Generative AI tools were used during development to create selected promotional graphics and visual materials. The game does not use generative AI during gameplay.
- Creator
- Control Room Labs
- Reviews
- 23
- Added
- May 23, 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.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI tools were used during development to create selected promotional graphics and visual materials. The game does not use generative AI during gameplay.
Game loading interface and game icon generated by AI
Certain visual assets were created with the assistance of generative AI.
The capsule art includes developer-created imagery that was enhanced and polished using generative AI tools.
Temporary pre-rendered visual assets were created with the assistance of generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services while running.
This game uses generative AI to assist in creating 2D graphical assets (such as item sprites and UI icons) and localizing in-game text. These tools were used as part of a human-led workflow to improve development efficiency for a solo studio. The developer maintains full creative control and has curated all final assets to ensure a high-quality experience for players.
The store assets aswell as some ingame icons were made with generative AI. Code, Research, Translations have all been assisted with AI tooling.
This game uses generative AI technology to assist in creating some 2D art assets. All content has been reviewed and edited by humans to ensure it meets our design specifications and is free from inappropriate material.
Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the development team. All game design decisions, including gameplay systems, boss mechanics, quests, NPC dialogue, progression, and balancing, were created by the human developers. AI is not used during gameplay.
Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content.
Portions of the artwork in this game were generated using Artificial Intelligence.
Some visual and audio assets in this game were created with the assistance of generative AI tools, including artwork, cinematic sequences, and sound effects. No AI content is generated during gameplay.
During the development of Beyond the Soil: Farming & Tales Prologue, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials.
We use AI to generate placeholder text during development, especially in this early phase that we are in.
WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison. Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game. The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play.
Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal.
This game contains AI-generated content on the game cover.
I used AI to help with marketing materials.
Partial materials
As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience.
The game contains several code snippets and folder modifications that remain unsolved. There is no artificial intelligence that directly affects the gameplay.
use AI to translate content, assist with coding, and generate portions of visual assets.
During the game development process, we utilized artificial intelligence tools to assist with programming and created a variety of game assets, including images, icons, and localized content. All assets generated or assisted by AI underwent thorough review and necessary adjustments before receiving official approval from our development team. This meticulous process ensured that the quality and style of all materials met the highest standards and remained consistent throughout the project.
This game uses generative AI tools in a limited capacity: 🎨 Marketing & Concept Materials: Some marketing materials, store page assets, and early concept visuals were created or refined using generative AI tools during development. All AI-assisted content was reviewed, edited, and approved by the development team before publication.
Some visual prototype assets and early promotional materials may include content created with generative AI. Final gameplay design, implementation, balancing, and overall creative direction are developed by the creator.
The model creation and icon production in the game used a combination of AI and manual editing. All translations were generated by AI. The store page promotional images were generated by AI and then manually edited.
Some of Bitroca's visual assets, UI elements, and audio were created with the help of generative AI tools, then reviewed and finalized by a human developer before shipping. All content is pre-rendered and baked into the build no AI content is generated during gameplay.
AI was NOT used to generate code, text, art or music for the game itself. It was also NOT used for any artwork used on Steam. I'm rubbish at marketing so I used it to help write the store descriptions (this is literally the only thing steam related I used it for) and to help develop a marketing plan for me.
- Some 2D assets were generated partly with AI (with human pre and post passes). - Some languages were localized with AI. We intend to make a full human pass on all languages before 1.0 launch.
We use AI to find Bugs and Performance Issues faster and also improve the workflow of implementing new features
Some store materials (text and images) have been enhanced with AI.
此游戏使用生成式人工智能开发
Shatterhold uses AI-generated art for environmental paintings, creature portraits, and music tracks. All gameplay mechanics, code, and game design are human-directed.
In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play.
The development of this game involved the use of generative AI tools to assist in producing art and music assets included in the game content.
The developer used AI tools during the development process as a programming assistant to optimize and troubleshoot code. Additionally, a small number of 3D models utilized as game assets were created using AI generation tools. All core gameplay mechanics, level design, and the overall creative vision are strictly handcrafted.
The voice of Jessie, the assistant computer of the player, is generated with text to speech tools. Some of the store content (texts/images) is generated with AI tools.
LLM was used for translation to languages except English and Russian. Pixelated character portraits were made based on generative pictures from this person does not exist web site
Some background images of the UI of Crafting Stations were created with AI.
We use AI tools to create some parts of the UI.
AI tools have been used to enhance and tweak game assets, as well as for certain audio elements.
Game assets, including music, images, and code, are generated by AI.
Code and promotional images generated by AI were used.
The game optionally connects to a local language model server (Ollama or any OpenAI-compatible endpoint) to generate live dialogue from rulers, travelers, and city locals. This requires installing Ollama separately and running a model locally. Instructions are in GUIDE.md. The game is fully playable without this feature.
The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements.
Some of the promotional images for the game were created using AI-generated art, and the text content was translated using AI.
"We utilize AI to assist in various design processes, including stylistic conceptualization, environment concept art, character definition, and color scheme planning."
Pre-Generated Content (AI-assisted art): Some promotional and marketing artwork & game arts of the tiles & the facilities was created with the assistance of AI image generation tools used as a starting point, subsequently edited and modified by the developer. All in-game characters & effects are hand-crafted by the developer.
・Create sounds using AI ・Background image for illustration
Generative AI was used as an assistive tool during development for parts of some 3D models, sound assets, and portions of the code. All such content was reviewed, modified where needed, and curated by the developer before release.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Alarm112: Unit Fire Store/marketing art | Generative AI tools were used during development to create selected promotional graphics and visual materials. The game does not use generative AI during gameplay. | Control Room Labs | 23 | May 23, 2026 | |
哈基米的海上漂流 In-game content art | Game loading interface and game icon generated by AI | 哈基米 | - | May 23, 2026 | |
War in Asia In-game content art | Certain visual assets were created with the assistance of generative AI. | Bufo Studio | - | May 23, 2026 | |
Hold The Gates Store/marketing art | The capsule art includes developer-created imagery that was enhanced and polished using generative AI tools. | DragonSmashStudios | - | May 23, 2026 | |
Clankerfront In-game content art | Temporary pre-rendered visual assets were created with the assistance of generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services while running. | Lizz Studio | - | May 23, 2026 | |
K-PC Cafe Simulator In-game content arttext | This game uses generative AI to assist in creating 2D graphical assets (such as item sprites and UI icons) and localizing in-game text. These tools were used as part of a human-led workflow to improve development efficiency for a solo studio. The developer maintains full creative control and has curated all final assets to ensure a high-quality experience for players. | Jayhyeon Studio | - | May 23, 2026 | |
Roll to Riches In-game content artcodetext | The store assets aswell as some ingame icons were made with generative AI.
Code, Research, Translations have all been assisted with AI tooling. | Eddy | - | May 23, 2026 | |
Frostward In-game content art | This game uses generative AI technology to assist in creating some 2D art assets. All content has been reviewed and edited by humans to ensure it meets our design specifications and is free from inappropriate material. | KoPoint Games | - | May 23, 2026 | |
Return to Lumia In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the development team.
All game design decisions, including gameplay systems, boss mechanics, quests, NPC dialogue, progression, and balancing, were created by the human developers.
AI is not used during gameplay. | hwangso.world | - | May 23, 2026 | |
Jurassic Genesis: We Are Aliens Dev only art | Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content. | violarte | - | May 23, 2026 | |
Hello Mayor In-game content art | Portions of the artwork in this game were generated using Artificial Intelligence. | JZHL | - | May 23, 2026 | |
Revenge & Defend In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools, including artwork, cinematic sequences, and sound effects. No AI content is generated during gameplay. | Demirel Sia | - | May 23, 2026 | |
Beyond the Soil: Farming & Tales Prologue In-game content textart | During the development of Beyond the Soil: Farming & Tales Prologue, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials. | Mavi Game Lab | - | May 23, 2026 | |
CityPunk Dev only text | We use AI to generate placeholder text during development, especially in this early phase that we are in. | nubosoft | - | May 23, 2026 | |
WinBolo In-game content codeart | WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison.
Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game.
The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play. | John Morrison | 13 | May 23, 2026 | |
Enclaved In-game content artaudio | Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal. | Digital Platforms Co. | - | May 23, 2026 | |
Medieval Juice Crafter In-game content art | This game contains AI-generated content on the game cover. | Timeless Rush | - | May 23, 2026 | |
Downer Management Store/marketing arttext | I used AI to help with marketing materials. | adarkfable | - | May 23, 2026 | |
Chicken and Tank Unclear | Partial materials | DarkStarCloud | - | May 23, 2026 | |
Mycelium Conquest In-game content arttextaudio | As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience. | YCF Productions | 12 | May 23, 2026 | |
Stone to Stove Dev only code | The game contains several code snippets and folder modifications that remain unsolved. There is no artificial intelligence that directly affects the gameplay. | mehmetozbostanci | - | May 23, 2026 | |
结界大阵:生灵庇护所 In-game content arttextcode | use AI to translate content, assist with coding, and generate portions of visual assets. | SUPERSNOWBALL | - | May 23, 2026 | |
The Plus-One Kingdom In-game content arttextcode | During the game development process, we utilized artificial intelligence tools to assist with programming and created a variety of game assets, including images, icons, and localized content.
All assets generated or assisted by AI underwent thorough review and necessary adjustments before receiving official approval from our development team. This meticulous process ensured that the quality and style of all materials met the highest standards and remained consistent throughout the project. | YDIVA Limited | - | May 23, 2026 | |
Afterlife West In-game content art | This game uses generative AI tools in a limited capacity:
🎨 Marketing & Concept Materials: Some marketing materials, store page assets, and early concept visuals were created or refined using generative AI tools during development.
All AI-assisted content was reviewed, edited, and approved by the development team before publication. | violarte | - | May 23, 2026 | |
Last Lawn Standing In-game content art | Some visual prototype assets and early promotional materials may include content created with generative AI. Final gameplay design, implementation, balancing, and overall creative direction are developed by the creator. | Gravel Roads Studio | - | May 23, 2026 | |
Rogue Realm: Guardian Grids In-game content arttext | The model creation and icon production in the game used a combination of AI and manual editing. All translations were generated by AI. The store page promotional images were generated by AI and then manually edited. | YogurtGames | 96 | May 23, 2026 | |
Bitroca In-game content arttextaudio | Some of Bitroca's visual assets, UI elements, and audio were created with the help of generative AI tools, then
reviewed and finalized by a human developer before shipping. All content is pre-rendered and baked into the build no AI content is generated during gameplay. | BitRoca | - | May 23, 2026 | |
Build To The Moon Dev only text | AI was NOT used to generate code, text, art or music for the game itself. It was also NOT used for any artwork used on Steam.
I'm rubbish at marketing so I used it to help write the store descriptions (this is literally the only thing steam related I used it for) and to help develop a marketing plan for me. | BumpkinBrothers | - | May 23, 2026 | |
Kegs of Eternity In-game content arttext | - Some 2D assets were generated partly with AI (with human pre and post passes).
- Some languages were localized with AI. We intend to make a full human pass on all languages before 1.0 launch. | Lone Piggy | - | May 23, 2026 | |
Shape Together Dev only code | We use AI to find Bugs and Performance Issues faster and also improve the workflow of implementing new features | Blu | - | May 23, 2026 | |
The Day I Started Harvesting Store/marketing textart | Some store materials (text and images) have been enhanced with AI. | Creamative | - | May 23, 2026 | |
Starherald Unclear | 此游戏使用生成式人工智能开发 | FU YIBO | - | May 23, 2026 | |
Shatterhold In-game content artaudio | Shatterhold uses AI-generated art for environmental paintings, creature portraits, and music tracks. All gameplay mechanics, code, and game design are human-directed. | Grey Line Interactive LLC | - | May 23, 2026 | |
HZ Industry In-game content artaudio | In-game visuals and music were produced with generative AI tools under the developer’s direction, then selected, edited, and integrated into the game. The game does not use AI to generate new images, audio, or text while you play. | Sade_112 | - | May 23, 2026 | |
Travelling Home: Ever After In-game content artaudio | The development of this game involved the use of generative AI tools to assist in producing art and music assets included in the game content. | Pulucat | - | May 23, 2026 | |
Shard Defender: Rogue In-game content artcode | The developer used AI tools during the development process as a programming assistant to optimize and troubleshoot code. Additionally, a small number of 3D models utilized as game assets were created using AI generation tools. All core gameplay mechanics, level design, and the overall creative vision are strictly handcrafted. | KAMA Interactive | - | May 23, 2026 | |
Celestial Routes In-game content audioarttext | The voice of Jessie, the assistant computer of the player, is generated with text to speech tools. Some of the store content (texts/images) is generated with AI tools. | Unpredictable Games | - | May 23, 2026 | |
Dead Night Highway In-game content textart | LLM was used for translation to languages except English and Russian.
Pixelated character portraits were made based on generative pictures from this person does not exist web site | Mr. Pink | - | May 23, 2026 | |
GlowCore In-game content art | Some background images of the UI of Crafting Stations were created with AI. | CNDY Studios | - | May 23, 2026 | |
君は本当に家に帰りたいと思った事があるか In-game content art | We use AI tools to create some parts of the UI. | SolidSeed Co.,Ltd. | - | May 23, 2026 | |
The Hidden Evils Club In-game content artaudio | AI tools have been used to enhance and tweak game assets, as well as for certain audio elements. | Loreland Studio | - | May 23, 2026 | |
Wayward Crown In-game content artaudiocode | Game assets, including music, images, and code, are generated by AI. | JefreyChen | - | May 23, 2026 | |
防御前线 Store/marketing codeart | Code and promotional images generated by AI were used. | 爱喝可乐的咖啡 | - | May 23, 2026 | |
Twilight of Bronze Live AI text | The game optionally connects to a local language model server (Ollama or any OpenAI-compatible endpoint) to generate live dialogue from rulers, travelers, and city locals. This requires installing Ollama separately and running a model locally. Instructions are in GUIDE.md. The game is fully playable without this feature. | NonAverageStudio | - | May 23, 2026 | |
Flip My Room: Makeover In-game content art | The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements. | CGI LAB GmbH | 26 | May 23, 2026 | |
桌面星球 In-game content arttext | Some of the promotional images for the game were created using AI-generated art, and the text content was translated using AI. | MagicJellyGames | - | May 23, 2026 | |
Demon Princess Retreat Store/marketing art | "We utilize AI to assist in various design processes, including stylistic conceptualization, environment concept art, character definition, and color scheme planning." | OneShotStudio | 12 | May 23, 2026 | |
RIFT DIGGER In-game content art | Pre-Generated Content (AI-assisted art):
Some promotional and marketing artwork & game arts of the tiles & the facilities was created with the assistance of AI image generation tools used as a starting point, subsequently edited and modified by the developer. All in-game characters & effects are hand-crafted by the developer. | Osama Ahmed | - | May 23, 2026 | |
The Last Blue ―世界の終りで青春を― In-game content audioart | ・Create sounds using AI
・Background image for illustration | afterglow games | - | May 23, 2026 | |
Black Resonance: Obelisk Siege In-game content artaudiocode | Generative AI was used as an assistive tool during development for parts of some 3D models, sound assets, and portions of the code. All such content was reviewed, modified where needed, and curated by the developer before release. | Dark Frequency Studio | - | May 23, 2026 |