Some of the images were generated using AI.
- Creator
- Zzy
- Reviews
- 11
- Added
- Jun 28, 2026
Public Steam disclosure research 25,979 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.
Some of the images were generated using AI.
I use generative AI exclusively as a temporary tool for rapid prototyping and placeholder content during early solo development. All AI-generated elements in Vigilum are planned to be fully replaced with custom, human-made assets for the final v1.0 release. -> 3D Models: I used generative AI tools to create two 3D assets (the Vylem gem and the Blood Sigil element). These are temporary placeholders, and I am currently prioritizing remaking them myself during the Early Access phase. -> 2D Assets: A few UI icons and images were generated with AI. I intend to commission a professional artist to completely replace these 2D elements as soon as funding allows.
Some art assets were created with the assistance of AI tools. All final assets were created, edited, refined, and integrated with human involvement.
We used artificial intelligence tools in several areas of Parcel Empire’s development, always under human supervision. Some of the game’s artwork was generated with the help of AI, then significantly reworked by hand to match the project’s art direction and the specific needs of the game. The game’s music was entirely generated with the help of AI. The sound effects, however, were not generated by AI. AI was also used to help translate the game into the available languages. The game’s development is handled by a developer on the team. Some portions of the code were assisted by AI, but they were reviewed, adapted, and integrated under human supervision.
AI images by Midjourney,Chatgpt AI Music by SUNO, AI Voice by TTSMaker AI Video by Vidu AI translation by Chatgpt
1.Some scenes 2.promotional renderings。
Generative AI tools were used during development to create and edit some visual assets, including character, unit, action, and background artwork. Generative AI was also used in the creation of some sound and audio assets. All generated materials were reviewed, selected, and edited by the developer before being included in the game or its store assets. The game does not generate AI content during gameplay.
On some card illustrations, ui panel borders.
For translating and coding.
This game utilizes generative AI tools as an assisting tool for creating various assets, including Artwork (Character portraits, backgrounds, and some UI elements), Sound (BGM and effects), and Text (localization). AI was also used to assist in programming and debugging. All assets were carefully selected by the developer, and the core gameplay systems, balance, boss design, and all strategic features were entirely designed and implemented by hand.
Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created.
AI was used to create splash art and the game logo.The game does not generate AI content during gameplay.
Some in-game visual assets contain text translated with the assistance of AI tools
This game uses AI to assist in proper procedural generating level
7743 includes a small handful of AI generated art. This includes, and is limited to only textures. The degree of AI generated textures within 7743 is likely less than 5%
All materials and assets used in this game were created by hand. Generative AI tools were used only as a supportive enhancement tool, for example to refine, polish, or improve certain elements. The final content, including visual assets, story elements, audio direction, and overall creative design, remains the result of human creation and artistic direction.
Asset Generation and Code auditing
This product uses generative AI for live text-based character dialogue, optional code or technical text generation, and AI-assisted pre-generated visual assets. Players can interact with an AI desktop character through text chat. AI responses may be generated based on the character profile, the current conversation, limited memory, and optional screen-context summaries. When requested by the user, the AI may also generate programming explanations, code snippets, configuration examples, or technical suggestions. AI conversation features require an internet connection. In the Steam version, players do not need to create, configure, or manage any third-party AI service accounts or API keys. Access to AI features is managed by the developer’s backend service and uses in-app AI Credits purchased through Steam Wallet. The artwork used as the basis for the built-in character was created with assistance from ChatGPT and was subsequently manually edited, separated, and rigged by the developer as a Live2D model. Some promotional images, Steam library assets, background art, and key art were also created or refined with the assistance of generative AI tools during development. The product does not generate images, audio, music, voice, textures, 3D models, or video at runtime. Generated code is not automatically executed, compiled, installed, or applied by the application. Any use of generated code is controlled by the user outside the application.
A.I. was used to help create promotional imagery for the game.
The Inducted uses generative AI tools in a limited capacity. Some user interface icons and elements in-game were created with the assistance of generative AI. Additionally, the store capsule artwork was composed by a professional artist who incorporated some AI-generated elements among hand-crafted components. All gameplay, characters, environments, and audio are created without generative AI.
The visuals in The Shadows of Dry Creek (illustrations and scenes) were generated using generative artificial intelligence tools, then curated and integrated within a consistent art direction aligned with the game’s universe. Some elements may have been manually adjusted or refined to ensure they fit the intended narrative experience.
The more complex background images in the game are AI-generated.
All images and sounds in the game are generated by AI.
Artificial intelligence was utilized in the production of the store page, marketing materials, community assets, and certain in-game materials.
AI was used to create initial concept images for the main character (the funny copter). These images were then edited, redrawn and polished by a human artist. All other sprites, animations, backgrounds, sounds, music, and code in the game have nothing to do with AI.
Some visual assets used in the game and its store page were created with the assistance of generative AI tools. All AI-generated content has been reviewed and curated by the developer. No AI-generated content is created during gameplay.
Generated background Images for the battlefield with AI. Assisted coding with AI. Translations done with AI.
Generative AI tools were used to assist in creating some of this game’s art assets.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
Code,UI Elemente
Some assets in BRICK BUSTERS were created with the help of generative AI tools — including parts of the pixel art, some sound effects and music, and the translations of the in-game text. All AI-assisted content was reviewed and edited by hand before release.
一部分过场动画与图片素材使用了AI生成内容
During the development process of this game, generative AI (LLM) tools were utilized as a coding assistant in the coding and software architecture phases.
Some visual assets and promotional artwork used in this game and on its Steam store page were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final product.
Some background sound effects and ambient audio clips used in the game were sourced from Pixabay, where they were flagged as AI-generated by their respective creators. No graphics, code, or core gameplay elements were generated by AI; all other assets were developed entirely by me.
MultiScope Air Traffic Control uses a local neural text-to-speech model (Piper) to generate the pilot voice read-backs in real time on your own machine. It runs entirely offline, no voice input or player data is sent anywhere or used to train any AI model. Your spoken commands are recognized locally by your operating system, not by generative AI.
Some of the UI elements in the game were generated by AI, and the images on the store pages were also generated by AI.
Artificial Intelligence was used to help in the development of game code only. No art, sound, or other visual assets use or employed AI and were done by a real artist on the team.
Includes images created using generative AI.
I have used AI generated art work for some of the game artwork and all of the Steam Store Front artwork. All the code is all my own work.
AI-assisted tools were used only to help create some sound assets. All audio was carefully reviewed and approved by the developer before being included in the game.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
AI was used during development for code assistance.
We use generative AI tools in parts of our development process, primarily to assist with creating 3D character models and visual/UI design assets. All AI-generated content is reviewed, edited, and integrated by our team.
Some of the 3D models in the game were generated with the assistance of artificial intelligence, and were reviewed and modified by humans before being used as game assets.
AI DISCLOSURE Crown of the Vermillion Devil uses AI-generated imagery for its location artwork. All writing, game design, systems, music, and narrative content are original human-authored work. We are a small independent project and have been transparent about this from the start. If that affects your purchasing decision, we respect it.
Some assets in this game were created with the assistance of generative AI, including character artwork, localization content, icons, and promotional materials. All AI-generated content has been reviewed and modified by the developer before being used in the game.
Using AI to generate the coding for gameplay. Do not include any AI art and sound.
Generative AI tools were used during development to assist with programming, concept art, marketing artwork, and the creation of some 3D assets. All AI-assisted content was reviewed, modified where necessary, and approved by the developer before being included in the game. The game does not use generative AI to create content in real time for players.
Generative AI was used only as a development aid during production. All content included in the final game was reviewed and approved by the developer. The released game does not generate content using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Deadly Warrior Store/marketing art | Some of the images were generated using AI. | Zzy | 11 | Jun 28, 2026 | |
Vigilum In-game content art | I use generative AI exclusively as a temporary tool for rapid prototyping and placeholder content during early solo development. All AI-generated elements in Vigilum are planned to be fully replaced with custom, human-made assets for the final v1.0 release.
-> 3D Models: I used generative AI tools to create two 3D assets (the Vylem gem and the Blood Sigil element). These are temporary placeholders, and I am currently prioritizing remaking them myself during the Early Access phase.
-> 2D Assets: A few UI icons and images were generated with AI. I intend to commission a professional artist to completely replace these 2D elements as soon as funding allows. | TXMSKA | - | Jun 28, 2026 | |
Mirror of Destiny In-game content art | Some art assets were created with the assistance of AI tools. All final assets were created, edited, refined, and integrated with human involvement. | Fandoor Studio | - | Jun 28, 2026 | |
Parcel Empire In-game content artaudiotextcode | We used artificial intelligence tools in several areas of Parcel Empire’s development, always under human supervision.
Some of the game’s artwork was generated with the help of AI, then significantly reworked by hand to match the project’s art direction and the specific needs of the game.
The game’s music was entirely generated with the help of AI. The sound effects, however, were not generated by AI.
AI was also used to help translate the game into the available languages.
The game’s development is handled by a developer on the team. Some portions of the code were assisted by AI, but they were reviewed, adapted, and integrated under human supervision. | PexLab | - | Jun 28, 2026 | |
1000PRINCES: ChouChou Condo In-game content artaudiotext | AI images by Midjourney,Chatgpt
AI Music by SUNO,
AI Voice by TTSMaker
AI Video by Vidu
AI translation by Chatgpt | 琴研 Ginyan | - | Jun 28, 2026 | |
Crimson Crawl Store/marketing art | 1.Some scenes
2.promotional renderings。 | Hollow Moon Studio | - | Jun 28, 2026 | |
Scorched Dominion In-game content artaudio | Generative AI tools were used during development to create and edit some visual assets, including character, unit, action, and background artwork. Generative AI was also used in the creation of some sound and audio assets. All generated materials were reviewed, selected, and edited by the developer before being included in the game or its store assets. The game does not generate AI content during gameplay. | InfiniService | - | Jun 28, 2026 | |
Apprentice Ascending In-game content art | On some card illustrations, ui panel borders. | Bluebuck | - | Jun 28, 2026 | |
Luman Lars: Dichotomy textcode | For translating and coding. | Maskara | - | Jun 28, 2026 | |
Throne of Trials In-game content artaudiotextcode | This game utilizes generative AI tools as an assisting tool for creating various assets, including Artwork (Character portraits, backgrounds, and some UI elements), Sound (BGM and effects), and Text (localization).
AI was also used to assist in programming and debugging. All assets were carefully selected by the developer, and the core gameplay systems, balance, boss design, and all strategic features were entirely designed and implemented by hand. | AtuRPG | - | Jun 28, 2026 | |
华夏古战略 In-game content arttext | Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created. | 戴军君 | - | Jun 28, 2026 | |
Hardformer Store/marketing art | AI was used to create splash art and the game logo.The game does not generate AI content during gameplay. | TurboForgeStudios | - | Jun 28, 2026 | |
Gone Exploring In-game content textart | Some in-game visual assets contain text translated with the assistance of AI tools | BCRC | - | Jun 28, 2026 | |
Subsector Zero Live AI | This game uses AI to assist in proper procedural generating level | NoGoStudios | - | Jun 28, 2026 | |
7743 In-game content art | 7743 includes a small handful of AI generated art. This includes, and is limited to only textures. The degree of AI generated textures within 7743 is likely less than 5% | Stanislaw Truchowski | 11 | Jun 28, 2026 | |
Chicken Battlefield In-game content arttextaudio | All materials and assets used in this game were created by hand. Generative AI tools were used only as a supportive enhancement tool, for example to refine, polish, or improve certain elements. The final content, including visual assets, story elements, audio direction, and overall creative design, remains the result of human creation and artistic direction. | chickenbattlefielddevs | - | Jun 28, 2026 | |
Nuns With Guns Unclear artcode | Asset Generation and Code auditing | Romellija | - | Jun 28, 2026 | |
落境:未知记忆 Live AI textartcode | This product uses generative AI for live text-based character dialogue, optional code or technical text generation, and AI-assisted pre-generated visual assets.
Players can interact with an AI desktop character through text chat. AI responses may be generated based on the character profile, the current conversation, limited memory, and optional screen-context summaries. When requested by the user, the AI may also generate programming explanations, code snippets, configuration examples, or technical suggestions.
AI conversation features require an internet connection. In the Steam version, players do not need to create, configure, or manage any third-party AI service accounts or API keys. Access to AI features is managed by the developer’s backend service and uses in-app AI Credits purchased through Steam Wallet.
The artwork used as the basis for the built-in character was created with assistance from ChatGPT and was subsequently manually edited, separated, and rigged by the developer as a Live2D model. Some promotional images, Steam library assets, background art, and key art were also created or refined with the assistance of generative AI tools during development.
The product does not generate images, audio, music, voice, textures, 3D models, or video at runtime. Generated code is not automatically executed, compiled, installed, or applied by the application. Any use of generated code is controlled by the user outside the application. | 缘为冰 | - | Jun 28, 2026 | |
Enchanted Oceans Store/marketing art | A.I. was used to help create promotional imagery for the game. | Maritima Games | - | Jun 28, 2026 | |
The Inducted In-game content art | The Inducted uses generative AI tools in a limited capacity. Some user interface icons and elements in-game were created with the assistance of generative AI. Additionally, the store capsule artwork was composed by a professional artist who incorporated some AI-generated elements among hand-crafted components. All gameplay, characters, environments, and audio are created without generative AI. | Vilo Games | - | Jun 28, 2026 | |
Les Ombres de Dry Creek In-game content art | The visuals in The Shadows of Dry Creek (illustrations and scenes) were generated using generative artificial intelligence tools, then curated and integrated within a consistent art direction aligned with the game’s universe. Some elements may have been manually adjusted or refined to ensure they fit the intended narrative experience. | Pascal Ragaigne | - | Jun 28, 2026 | |
Relic Restorer In-game content art | The more complex background images in the game are AI-generated. | Gary Frost | - | Jun 28, 2026 | |
绿茵少女 In-game content artaudio | All images and sounds in the game are generated by AI. | MYSTERY CROWN | - | Jun 28, 2026 | |
The Unskilled In-game content arttext | Artificial intelligence was utilized in the production of the store page, marketing materials, community assets, and certain in-game materials. | Art Core Interactive | - | Jun 28, 2026 | |
Copter Dude In-game content art | AI was used to create initial concept images for the main character (the funny copter). These images were then edited, redrawn and polished by a human artist. All other sprites, animations, backgrounds, sounds, music, and code in the game have nothing to do with AI. | Scangine Games | - | Jun 28, 2026 | |
Grand Vista Hotel In-game content art | Some visual assets used in the game and its store page were created with the assistance of generative AI tools. All AI-generated content has been reviewed and curated by the developer. No AI-generated content is created during gameplay. | Games of Nilsson | - | Jun 28, 2026 | |
Centuria Quest In-game content arttextcode | Generated background Images for the battlefield with AI. Assisted coding with AI. Translations done with AI. | Kalemodo | - | Jun 28, 2026 | |
Martial Soul Arena In-game content art | Generative AI tools were used to assist in creating some of this game’s art assets. | Aoyou Studio | - | Jun 28, 2026 | |
Infernal Gate codeart | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | Jun 28, 2026 | |
Road Tycoon Unclear code | Code,UI Elemente | REVOKO | - | Jun 28, 2026 | |
Brick Busters In-game content artaudiotext | Some assets in BRICK BUSTERS were created with the help of generative AI tools — including parts of the pixel art, some sound effects and music, and the translations of the in-game text. All AI-assisted content was reviewed and edited by hand before release. | NPC AT WORK | - | Jun 28, 2026 | |
外婆的手账本 In-game content art | 一部分过场动画与图片素材使用了AI生成内容 | 伴心制作组 | - | Jun 28, 2026 | |
HIGH ROLLER : Dicey Survivors Dev only code | During the development process of this game, generative AI (LLM) tools were utilized as a coding assistant in the coding and software architecture phases. | Ruhan Games | - | Jun 28, 2026 | |
Echo's of the Dark Part 2 Escaping From Asylum In-game content art | Some visual assets and promotional artwork used in this game and on its Steam store page were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final product. | 57Game Studio | - | Jun 28, 2026 | |
O Último Brasileiro In-game content audio | Some background sound effects and ambient audio clips used in the game were sourced from Pixabay, where they were flagged as AI-generated by their respective creators. No graphics, code, or core gameplay elements were generated by AI; all other assets were developed entirely by me. | Estúdio Coração | - | Jun 28, 2026 | |
MultiScope Air Traffic Control Live AI audio | MultiScope Air Traffic Control uses a local neural text-to-speech model (Piper) to generate the pilot voice read-backs in real time on your own machine. It runs entirely offline, no voice input or player data is sent anywhere or used to train any AI model. Your spoken commands are recognized locally by your operating system, not by generative AI. | Dali Klaassen | - | Jun 28, 2026 | |
黑圣化:悟空 In-game content art | Some of the UI elements in the game were generated by AI, and the images on the store pages were also generated by AI. | 一半世界 | - | Jun 28, 2026 | |
Stonecrop Dev only code | Artificial Intelligence was used to help in the development of game code only. No art, sound, or other visual assets use or employed AI and were done by a real artist on the team. | BoZo Studios | - | Jun 28, 2026 | |
Breaking Mahjong Tiles Store/marketing art | Includes images created using generative AI. | uni-yo-kan | - | Jun 28, 2026 | |
Karma Kingdom Store/marketing art | I have used AI generated art work for some of the game artwork and all of the Steam Store Front artwork. All the code is all my own work. | Kucing Hitam | - | Jun 28, 2026 | |
CURSOR SLASH In-game content audio | AI-assisted tools were used only to help create some sound assets. All audio was carefully reviewed and approved by the developer before being included in the game. | salt caffeine | - | Jun 28, 2026 | |
Special Bloodline Lawyer: Fallen Angel's Container In-game content arttext | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | OKE.PAWN | - | Jun 28, 2026 | |
Jammed Dev only code | AI was used during development for code assistance. | Szaloki Sandor | - | Jun 28, 2026 | |
Task Bar of Ragnalis In-game content art | We use generative AI tools in parts of our development process, primarily to assist with creating 3D character models and visual/UI design assets. All AI-generated content is reviewed, edited, and integrated by our team. | Jagernaut Games | 331 | Jun 28, 2026 | |
Treasure Simulator In-game content art | Some of the 3D models in the game were generated with the assistance of artificial intelligence, and were reviewed and modified by humans before being used as game assets. | 方寸世界 | - | Jun 28, 2026 | |
The Crown of The Vermillion Devil In-game content art | AI DISCLOSURE
Crown of the Vermillion Devil uses AI-generated imagery for its location artwork. All writing, game design, systems, music, and narrative content are original human-authored work. We are a small independent project and have been transparent about this from the start. If that affects your purchasing decision, we respect it. | Dylan Williams | - | Jun 28, 2026 | |
溯灵:共鸣之地 In-game content arttext | Some assets in this game were created with the assistance of generative AI, including character artwork, localization content, icons, and promotional materials. All AI-generated content has been reviewed and modified by the developer before being used in the game. | 饭卡卡 | - | Jun 28, 2026 | |
Armed Snake In-game content code | Using AI to generate the coding for gameplay.
Do not include any AI art and sound. | stickman | - | Jun 28, 2026 | |
Twelve Boxes In-game content artcode | Generative AI tools were used during development to assist with programming, concept art, marketing artwork, and the creation of some 3D assets. All AI-assisted content was reviewed, modified where necessary, and approved by the developer before being included in the game.
The game does not use generative AI to create content in real time for players. | pashooter | - | Jun 28, 2026 | |
Nebula Live Dev only | Generative AI was used only as a development aid during production. All content included in the final game was reviewed and approved by the developer. The released game does not generate content using AI. | KaamosGames | - | Jun 28, 2026 |