We are very sorry. We have used AI assistance in the development of our code and some art assets. If any of our players feel uncomfortable with this, we fully understand.
- Creator
- 杭州达图雷网络科技有限公司
- Reviews
- -
- Added
- Jun 3, 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.
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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.
We are very sorry. We have used AI assistance in the development of our code and some art assets. If any of our players feel uncomfortable with this, we fully understand.
Some background images were expanded to fit higher resolutions with the assistance of generative AI tools. All core content and gameplay experiences were designed and created by the developer.
Realm of Balls was developed with the help of generative AI tools during production, but the game does not include live AI-generated content for players.
该游戏使用AI辅助制作部分插画
This game uses the DeepSeek AI model to generate character dialogue in real time. Based on player input, the AI responds according to preset character personalities, creating an immersive role-playing experience. All generated content is filtered through a content moderation system to prevent inappropriate or policy-violating outputs. API and Billing Notice: To use this feature, you need to register a DeepSeek account and add API credits at: https://platform.deepseek.com/usage The AI service costs are charged directly by DeepSeek. The game developer does not collect any API fees.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
Some Assets(Character, Story, UI, etc) are made by AI Agent.
Background post-production: color correction and shading, and some additional background objects.
There are currently images that are AI generated. We are currently working on getting artwork done by artists to replace it.
AI-generated content is used in the backgrounds and in-game images of this title.
Project AIRI uses live-generated AI for player-initiated companion conversations and synthesized voice responses. In the Steam edition, these features are provided through an AIRI account and AIRI-managed services. Players cannot enter third-party API keys or configure custom AI providers. Cloud AI features require an internet connection and a free AIRI account.
This game uses generative AI to assist with the creation of pixel art assets (character sprites, projectiles, icons, capsule art) and to support code development. All generated content was reviewed, integrated, and finalized by the developer. No AI is used at runtime — every asset is pre-generated and baked into the build. No player data is sent to AI services during gameplay.
AI tools are used in a limited capacity for language polishing and coding support. All story content, characters, and creative direction are created by the development team. No AI-generated voice acting, art, or music is used.
This game uses generative artificial intelligence (AI) to create some of its visual art assets. Certain in-game images and illustrations were partially generated with the assistance of AI-based painting tools.
The game to contain art assets generated by artificial intelligence
A small number of textures and video files in the game were generated using AI.
Some art assets, audio, and text translation were produced with the assistance of AI.
Some Images such as the Game Splashscreen artwork is AI Generated.
Users can freely choose any large language model (LLM) and TTS service as the foundational language capability behind her roleplay.
Used minimal AI to assist in the creation.
Using AI to generate webp animations for displaying functionality
Generative AI was used for the creation of parts of the soundtrack. No AI-generated visuals or gamplay assets are used.
We use generative AI for weapon icons and card illustrations.
Used AI for some sound elements, language translation, and assisting with gameplay system development.
Driftbane: The Long Awaited uses generative AI tools during development for some character art, 3D character base meshes, music tracks, and as a coding assistant. The developer refines, integrates, and curates AI outputs by hand. All creative direction, narrative, design decisions, and gameplay are authored by the developer. No AI content runs at runtime in the game.
AI is used for translations, BGM, and some icons.
BreakDespair2D uses Stable Diffusion for some character portraits and background images. No AI-generated content is created during gameplay. The game design, programming, balancing, story, and implementation were created by HappyLuckyRainbowGames.
LiveMate uses a locally-run Large Language Model (LLM) to generate real-time AI conversation, emotional expressions, and voice synthesis for the desktop avatar. All AI processing runs entirely on the player's device. No user data is sent to external servers.
Part of the assets are AI-generated.
We are a team of two developers with a limited budget, so we use AI to assist with certain illustration assets, such as character portraits, icons, and backgrounds. However, all core game assets—including UI HUD and UI interface, enemy 3D models and animations, weapons, and environments are created by the two developers themselves.
This game features art assets created using generative AI.
This game was developed with AI assistance. Some visual assets, icons, promotional artwork, in-game text content, and portions of the source code were generated or refined using AI tools. Core game design, mechanics balancing, and final creative direction were handled by a human developer.
This game used generative AI as part of an AI-assisted development workflow for selected pre-rendered assets and supporting materials, including some illustrations, video assets, audio/music production support, localization text, and store promotional materials. All AI-assisted materials were selected, edited, revised, proofread, and integrated by the developer. The game does not contain real-time AI generation, player-generated AI content, or any AI system that generates content during gameplay.
Some art assets and music in this game were created with the assistance of artificial intelligence.
This game utilizes AI-assisted tools to help compose background assets for certain scenes. All AI-generated elements have been meticulously reviewed and refined by our development team to ensure they fully align with the game's atmospheric theme, narrative tone, and artistic vision.
- Soundtrack: Most of the in-game music consists of original, human-composed tracks, utilizing AI tools for upscaling purposes such as mixing and mastering. A few specific tracks were generated using AI, but these were also extensively arranged and edited by a human before inclusion. - Artwork: Character and background assets were developed using Image-to-Image (i2i) technology based on the developers' initial drafts. All generated drafts underwent comprehensive manual retouching, modification, and final polishing using image editing software.
Image and sound assets were generated using paid services from Leonardo.Ai and Gemini.
Anchored Protocol uses generative AI throughout its development and gameplay: • Most of our 3D assets, sound effects, and visual art were created with the help of generative AI tools and reviewed by our team before shipping. • During play, the game live-generates NPC dialogue, voice lines (TTS), and certain artworks in response to your actions, so each playthrough feels different. We use input filtering and output moderation on live-generated content to prevent illegal, harmful, or off-topic responses. If you encounter anything inappropriate, please report it via https://aako.world/support
AI image generation tools were used to create character artwork, background illustrations, and other visual assets in this game. AI coding assistance tools were used extensively throughout the development process for game logic and programming.
The store images, as well as the icons for items, skills, and characters, are generated using AI
Some visual assets in this game have been created with the assistance of AI tools, then refined and integrated to fit the artistic direction of the project. All music featured in the game is original and performed by a real pianist, composed specifically to enhance the emotional experience.
Thunder Infinity was developed by a single person with no resources or financial support. The artwork for the project was produced by generative AI under strict artistic guidelines. In the future, if the game is well-received and sells well, a redesign by professional artists could be considered.
This game uses generative AI to assist in creating certain in-game assets, including pixel-style character art, environmental backgrounds, and music. All AI-generated content was created using licensed commercial services.
The visuals are largely generated using AI. Sound effects are partially generated using AI. Text content is mostly not generated by AI.
AI tools were used to assist in creating certain promotional/store assets such as capsule images and marketing artwork. No AI-generated content is included in gameplay, game assets, or user interactions.
AI was used as a support tool across various aspects of development, particularly to assist with visuals and animations. The goal is not to replace human work, but to allow creative efforts to be focused where they matter most, ensuring the highest possible quality for the final game.
Official AI Usage Statement: Some of the soundtracks in the game have been procured from commercial music large-scale models and are accompanied by commercial licensing certificates. The initial rough models of certain game elements were generated by commercially viable large-scale models to assist in the development process.
This game uses generative AI tools in part for creating UI character images and music. These assets are further edited and refined by the developer before being implemented into the final game content. No AI-generated content is created in real time during gameplay.
All visual assets were generated in part using Nano Banana. Some code was generated using Gemini. This project was done by a Solo Dev and few eternal assets were used except where noted.
Some enemy artwork in this game was created with the assistance of generative AI tools (Midjourney), followed by human curation and post-processing.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
魔律物语-韦德霍尔克学院 In-game content artcode | We are very sorry. We have used AI assistance in the development of our code and some art assets. If any of our players feel uncomfortable with this, we fully understand. | 杭州达图雷网络科技有限公司 | - | Jun 3, 2026 | |
JoyWorld Remastered (조이월드 리마스터) In-game content art | Some background images were expanded to fit higher resolutions with the assistance of generative AI tools.
All core content and gameplay experiences were designed and created by the developer. | pOn Studio | - | Jun 3, 2026 | |
Realm of Balls Dev only | Realm of Balls was developed with the help of generative AI tools during production, but the game does not include live AI-generated content for players. | Shuihan Coding | - | Jun 3, 2026 | |
少女终端 Store/marketing art | 该游戏使用AI辅助制作部分插画 | 齿轮游戏 | 29 | Jun 3, 2026 | |
GAL-Chat Live AI text | This game uses the DeepSeek AI model to generate character dialogue in real time. Based on player input, the AI responds according to preset character personalities, creating an immersive role-playing experience. All generated content is filtered through a content moderation system to prevent inappropriate or policy-violating outputs.
API and Billing Notice:
To use this feature, you need to register a DeepSeek account and add API credits at: https://platform.deepseek.com/usage
The AI service costs are charged directly by DeepSeek. The game developer does not collect any API fees. | Madao | - | Jun 3, 2026 | |
Brain-eating Bride In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007 | - | Jun 3, 2026 | |
Lastgirl Survivor In-game content arttext | Some Assets(Character, Story, UI, etc) are made by AI Agent. | DDMINI | - | Jun 3, 2026 | |
Pun Chan Pop Unclear | Background post-production: color correction and shading, and some additional background objects. | Konkate Games | - | Jun 3, 2026 | |
The Legacy of Shadow's Bane TCG Store/marketing art | There are currently images that are AI generated. We are currently working on getting artwork done by artists to replace it. | Omni-Games and Collectibles LLC | - | Jun 3, 2026 | |
因習村2200 In-game content art | AI-generated content is used in the backgrounds and in-game images of this title. | mokosoft | - | Jun 3, 2026 | |
AIRI Live AI textaudio | Project AIRI uses live-generated AI for player-initiated companion conversations and synthesized voice responses. In the Steam edition, these features are provided through an AIRI account and AIRI-managed services. Players cannot enter third-party API keys or configure custom AI providers. Cloud AI features require an internet connection and a free AIRI account. | Moeru AI Developers | - | Jun 3, 2026 | |
Shadow Gates In-game content artcode | This game uses generative AI to assist with the creation of pixel art assets (character sprites, projectiles, icons, capsule art) and to support code development. All generated content was reviewed, integrated, and finalized by the developer. No AI is used at runtime —
every asset is pre-generated and baked into the build. No player data is sent to AI services during gameplay. | Facundo Morelli | - | May 23, 2026 | |
REDLINE — Strings of Fate In-game content textcode | AI tools are used in a limited capacity for language polishing and coding support. All story content, characters, and creative direction are created by the development team. No AI-generated voice acting, art, or music is used. | Moteru Games | - | May 23, 2026 | |
Kick The Dungeon In-game content art | This game uses generative artificial intelligence (AI) to create some of its visual art assets. Certain in-game images and illustrations were partially generated with the assistance of AI-based painting tools. | Fortuity Studio | - | May 23, 2026 | |
NEUROSLOP In-game content art | The game to contain art assets generated by artificial intelligence | NeuroSlop Studio | 13 | May 23, 2026 | |
Defying Fate: 60 Days to the Exam In-game content art | A small number of textures and video files in the game were generated using AI. | Touchas99 | - | May 23, 2026 | |
Tidal Strings In-game content artaudiotext | Some art assets, audio, and text translation were produced with the assistance of AI. | June666 | - | May 23, 2026 | |
The York Realms Store/marketing art | Some Images such as the Game Splashscreen artwork is AI Generated. | Yorky | - | May 23, 2026 | |
Shikigami Live AI textaudio | Users can freely choose any large language model (LLM) and TTS service as the foundational language capability behind her roleplay. | Phyrex Lab | - | May 23, 2026 | |
乒乓行 Unclear | Used minimal AI to assist in the creation. | RoeBox | - | May 23, 2026 | |
RZIR In-game content art | Using AI to generate webp animations for displaying functionality | RongHe Studio | - | May 23, 2026 | |
Faybound In-game content audio | Generative AI was used for the creation of parts of the soundtrack.
No AI-generated visuals or gamplay assets are used. | GTGames | - | May 23, 2026 | |
廃墟の盾と虚空の槍 ~Unity Sanctuary. In-game content art | We use generative AI for weapon icons and card illustrations. | 音玻璃の會 | - | May 23, 2026 | |
Shadow Saw Us In-game content audiotext | Used AI for some sound elements, language translation, and assisting with gameplay system development. | Sawie Noowie | - | May 23, 2026 | |
Driftbane: The Long Awaited In-game content artaudiocode | Driftbane: The Long Awaited uses generative AI tools during development for some character art, 3D character base meshes, music tracks, and as a coding assistant. The developer refines, integrates, and curates AI outputs by hand. All creative direction, narrative, design decisions, and gameplay are authored by the developer. No AI content runs at runtime in the game. | Pale Reef Games | - | May 23, 2026 | |
あかねの放課後妖怪奇譚 In-game content audioarttext | AI is used for translations, BGM, and some icons. | After School Games | - | May 23, 2026 | |
BreakDespair2D In-game content art | BreakDespair2D uses Stable Diffusion for some character portraits and background images.
No AI-generated content is created during gameplay.
The game design, programming, balancing, story, and implementation were created by HappyLuckyRainbowGames. | HappyLuckyRainbowGames | - | May 23, 2026 | |
LiveMate Live AI textaudio | LiveMate uses a locally-run Large Language Model (LLM)
to generate real-time AI conversation, emotional
expressions, and voice synthesis for the desktop avatar.
All AI processing runs entirely on the player's device.
No user data is sent to external servers. | QuietQuickCollapseGames | - | May 23, 2026 | |
万宝商会 In-game content | Part of the assets are AI-generated. | RiteCraft Games | - | May 23, 2026 | |
No More Demon In-game content art | We are a team of two developers with a limited budget, so we use AI to assist with certain illustration assets, such as character portraits, icons, and backgrounds.
However, all core game assets—including UI HUD and UI interface, enemy 3D models and animations, weapons, and environments are created by the two developers themselves. | Mundus Games | 14 | May 23, 2026 | |
행운의 용사 : 아샤 편 In-game content art | This game features art assets created using generative AI. | 도하니 | - | May 23, 2026 | |
Hero Company In-game content arttextcode | This game was developed with AI assistance. Some visual assets, icons, promotional artwork, in-game text content, and portions of the source code were generated or refined using AI tools. Core game design, mechanics balancing, and final creative direction were handled by a human developer. | Pana Pororo | - | May 23, 2026 | |
The Tenth Minute In-game content artaudiotext | This game used generative AI as part of an AI-assisted development workflow for selected pre-rendered assets and supporting materials, including some illustrations, video assets, audio/music production support, localization text, and store promotional materials. All AI-assisted materials were selected, edited, revised, proofread, and integrated by the developer. The game does not contain real-time AI generation, player-generated AI content, or any AI system that generates content during gameplay. | XU S.A Studio | - | May 23, 2026 | |
大侠博士 In-game content artaudio | Some art assets and music in this game were created with the assistance of artificial intelligence. | 一刀叔 | - | May 23, 2026 | |
BURI In-game content art | This game utilizes AI-assisted tools to help compose background assets for certain scenes. All AI-generated elements have been meticulously reviewed and refined by our development team to ensure they fully align with the game's atmospheric theme, narrative tone, and artistic vision. | Mamuang Studio | - | May 23, 2026 | |
Emotional Labor Laboratory In-game content audioart | - Soundtrack: Most of the in-game music consists of original, human-composed tracks, utilizing AI tools for upscaling purposes such as mixing and mastering. A few specific tracks were generated using AI, but these were also extensively arranged and edited by a human before inclusion.
- Artwork: Character and background assets were developed using Image-to-Image (i2i) technology based on the developers' initial drafts. All generated drafts underwent comprehensive manual retouching, modification, and final polishing using image editing software. | astro stew | - | May 23, 2026 | |
AETHER CROWN In-game content artaudio | Image and sound assets were generated using paid services from Leonardo.Ai and Gemini. | DEVPHAN | - | May 23, 2026 | |
Anchor Protocol Live AI artaudiotext | Anchored Protocol uses generative AI throughout its development and gameplay:
• Most of our 3D assets, sound effects, and visual art were created with the help of generative AI tools and reviewed by our team before shipping.
• During play, the game live-generates NPC dialogue, voice lines (TTS), and certain artworks in response to your actions, so each playthrough feels different.
We use input filtering and output moderation on live-generated content to prevent illegal, harmful, or off-topic responses. If you encounter anything
inappropriate, please report it via https://aako.world/support | Aako Inc | - | May 23, 2026 | |
Ink & Void In-game content artcode | AI image generation tools were used to create character artwork, background illustrations, and other visual assets in this game. AI coding assistance tools were used extensively throughout the development process for game logic and programming. | Shintaro Higashi | - | May 23, 2026 | |
战法牧放置构筑 In-game content art | The store images, as well as the icons for items, skills, and characters, are generated using AI | 火星工作室 | - | May 23, 2026 | |
Against The Light In-game content art | Some visual assets in this game have been created with the assistance of AI tools, then refined and integrated to fit the artistic direction of the project.
All music featured in the game is original and performed by a real pianist, composed specifically to enhance the emotional experience. | Shinka AI Studio | - | May 23, 2026 | |
Thunder Infinity In-game content art | Thunder Infinity was developed by a single person with no resources or financial support.
The artwork for the project was produced by generative AI under strict artistic guidelines.
In the future, if the game is well-received and sells well, a redesign by professional artists could be considered. | Enrique G. Galvez | - | May 23, 2026 | |
雪骑:怪力,大头,双马尾 In-game content artaudio | This game uses generative AI to assist in creating certain in-game assets, including pixel-style character art, environmental backgrounds, and music. All AI-generated content was created using licensed commercial services. | POPO | - | May 23, 2026 | |
RPG: 护火者 In-game content artaudio | The visuals are largely generated using AI.
Sound effects are partially generated using AI.
Text content is mostly not generated by AI. | CCY | - | May 23, 2026 | |
灰度决策 Store/marketing art | AI tools were used to assist in creating certain promotional/store assets such as capsule images and marketing artwork.
No AI-generated content is included in gameplay, game assets, or user interactions. | Pocket Forge | - | May 23, 2026 | |
Ceraphic Requiem Dev only art | AI was used as a support tool across various aspects of development, particularly to assist with visuals and animations. The goal is not to replace human work, but to allow creative efforts to be focused where they matter most, ensuring the highest possible quality for the final game. | Elias IDIRI | - | May 23, 2026 | |
Century’s End Awakening In-game content audio | Official AI Usage Statement:
Some of the soundtracks in the game have been procured from commercial music large-scale models and are accompanied by commercial licensing certificates.
The initial rough models of certain game elements were generated by commercially viable large-scale models to assist in the development process. | 卜帆菌 | - | May 23, 2026 | |
Gear Notes -ogre slayer- In-game content artaudio | This game uses generative AI tools in part for creating UI character images and music.
These assets are further edited and refined by the developer before being implemented into the final game content.
No AI-generated content is created in real time during gameplay. | GraphicLatte | - | May 23, 2026 | |
Cycle of the Unbroken In-game content artcode | All visual assets were generated in part using Nano Banana. Some code was generated using Gemini. This project was done by a Solo Dev and few eternal assets were used except where noted. | Latent Blade Studios | - | May 23, 2026 | |
Manifest Moonfall 月球坠落 In-game content art | Some enemy artwork in this game was created with the assistance of generative AI tools (Midjourney), followed by human curation and post-processing. | 吃了就睡工作室 | - | May 23, 2026 |