Everything except the gameplay, copywriting, and visual effects is made with AI.
- Creator
- LIU JIEYI
- Reviews
- -
- Added
- Jul 1, 2026
Public Steam disclosure research 25,882 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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.
Everything except the gameplay, copywriting, and visual effects is made with AI.
This game uses generative AI tools to create some visual assets and background images. All AI-generated content has been reviewed and edited by the developer.
Generative AI was used to assist with multilingual localization of menus, help text, store page text, and UI text. All source text was written by the developer, and the final text was implemented by the developer. No live-generated AI content is used during gameplay.
Some UI elements use AI-generated images.
AI generates a few images and icons, reviewed manually.
Some generative ai was used for general bug fixes
All visual assets in this game are pre-generated by artificial intelligence (AI).
A Note on AI in This Game Almost all of the visuals and music you'll experience in this game were created with the help of generative AI tools. These AI-generated assets were curated, refined, and integrated by me to bring the game's world to life. I believe in being upfront with my players — AI was a creative tool in my process, not a replacement for the care and intention I put into making this experience for you.
During the development of this game, generative AI tools were used to assist in creating specific 2D visual assets. This includes decorative murals on environmental walls (such as character paintings) and certain UI icons for the achievement system. The core content of the game, including all 3D level design, physics-based climbing mechanics, the economic system, and core programming, was entirely handcrafted and developed by the creator. We are committed to providing players with a pure, hardcore, and challenging vertical parkour experience.
制作了游戏宣传图,以及一部分角色肖像
This game uses generative artificial intelligence in the development of certain content, including NPC dialogue, visual art assets, and music/sound elements. All AI-generated content was created prior to the game's release and is not generated in real time during gameplay. This content has been reviewed and curated by our development team to ensure it meets our creative vision and quality standards.
AI was used for Illustration, music.
Some PNG assets were created with the assistance of AI.
Some pre-generated visual and audio assets were created or assisted with generative AI tools and then selected, edited, integrated, and reviewed by the developer. The game does not use live generative AI to create content during gameplay.
Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page.
Generative AI tools were used during development to assist with code writing, debugging, and drafting text. The game does not use generative AI at runtime and does not dynamically generate text, images, audio, or other content for players.
This game is made by a solo developer. To create a rich variety of cards on a small budget, AI was used to generate art assets for the game. All artwork was carefully reviewed and edited to achieve a consistent and high quality aesthetic.
The new Steam capsule and library images were created using AI.
The new Steam capsule and library images were created using AI.
The development of Mobsteria: Rise to Power used AI-based generative tools to help create some of the art assets that ship in the game. Some store-page and marketing text was also drafted with AI assistance. All AI-generated content is reviewed, curated, edited, and integrated by a human developer before release.
AI was used for some item names, descriptions, and localization.
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 may include pre-generated content created or assisted by generative artificial intelligence tools during development, mainly for support with visual materials, promotional text, localization/translation, and marketing assets. All content included in the game and on the store page has been manually reviewed, edited, and approved by the development team before publication. The game does not use generative artificial intelligence in real time during gameplay, so no new AI-generated content is created while the user is playing. The game does not use generative artificial intelligence in real time. No images, text, sounds, dialogue, missions, or any other content are generated by AI while the game is running.
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 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.
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.
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.
To provide our players with a richer visual and auditory experience within a small-scale development environment, We used pre-generated AI tools to assist in creating some 2D art assets, background music, and voice lines.
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.
Some of this game's content was created with the help of generative AI tools, including certain illustrations, in-game background art, and portions of the in-game text and its translations. All AI-generated content was produced during development and reviewed by the developer before release. The game does not generate any content in real time during play.
Generative AI tools were used to support the developer's creative direction.
We use AI to translate the store steam page to different languages. This will be changed on release and we will hire professional translators for this purpose.
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.
Mythic Battle uses generated images for character art within card frames to enable design flexibility.
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.
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.
AI is utilised to support the creation of the store page. No AI will be used within the game itself
Code and Art
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 game uses AI-generated artwork.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Town Master In-game content textart | Everything except the gameplay, copywriting, and visual effects is made with AI. | LIU JIEYI | - | Jul 1, 2026 | |
Hexborne In-game content art | This game uses generative AI tools to create some visual assets and background images. All AI-generated content has been reviewed and edited by the developer. | BlowYAmind | - | Jul 1, 2026 | |
Curlith In-game content text | Generative AI was used to assist with multilingual localization of menus, help text, store page text, and UI text.
All source text was written by the developer, and the final text was implemented by the developer.
No live-generated AI content is used during gameplay. | AwTwB | - | Jul 1, 2026 | |
100均除霊師 In-game content art | Some UI elements use AI-generated images. | AlleyInn | - | Jul 1, 2026 | |
Forge Maiden In-game content art | AI generates a few images and icons, reviewed manually. | PcZ Games | - | Jul 1, 2026 | |
Rookspell Dev only | Some generative ai was used for general bug fixes | 8_bit_blockhead | - | Jul 1, 2026 | |
Huiyu AI Trip In-game content art | All visual assets in this game are pre-generated by artificial intelligence (AI). | Huiyu | - | Jun 30, 2026 | |
Mistwoods In-game content artaudio | A Note on AI in This Game
Almost all of the visuals and music you'll experience in this game were created with the help of generative AI tools. These AI-generated assets were curated, refined, and integrated by me to bring the game's world to life.
I believe in being upfront with my players — AI was a creative tool in my process, not a replacement for the care and intention I put into making this experience for you. | RazorRay Productions | - | Jun 30, 2026 | |
极度攀爬 In-game content art | During the development of this game, generative AI tools were used to assist in creating specific 2D visual assets. This includes decorative murals on environmental walls (such as character paintings) and certain UI icons for the achievement system.
The core content of the game, including all 3D level design, physics-based climbing mechanics, the economic system, and core programming, was entirely handcrafted and developed by the creator. We are committed to providing players with a pure, hardcore, and challenging vertical parkour experience. | Social Cat | - | Jun 30, 2026 | |
至高传奇 Store/marketing art | 制作了游戏宣传图,以及一部分角色肖像 | 超巨大战喵 | - | Jun 30, 2026 | |
Ninja Noboken Episode 2 In-game content textartaudio | This game uses generative artificial intelligence in the development of certain content, including NPC dialogue, visual art assets, and music/sound elements. All AI-generated content was created prior to the game's release and is not generated in real time during gameplay. This content has been reviewed and curated by our development team to ensure it meets our creative vision and quality standards. | Gabriel Lopez | - | Jun 30, 2026 | |
Borrow or Rob In-game content artaudio | AI was used for Illustration, music. | Pirates of Wall street | - | Jun 30, 2026 | |
The Last One Bullet In-game content art | Some PNG assets were created with the assistance of AI. | Taha Demir | - | Jun 30, 2026 | |
Wildborn Football Cup In-game content artaudio | Some pre-generated visual and audio assets were created or assisted with generative AI tools and then selected, edited, integrated, and reviewed by the developer. The game does not use live generative AI to create content during gameplay. | Wildborn Studios | - | Jun 30, 2026 | |
Survivor | Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page. | KolaCape | 21 | Jun 30, 2026 | |
The Pathbound Wayfarer Dev only textcode | Generative AI tools were used during development to assist with code writing, debugging, and drafting text. The game does not use generative AI at runtime and does not dynamically generate text, images, audio, or other content for players. | DONG SHAOHUA | - | Jun 30, 2026 | |
Amalgam In-game content art | This game is made by a solo developer. To create a rich variety of cards on a small budget, AI was used to generate art assets for the game. All artwork was carefully reviewed and edited to achieve a consistent and high quality aesthetic. | Virtual Maker | - | Jun 30, 2026 | |
The Legend of Sebb Linus Store/marketing art | The new Steam capsule and library images were created using AI. | Christian Bommert | - | Jun 30, 2026 | |
The Soldiers Factory Store/marketing art | The new Steam capsule and library images were created using AI. | Christian Bommert | - | Jun 30, 2026 | |
Mobsteria: Rise In-game content arttext | The development of Mobsteria: Rise to Power used AI-based generative tools to help create some of the art assets that ship in the game.
Some store-page and marketing text was also drafted with AI assistance. All AI-generated content is reviewed, curated, edited, and integrated by a human developer before release. | JRichards | 21 | Jun 30, 2026 | |
Declutterer In-game content text | AI was used for some item names, descriptions, and localization. | XUKONGDAYING | - | 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 | |
StarHauler In-game content arttext | This game may include pre-generated content created or assisted by generative artificial intelligence tools during development, mainly for support with visual materials, promotional text, localization/translation, and marketing assets.
All content included in the game and on the store page has been manually reviewed, edited, and approved by the development team before publication. The game does not use generative artificial intelligence in real time during gameplay, so no new AI-generated content is created while the user is playing.
The game does not use generative artificial intelligence in real time. No images, text, sounds, dialogue, missions, or any other content are generated by AI while the game is running. | Bitacora Studio | - | 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 | |
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 | |
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 | |
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 | |
Arensia In-game content artaudio | To provide our players with a richer visual and auditory experience within a small-scale development environment, We used pre-generated AI tools to assist in creating some 2D art assets, background music, and voice lines. | JnJSoft | - | 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 | |
황구 키우기 In-game content arttext | Some of this game's content was created with the help of generative AI tools, including certain illustrations, in-game background art, and portions of the in-game text and its translations. All AI-generated content was produced during development and reviewed by the developer before release. The game does not generate any content in real time during play. | NION | - | Jun 30, 2026 | |
Victorian Pier Tycoon Unclear | Generative AI tools were used to support the developer's creative direction. | Webpal Limited | - | Jun 30, 2026 | |
Kopno: Blightfall In-game content text | We use AI to translate the store steam page to different languages. This will be changed on release and we will hire professional translators for this purpose. | Urar Studio | - | 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 | |
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 | |
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 | |
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 | |
Who Heckled? Store/marketing | AI is utilised to support the creation of the store page. No AI will be used within the game itself | Classy Games | - | Jun 30, 2026 | |
DEBTMASTER Unclear codeart | Code and Art | Zeus | - | Jun 30, 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 | |
Vexbound In-game content art | This game uses AI-generated artwork. | Cierzo Works | - | Jun 29, 2026 |