Music generated using Udio
- Creator
- monsters&creatures
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 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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Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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Music generated using Udio
This game contains pre-generated artwork created using AI image generation tools during development, that was modified to fit to my game.
AI Was used to assist in coding, and the production of client and website graphics, music and SFX.
We use generative AI tools during development to create some pre-rendered visual assets such as the game logo, key art, thumbnails, and parts of the intro video. All in-game characters, environments, UI, and gameplay systems are manually authored and do not use AI during runtime. No player data or user-generated content is sent to AI services while the game is running.
Some of the card image was generated by AI
AI is used for 3d assets and some coding
部分宣传图片使用了AI生成
Some art work is modified by AI and some generated from designs or outlines
AI was used to generate the store images and splash page for Dungeonfall.
Parts of the game’s code were created with the assistance of AI tools. All game assets are designed and created by our team. The game itself does not use AI features such as live-generated content, textures, or behavior.
Abyssbound uses generative AI to create certain voice lines and character animations. These AI-generated elements are used to enhance atmosphere and storytelling, but they do not affect gameplay mechanics or player progression. All AI-generated content is integrated in a way that supports the game's artistic direction.
This work uses CG and background illustrations partially created by image generation AI.
AI tools were used exclusively to generate static illustrations and to assist with the translation of the game's text. All character sprites, tiles, and pixel art assets were created by hand by the developer. All AI-generated output has been reviewed, edited, and validated by the developer to ensure it fits the artistic direction and gameplay experience.
Some visual and promotional assets were created using generative tools under developer supervision. No live or gameplay content is generated by AI.
AI-assisted tools were used during development to help generate early visual concepts and assets. These were then refined, reworked, and integrated by the developer to support the game’s atmosphere.
Certain visual and audio assets were created with the assistance of digital tools that help streamline the creative process. All content has been reviewed and customized to fit the game’s unique style and tone.
Use AI to generate logo and images
Early mesh prototypes were generated with AI to explore shape variations and composition before manual refinement into final assets.
Placeholder music made with Suno AI.
Includes assets created with the support of AI-assisted tools.
Out of the 996+ files that make up this game, only 5 image files are AI generated. (Title screen, intro screen, game over screen) This game is made by a solo indie developer with licensed work from independent artists.
AI was used to create the main characters: how they look, sound and move. All cutscenes and dialogue are pre-generated with AI. All translations were done with the help of AI. Many in-game assets are made with AI or with the help of AI.
PonySide use Human made assets, for the Art, Icons, Dialogs and Music. For the development of PonySide we use some AI generated Code, some items descriptions or dialogs may be AI generated as placeholder before the dev write them properly. We may use AI generated icons when we cannot find an icon for an item in the assets pack we're using. But again we value our artist we work with and human made assets.
Some 2D art assets were initially created with the assistance of AI tools and then manually edited and finalized by the developer. No AI is used during gameplay or to generate content in real time.
Music by SunoAI
游戏在商店宣传图/pv等使用AI生成
AI helped me create the game logo, steam store pictures and a tiny help with notes text
We used AI technology in our promotional materials.
The game uses some AI-generated text to enhance immersion through short form responsive NPC dialogue and procedurally described events. Each character’s dialogue is contextually grounded in their role, knowledge, and surroundings, keeping interactions cohesive and authentic. Generative AI is NOT used for world narrative writing, lore, game logic, audio, images, or calculating outcomes of any kind. AI systems ensure every player’s experience feels distinct while remaining true to the game’s established lore and tone. This feature is experimental, and is not part of the core game.
Game application icon and splash screen's initial concepts were generated using Stable Diffusion
AI Has been used to assist in game development, as well as designing some of the character and enemy voxel models. It has also been used to enhance clips or screenshots from the game to use for the store page items. For example the VD Logo is polished from the in game main menu screen, and then used AI to fit together and clean it up.
As a solo developer, I used AI tools to assist in creating the base assets for marketing materials and background art. Each generated element was then manually edited, polished, and overpainted to ensure it met the game's aesthetic standards and to guarantee that the final output contains no infringing or illegal content. However, no AI has been used in the actual game; all gameplay assets, including sprites, UI and card art are entirely hand-drawn.
Just AI backgrounds and some basic icons/logos.
Some cutscenes and the game title are AI-generated images.
I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets. To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards.
Some in-game text were proofread and improved by AI-powered writing reviewer. No other game assets were AI-gnereated. All sprites you see here are hand-pixelated.
Partial art resources are completed with AI assistance.
ElevenLabs was utilized to produce several in-game audio elements, primarily VFX sounds, while GitHub Copilot assisted us in efficiently completing repetitive or time-consuming tasks.
AI Disclosure All writing, directing, editing, art direction and production, and all music and sprite work were fully created and/or imagined by Julio Salazar. KAIBIL includes limited AI-assisted elements: Music by Udio; Video by Hailuo; Sprites: assisted by ChatGPT
The battle backgrounds are AI generated
Our game uses AI to assist with localization into multiple languages. AI tools are used to support translation, making the game accessible to a wider audience.
Some individual images are generated by AI
A very small number of 3D models and 2D textures within the game were generated by AI and subsequently manually refined by artists.
This game uses generative AI for some background images and music.
Small Number of small items/meshes and Images were generated by AI.
During development, procedural and AI-assisted tools may be used to support content creation. Regardless of the tools involved, the final experience reflects the creative vision and craftsmanship of the solo developer behind the project.
I used AI to write code in the game itself, as well as to create banners on Steam.
Since we’re a small development team, we use AI-generated images and edit them for our projects. We also plan to use AI for language localization. If downloads grow steadily after launch, we hope to collaborate with professional creators in the future.
Some scenes, items, and other assets in the game were generated with the assistance of AI. During the multilingual localization process, we used AI as a supplementary translation tool to improve efficiency.
游戏插画、图标与其他部分美术资产
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dragon’s Breath In-game content audio | Music generated using Udio | monsters&creatures | - | Mar 18, 2026 | |
Regnum Idle In-game content art | This game contains pre-generated artwork created using AI image generation tools during development, that was modified to fit to my game. | Vexos Games | 18 | Mar 18, 2026 | |
Enarian Online In-game content artaudio | AI Was used to assist in coding, and the production of client and website graphics, music and SFX. | Enarian Online | 40 | Mar 18, 2026 | |
The Last Endure In-game content art | We use generative AI tools during development to create some pre-rendered visual assets such as the game logo, key art, thumbnails, and parts of the intro video. All in-game characters, environments, UI, and gameplay systems are manually authored and do not use AI during runtime. No player data or user-generated content is sent to AI services while the game is running. | Filos Games | - | Mar 18, 2026 | |
Deep Dive Dungeon In-game content art | Some of the card image was generated by AI | DP Studio | - | Mar 18, 2026 | |
Project: Latticeborn In-game content artcode | AI is used for 3d assets and some coding | Ilhan Kilinc | - | Mar 18, 2026 | |
蛙爷的进化之路 Store/marketing art | 部分宣传图片使用了AI生成 | 阿郎 | - | Mar 18, 2026 | |
Twilight Haven In-game content art | Some art work is modified by AI and some generated from designs or outlines | Drmop Games | - | Mar 18, 2026 | |
Dungeonfall Store/marketing art | AI was used to generate the store images and splash page for Dungeonfall. | AGNQ Tech Solutions | - | Mar 18, 2026 | |
Code-Knight Dev only code | Parts of the game’s code were created with the assistance of AI tools. All game assets are designed and created by our team. The game itself does not use AI features such as live-generated content, textures, or behavior. | Simon | - | Mar 18, 2026 | |
Abyssbound In-game content audioart | Abyssbound uses generative AI to create certain voice lines and character animations. These AI-generated elements are used to enhance atmosphere and storytelling, but they do not affect gameplay mechanics or player progression. All AI-generated content is integrated in a way that supports the game's artistic direction. | Mousavi Tech | - | Mar 18, 2026 | |
LOVEKO In-game content art | This work uses CG and background illustrations partially created by image generation AI. | Cotobito Games | - | Mar 18, 2026 | |
The Adventure of Fred - The traveler's dial - In-game content arttext | AI tools were used exclusively to generate static illustrations and to assist with the translation of the game's text. All character sprites, tiles, and pixel art assets were created by hand by the developer. All AI-generated output has been reviewed, edited, and validated by the developer to ensure it fits the artistic direction and gameplay experience. | FredsGamesStudios | - | Mar 18, 2026 | |
Dungeon Flop Store/marketing art | Some visual and promotional assets were created using generative tools under developer supervision. No live or gameplay content is generated by AI. | Roll4d4 | - | Mar 18, 2026 | |
Auraile'ah: Under Cilathis Dev only art | AI-assisted tools were used during development to help generate early visual concepts and assets. These were then refined, reworked, and integrated by the developer to support the game’s atmosphere. | Noimad's Daimon | - | Mar 18, 2026 | |
TRAP In-game content artaudio | Certain visual and audio assets were created with the assistance of digital tools that help streamline the creative process. All content has been reviewed and customized to fit the game’s unique style and tone. | Crackshot Games | - | Mar 18, 2026 | |
Level C-1366 Store/marketing art | Use AI to generate logo and images | 小涵Naiwenel | - | Mar 18, 2026 | |
Hour of Redemption Dev only art | Early mesh prototypes were generated with AI to explore shape variations and composition before manual refinement into final assets. | 4MenArmy | - | Mar 18, 2026 | |
DunDie In-game content audio | Placeholder music made with Suno AI. | Moonsaurus Games | - | Mar 18, 2026 | |
Ashes of Xun In-game content | Includes assets created with the support of AI-assisted tools. | Microscopic Games | - | Mar 18, 2026 | |
Ogre Dungeon In-game content art | Out of the 996+ files that make up this game, only 5 image files are AI generated. (Title screen, intro screen, game over screen)
This game is made by a solo indie developer with licensed work from independent artists. | Durance Gaming | - | Mar 18, 2026 | |
BaseStar In-game content artaudiotext | AI was used to create the main characters: how they look, sound and move. All cutscenes and dialogue are pre-generated with AI. All translations were done with the help of AI. Many in-game assets are made with AI or with the help of AI. | DeKat | - | Mar 18, 2026 | |
PonySide In-game content arttextcode | PonySide use Human made assets, for the Art, Icons, Dialogs and Music.
For the development of PonySide we use some AI generated Code, some items descriptions or dialogs may be AI generated as placeholder before the dev write them properly.
We may use AI generated icons when we cannot find an icon for an item in the assets pack we're using.
But again we value our artist we work with and human made assets. | RosacePony | - | Mar 18, 2026 | |
The Ogre King In-game content art | Some 2D art assets were initially created with the assistance of AI tools and then manually edited and finalized by the developer.
No AI is used during gameplay or to generate content in real time. | MineHole | - | Mar 18, 2026 | |
Cardborne In-game content audio | Music by SunoAI | Lakeborn studio | - | Mar 18, 2026 | |
拾取宝石后意外觉醒了复制魔王力量的逆天技能 Store/marketing art | 游戏在商店宣传图/pv等使用AI生成 | zeros | - | Mar 18, 2026 | |
Escape The Labyrinth Store/marketing arttext | AI helped me create the game logo, steam store pictures and a tiny help with notes text | Matteo Innusa | - | Mar 18, 2026 | |
永恒战神传奇 Store/marketing art | We used AI technology in our promotional materials. | 战神传奇 | 45 | Mar 18, 2026 | |
MYTHOLOGOUS™ Live AI text | The game uses some AI-generated text to enhance immersion through short form responsive NPC dialogue and procedurally described events. Each character’s dialogue is contextually grounded in their role, knowledge, and surroundings, keeping interactions cohesive and authentic.
Generative AI is NOT used for world narrative writing, lore, game logic, audio, images, or calculating outcomes of any kind.
AI systems ensure every player’s experience feels distinct while remaining true to the game’s established lore and tone.
This feature is experimental, and is not part of the core game. | Grant Medlyn | - | Mar 18, 2026 | |
Hollows Of Rogue In-game content art | Game application icon and splash screen's initial concepts were generated using Stable Diffusion | r618 | - | Mar 18, 2026 | |
Voxel Delvers In-game content art | AI Has been used to assist in game development, as well as designing some of the character and enemy voxel models. It has also been used to enhance clips or screenshots from the game to use for the store page items. For example the VD Logo is polished from the in game main menu screen, and then used AI to fit together and clean it up. | Teragon Studios | - | Mar 18, 2026 | |
Beyond Lost Planets In-game content art | As a solo developer, I used AI tools to assist in creating the base assets for marketing materials and background art. Each generated element was then manually edited, polished, and overpainted to ensure it met the game's aesthetic standards and to guarantee that the final output contains no infringing or illegal content.
However, no AI has been used in the actual game; all gameplay assets, including sprites, UI and card art are entirely hand-drawn. | leosgamedev | - | Mar 18, 2026 | |
Everfall: Idle Dungeon RPG In-game content art | Just AI backgrounds and some basic icons/logos. | GameDevJoey | 29 | Mar 18, 2026 | |
The Girl In White In-game content art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
Dungeons and Warbands In-game content art | I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets.
To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards. | Omer Erenturk | 11 | Mar 18, 2026 | |
Fate Machine In-game content text | Some in-game text were proofread and improved by AI-powered writing reviewer.
No other game assets were AI-gnereated. All sprites you see here are hand-pixelated. | Gin Drinkers Studio | - | Mar 18, 2026 | |
Devil Tower Note In-game content art | Partial art resources are completed with AI assistance. | Qinghe Quadrant | - | Mar 18, 2026 | |
SCP: Rift Moles In-game content audiocode | ElevenLabs was utilized to produce several in-game audio elements, primarily VFX sounds, while GitHub Copilot assisted us in efficiently completing repetitive or time-consuming tasks. | Spookline | - | Mar 18, 2026 | |
KAIBIL In-game content audioart | AI Disclosure
All writing, directing, editing, art direction and production, and all music and sprite work were fully created and/or imagined by Julio Salazar.
KAIBIL includes limited AI-assisted elements: Music by Udio; Video by Hailuo; Sprites: assisted by ChatGPT | Salazar Productions | - | Mar 18, 2026 | |
Arcane Veins In-game content art | The battle backgrounds are AI generated | Orquin Games | - | Mar 18, 2026 | |
Unemployed In-game content text | Our game uses AI to assist with localization into multiple languages. AI tools are used to support translation, making the game accessible to a wider audience. | WelesGames | - | Mar 18, 2026 | |
Decaying Forest In-game content art | Some individual images are generated by AI | 浩跃千里 | - | Mar 18, 2026 | |
Straying Rules In-game content art | A very small number of 3D models and 2D textures within the game were generated by AI and subsequently manually refined by artists. | Blind Point Games | - | Mar 18, 2026 | |
Holyland: Deckbuilding Adventure In-game content artaudio | This game uses generative AI for some background images and music. | mana | - | Mar 18, 2026 | |
Rise of the Khan In-game content art | Small Number of small items/meshes and Images were generated by AI. | Stinky Poo Entertainment | - | Mar 18, 2026 | |
Mage Escape 2000 Dev only | During development, procedural and AI-assisted tools may be used to support content creation. Regardless of the tools involved, the final experience reflects the creative vision and craftsmanship of the solo developer behind the project. | Frank Rodger Ivan Tom Tom Zebra | - | Mar 18, 2026 | |
Elize the Bored Sorcerer King’s Curse Store/marketing codeart | I used AI to write code in the game itself, as well as to create banners on Steam. | Pixre | - | Mar 18, 2026 | |
UNDERDEEP In-game content arttext | Since we’re a small development team, we use AI-generated images and edit them for our projects. We also plan to use AI for language localization. If downloads grow steadily after launch, we hope to collaborate with professional creators in the future. | UNDERDEEP | - | Mar 18, 2026 | |
束魂 In-game content arttext | Some scenes, items, and other assets in the game were generated with the assistance of AI. During the multilingual localization process, we used AI as a supplementary translation tool to improve efficiency. | 沙果干 | - | Mar 18, 2026 | |
文字城邦 In-game content art | 游戏插画、图标与其他部分美术资产 | 齿轮游戏 | 19 | Mar 18, 2026 |