AI was used to create splash art and the game logo.The game does not generate AI content during gameplay.
- Creator
- TurboForgeStudios
- Reviews
- -
- Added
- Jun 28, 2026
Public Steam disclosure research 25,383 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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AI was used to create splash art and the game logo.The game does not generate AI content during gameplay.
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.
一部分过场动画与图片素材使用了AI生成内容
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.
Generative AI was used in the creation of some graphic assets. These assets were further processed using filters and adjustments to better suit the game's visual style.
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.
The developer used ChatGPT to generate some of the promotional and marketing artwork displayed on the Steam storefront. No AI-Generated assets are used inside the actual game.
Some backgrounds and translations in this work were created using generative AI.
Generative AI was used to assist with the general coding of this game.
Checkpoint64 has used AI to assist with development & styling. Checkpoint64's dev team are Senior developers in their day jobs and know the code inside and out. All art & assets where created by a Human graphic artist.
"Generative AI was utilized to assist with the initial translation and localization of the game's text assets. All AI-assisted content underwent thorough manual review, editing, and refinement by our development team to ensure cultural accuracy and a high-quality narrative experience for players."
Some images and icons were generated by AI image generation tools, because I am not an artist and too poor to afford one.
Generative AI is only used as a programming assistant (like code completion or text localization). It’s not used to create the art, audio, or other content that players actually see. Enemy AI and procedural map generation are done with traditional game logic, not generative AI. The art and audio released come from third-party licensed materials on itch.io, with credits given in-game. The game doesn’t call any generative AI services while running.
some textures were generated with AI
TYPE HYPE's static visual assets — the main-menu skyline background, achievement icons (34 color + 34 grayscale variants = 68 PNGs), exhibition-level theme backgrounds (15 themes × 6 layer files = 90 PNGs), and Steam capsule backgrounds — were created with the assistance of generative AI image tools (primarily OpenAI's GPT image generation). All AI-generated assets were curated, selected, and approved by the developer. No AI runs at runtime in the shipped product. Music (59 tracks) is human-composed and sourced from Pixabay under the Pixabay Content License. Code was written collaboratively by the developer with an AI coding assistant. The game contains no AI-generated content shown to players during gameplay (procedural music layering is rule-based, not AI).
Some of the character art and backgrounds are based on images created with AI. These are used only as a basis to start from and are then heavily edited manually by our art team to make them fit the visual style of the game — the final product reflects the creativity and expression of our own development team.
Generative AI tools were used during development to assist with some pre-generated visual and text assets, including Steam store or marketing materials. All AI-assisted content is reviewed and included before release. The game does not generate new AI content during gameplay and does not connect to external AI services while running.
Some capsule and store art created and edited with AI, others lovingly created by art friends Fox and Ian.
AI-assisted tools were utilized in the optimization process of the game's program code and game design
Certain in-game images and visual assets within this title were generated with the assistance of artificial intelligence (AI) tools.
This game uses pre-generated AI-assisted visual assets. No live-generated AI content is used.
Some assets *may* be AI. These assets were secured from a third party and I cannot confirm this, but if that's the kind of thing that bothers you, you may want to steer clear.
English text for the store page
Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game.
This game was developed using an agentic AI coding tool, the code was written with AI assistance, under the design, direction, and review of the developer. The game contains no AI-generated assets — models and textures are generated procedurally in-engine, audio (sound effects and music) is pre-synthesized with the developer's own non-AI DSP tools, and UI text uses system fonts. No AI content is generated at runtime.
Claude Code, Codex, and OpenAI ImageGen capabilities were employed during the research, compiling, and marketing of this product.
Generative AI was used to assist and enhance the generation of placeholder art assets in this game.
AI was used to generate some art assets, some BGMs, and text translation localization.
This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services while the game is running.
Generative AI was utilized exclusively during development to assist with writing and optimizing code. The game does not contain any AI-generated art, music, or other in-game assets.
Generative AI Disclosure Some visual concepts, promotional images, text drafts, and background music were created or edited with the assistance of generative AI tools. The final materials were reviewed, selected, modified, and integrated by the developer. The game does not include real-time generative AI features during gameplay.
All game elements are created using AI tools like chatgpt.
Some in-game art assets have been generated using AI.
Store capsule includes elements generated with AI.
We only used AI to assist in generating game promotional materials.
We used AI to generate some of the artistic materials and some of the code development.
AI is only used for generating part of art and audio resources, as well as multilingual translation.
Generative AI was used to assist in the creation of certain sound effects and texture assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included in the final product.
Some optional in-game beta localizations were created with the assistance of generative AI during development. The original game text was written in Italian. English, Russian, Simplified Chinese, Traditional Chinese and Japanese were professionally localized. The additional beta languages include French, Spanish, German, Brazilian Portuguese, Polish, Turkish and Latin. These translations are pre-generated text assets included in the game build, not AI-generated during gameplay. These beta localizations may contain mistakes, awkward phrasing or jokes that do not work as intended. They are being opened for community review and improvement.
All the graphics are made with AI
Some localization strings and background elements of the store capsule were initially generated using AI tools. All final text and visual elements were reviewed and edited by the developer before shipping.
I have used AI to generate images and translate texts.
The music in game was generated using AI.
Some cutscene assets were made using Craiyon and Midjourney, then tweaked in GIMP and Photoshop. Soon to be replaced in an update.
We use AI to help generate our seamless 3D textures and certain in-game photos. The decision to use AI-generated images was made out of respect for individual privacy, by avoiding using real-life human references, we wanted to ensure no individuals or parties are misrepresented.
Some visual assets used for the Steam store page and marketing materials, including logos, promotional artwork, capsule images, and library assets, were created or assisted using generative AI tools and then reviewed, edited, and finalized by the developer. No AI-generated content is created during gameplay. AI-generated content is limited to pre-generated promotional and store page materials and does not affect gameplay, game mechanics, or player-generated content.
We used AI to help in coding the game, and coming up with some of our promotional art assets.
The background images and girls pictures are pre-rendered AI art
All 2D visual artwork used in the game was created or edited with the assistance of generative AI tools, then manually reviewed, selected, adjusted, and implemented by the developer. This includes in-game sprites, visual assets, Steam store artwork, and promotional material.
We use AI to assist in the creation of promotional materials.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
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 | |
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 | |
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 | |
Entered In-game content art | Generative AI was used in the creation of some graphic assets. These assets were further processed using filters and adjustments to better suit the game's visual style. | Installing something | - | 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 | |
Toy Box Store/marketing art | The developer used ChatGPT to generate some of the promotional and marketing artwork displayed on the Steam storefront. No AI-Generated assets are used inside the actual game. | Bobo's Bakery | - | Jun 28, 2026 | |
Re.がんばりみのりこ ~お姉ちゃんの試練~ In-game content arttext | Some backgrounds and translations in this work were created using generative AI. | Tosa Laboratory | - | Jun 28, 2026 | |
Starforge Pirate Dev only code | Generative AI was used to assist with the general coding of this game. | White Whale Gaming Studios | - | Jun 28, 2026 | |
Checkpoint64 Dev only art | Checkpoint64 has used AI to assist with development & styling.
Checkpoint64's dev team are Senior developers in their day jobs and know the code inside and out.
All art & assets where created by a Human graphic artist. | Checkpoint64 Team | - | Jun 28, 2026 | |
无限R-放置赛车 Infinite R: Idle Racing In-game content text | "Generative AI was utilized to assist with the initial translation and localization of the game's text assets. All AI-assisted content underwent thorough manual review, editing, and refinement by our development team to ensure cultural accuracy and a high-quality narrative experience for players." | VoidSlash Games | - | Jun 28, 2026 | |
Jugger In-game content art | Some images and icons were generated by AI image generation tools, because I am not an artist and too poor to afford one. | Knorrmal Games | - | Jun 28, 2026 | |
Maybe a CardGame? Dev only code | Generative AI is only used as a programming assistant (like code completion or text localization). It’s not used to create the art, audio, or other content that players actually see. Enemy AI and procedural map generation are done with traditional game logic, not generative AI. The art and audio released come from third-party licensed materials on itch.io, with credits given in-game. The game doesn’t call any generative AI services while running. | Moyu | - | Jun 28, 2026 | |
Dream to Millennium | 梦回千禧 In-game content art | some textures were generated with AI | 男人40玩说唱 | - | Jun 28, 2026 | |
Type Hype In-game content artcode | TYPE HYPE's static visual assets — the main-menu skyline background, achievement icons (34 color + 34 grayscale variants = 68 PNGs), exhibition-level theme backgrounds (15 themes × 6 layer files = 90 PNGs), and Steam capsule backgrounds — were created with the assistance of generative AI image tools (primarily OpenAI's GPT image generation). All AI-generated assets were curated, selected, and approved by the developer. No AI runs at runtime in the shipped product. Music (59 tracks) is human-composed and sourced from Pixabay under the Pixabay Content License. Code was written collaboratively by the developer with an AI coding assistant. The game contains no AI-generated content shown to players during gameplay (procedural music layering is rule-based, not AI). | supergoodcorey | - | Jun 28, 2026 | |
Dynamite Blue In-game content art | Some of the character art and backgrounds are based on images created with AI.
These are used only as a basis to start from and
are then heavily edited manually by our art team
to make them fit the visual style of the game —
the final product reflects the creativity and
expression of our own development team. | Kosmo's 12 | - | Jun 28, 2026 | |
Gold is Life Store/marketing arttext | Generative AI tools were used during development to assist with some pre-generated visual and text assets, including Steam store or marketing materials. All AI-assisted content is reviewed and included before release. The game does not generate new AI content during gameplay and does not connect to external AI services while running. | Nam Rood | - | Jun 28, 2026 | |
Bootloop Store/marketing art | Some capsule and store art created and edited with AI, others lovingly created by art friends Fox and Ian. | Nostalgic Interactive, LLC | - | Jun 28, 2026 | |
最完美的作品 In Perfection Dev only code | AI-assisted tools were utilized in the optimization process of the game's program code and game design | Moon Blueprint | - | Jun 28, 2026 | |
Re:Born Isekai Company In-game content art | Certain in-game images and visual assets within this title were generated with the assistance of artificial intelligence (AI) tools. | WantBss | - | Jun 28, 2026 | |
LOST IN LOST JAPAN In-game content art | This game uses pre-generated AI-assisted visual assets. No live-generated AI content is used. | KNIGHT_0(ナイトー) | - | Jun 28, 2026 | |
Null Horizon Unclear | Some assets *may* be AI. These assets were secured from a third party and I cannot confirm this, but if that's the kind of thing that bothers you, you may want to steer clear. | HopefullyHeroic | 20 | Jun 28, 2026 | |
Braveforce: The Lost Dominion of the Void general | English text for the store page | GamingImomushi | - | Jun 28, 2026 | |
Word Scramble In-game content art | Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game. | Minou Interactive | - | Jun 28, 2026 | |
POLYMINAL Dev only code | This game was developed using an agentic AI coding tool, the code was written with AI assistance, under the design, direction, and review of the developer. The game contains no AI-generated assets — models and textures are generated procedurally in-engine, audio (sound effects and music) is pre-synthesized with the developer's own non-AI DSP tools, and UI text uses system fonts. No AI content is generated at runtime. | Alexander Boczek | - | Jun 27, 2026 | |
Perfumed Palaces Store/marketing arttextcode | Claude Code, Codex, and OpenAI ImageGen capabilities were employed during the research, compiling, and marketing of this product. | MUTHRI | - | Jun 27, 2026 | |
Gridiron Football League In-game content art | Generative AI was used to assist and enhance the generation of placeholder art assets in this game. | PeligroAmigo | - | Jun 27, 2026 | |
Tales Of Wakana In-game content artaudiotext | AI was used to generate some art assets, some BGMs, and text translation localization. | OrangeTiger | 93 | Jun 27, 2026 | |
Three Kingdoms: March In-game content artaudiocodetext | This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion.
The game does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Doldori Games | - | Jun 27, 2026 | |
All But Weak Dev only code | Generative AI was utilized exclusively during development to assist with writing and optimizing code. The game does not contain any AI-generated art, music, or other in-game assets. | Hikyu | - | Jun 27, 2026 | |
Love Train In-game content arttextaudio | Generative AI Disclosure
Some visual concepts, promotional images, text drafts, and background music were created or edited with the assistance of generative AI tools. The final materials were reviewed, selected, modified, and integrated by the developer.
The game does not include real-time generative AI features during gameplay. | MadMole | - | Jun 27, 2026 | |
Captain Galactic In-game content text | All game elements are created using AI tools like chatgpt. | whoppagamer | - | Jun 16, 2026 | |
Wall Street 1929 In-game content art | Some in-game art assets have been generated using AI. | MindDream Game Studios | - | Jun 16, 2026 | |
Monke Survivor Store/marketing art | Store capsule includes elements generated with AI. | Mez | - | Jun 16, 2026 | |
至尊传说之屠龙战神 Store/marketing art | We only used AI to assist in generating game promotional materials. | 屠龙战神 | - | Jun 16, 2026 | |
WinWinWin In-game content artcode | We used AI to generate some of the artistic materials and some of the code development. | WingInNest Game | - | Jun 16, 2026 | |
群雄战歌:妖火纪元 In-game content artaudiotext | AI is only used for generating part of art and audio resources, as well as multilingual translation. | LI BO | - | Jun 16, 2026 | |
Lost Below In-game content audioart | Generative AI was used to assist in the creation of certain sound effects and texture assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included in the final product. | KPAP | - | Jun 15, 2026 | |
The Crazy Hyper-Dungeon Chronicles In-game content text | Some optional in-game beta localizations were created with the assistance of generative AI during development.
The original game text was written in Italian. English, Russian, Simplified Chinese, Traditional Chinese and Japanese were professionally localized.
The additional beta languages include French, Spanish, German, Brazilian Portuguese, Polish, Turkish and Latin. These translations are pre-generated text assets included in the game build, not AI-generated during gameplay.
These beta localizations may contain mistakes, awkward phrasing or jokes that do not work as intended. They are being opened for community review and improvement. | Fix-a-Bug | 217 | Jun 15, 2026 | |
Kids Arcade In-game content art | All the graphics are made with AI | Joaquim Junque de Fortuny | - | Jun 13, 2026 | |
Mr. Bunny Store/marketing textart | Some localization strings and background elements of the store capsule were initially generated using AI tools. All final text and visual elements were reviewed and edited by the developer before shipping. | Chronowhale | - | Jun 13, 2026 | |
Papa In-game content arttext | I have used AI to generate images and translate texts. | VimmGames | 35 | Jun 13, 2026 | |
Slay The Beat In-game content audio | The music in game was generated using AI. | Ihor Syvanenko | - | Jun 12, 2026 | |
Candyboy In-game content art | Some cutscene assets were made using Craiyon and Midjourney, then tweaked in GIMP and Photoshop. Soon to be replaced in an update. | Staring Skull Studio | 11 | Jun 12, 2026 | |
The Night Shift | Dalam Kelam In-game content art | We use AI to help generate our seamless 3D textures and certain in-game photos. The decision to use AI-generated images was made out of respect for individual privacy, by avoiding using real-life human references, we wanted to ensure no individuals or parties are misrepresented. | T55 Arthouse | - | Jun 12, 2026 | |
The Ultimate USA Road Trip 2026 Store/marketing art | Some visual assets used for the Steam store page and marketing materials, including logos, promotional artwork, capsule images, and library assets, were created or assisted using generative AI tools and then reviewed, edited, and finalized by the developer.
No AI-generated content is created during gameplay. AI-generated content is limited to pre-generated promotional and store page materials and does not affect gameplay, game mechanics, or player-generated content. | OH Games Studio | - | Jun 11, 2026 | |
Driftscape: Void In-game content art | We used AI to help in coding the game, and coming up with some of our promotional art assets. | Three Brothers Games | - | Jun 11, 2026 | |
Chronime Puzzle: Girls In-game content art | The background images and girls pictures are pre-rendered AI art | Quantum Quiver Games | - | Jun 11, 2026 | |
Hangin' Off! In-game content art | All 2D visual artwork used in the game was created or edited with the assistance of generative AI tools, then manually reviewed, selected, adjusted, and implemented by the developer.
This includes in-game sprites, visual assets, Steam store artwork, and promotional material. | Sk1ds Retro Works | 32 | Jun 11, 2026 | |
君临传奇之风起云涌 Store/marketing art | We use AI to assist in the creation of promotional materials. | 君临传奇之风起云涌 | - | Jun 11, 2026 |