmitted externally. | Huiyu | - | Jun 29, 2026 | |
Final Commit In-game content art | This game uses pre-generated AI-assisted content.
Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets.
All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay. | Gold Saucer | - | Jun 29, 2026 | |
Shadow Ninja Run Store/marketing art | Generative AI was used to create promotional artwork for the Steam store and community assets, including capsule art, key art, and logo variations. The game itself does not generate AI content during play. | Mingxin | - | Jun 29, 2026 | |
TowerDelivery In-game content art | Pre-generated AI tools were used to assist in the creation of certain static 2D graphical assets (such as fictional corporate logos, background poster textures, and promotional illustrations). All generated outputs were manually reviewed, retouched, and integrated as static textures by the developer to ensure alignment with the game's artistic direction. No real-time AI generation occurs during gameplay. | AknfoxGames | - | Jun 29, 2026 | |
Arcane Forge In-game content art | All images in the game, as well as on the store page, were generated using AI. | Vayvolt | - | Jun 29, 2026 | |
Star Haul Tycoon In-game content text | AI tools were used for polishing narrative text content and translations. | sugames | - | Jun 29, 2026 | |
N-OS: Desktop Story In-game content artaudiotext | Generative AI tools were used during development to assist with the creation of some pre-generated visual assets, audio, written content, and localization. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate content during gameplay. | Andrii Danchuk | - | Jun 29, 2026 | |
Purrfect Beats In-game content text | Generative AI was used for the translation and localization of some text in certain languages on the store page. | Indierama | - | Jun 29, 2026 | |
NEKOHERO In-game content art | Some visual assets and artwork used in this game were created or assisted with generative AI tools. All generated content was reviewed, edited, and integrated into the game by the developer. | MIRAQLstudio | - | Jun 29, 2026 | |
NETBREAK Store/marketing art | Main Steam Page graphics | Splice | - | Jun 29, 2026 | |
Wild Story: Primal Secrets In-game content art | In our project, AI was used to partially create art assets, helping our artists bring some ideas to life. | Do Games Limited | - | Jun 29, 2026 | |
Horn of the Warlord In-game content art | Most of the game's artwork was created by commissioned artists. A small number of outsourced illustrations are currently under review, so the game has been disclosed as containing AI-generated artwork. | MagicKrol | - | Jun 29, 2026 | |
Nowhere Dawn Store/marketing art | AI tools were used during development to assist with the creation of some capsule images and illustrations.
No live-generated AI content is used. | GiantK Games | - | Jun 29, 2026 | |
云境御魔 In-game content art | Some of the game's pre-existing assets were generated with AI assistance; however, no AI is integrated into the gameplay itself. | 云境御魔 | - | Jun 29, 2026 | |
Airline Legacy In-game content artaudiotext | Some of Airline Legacy's artwork, music, in-game text, and translations were created with the assistance of generative AI tools during development. All AI-assisted content was reviewed and curated by the developer. No content is generated live during gameplay. | Skyrocket Inc | - | Jun 29, 2026 | |
Loop Factory In-game content artaudio | We use AI to help create some art and sounds during the gameplay of this game. | TheDevRealm | - | Jun 29, 2026 | |
Orbital Dispatch In-game content art | Some game assets were created with the help of AI tools during development. No AI runs during gameplay and no player data is sent to external services. | Christian Fischer | - | Jun 29, 2026 |