游戏内立绘使用了AI技术调整
- Creator
- 辰酉游戏
- Reviews
- -
- Added
- Jun 4, 2026
Public Steam disclosure research 25,989 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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游戏内立绘使用了AI技术调整
Some art assets are generative and some are not. Many assets were purchased and then updated with generative AI in order to look different from the original purchased assets. We would love to change these out for custom art if the game does well.
This game uses pre-generated AI-assisted content for some visual assets, promotional images, localization support, and marketing materials. All AI-assisted content has been reviewed and edited by the developer before inclusion in the game or store page. Artificial intelligence was not used in writing the game’s story; the writing process was completed by the developer over approximately 4 months.
Some artworks on the gameplay to explain the story are generated by A.I with the developer's own detailed ideas. Other works like coding, sound effects, map design, character design are by the developers. Some designs use A.I to support of the creation, but they are customized, re-designed by the develooper. The game DOES NOT include live-generated AI systems, chatbots, player-facing AI generation, or runtime generation of text, images, audio, or dialogue.
This game uses generative AI tools during development to assist with the creation of certain art assets and some repetitive development tasks. All content is manually designed, reviewed, selected, and integrated by the developer.
Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance.
Generative AI tools are used during development for the creation and refinement of certain visual assets, animations, music, sound effects and voice content. AI-assisted workflows are also utilized for localization support, historical research, narrative iteration and code review. All AI-generated material is manually reviewed, edited and integrated into the final game experience by the developer.
This game was developed with the assistance of generative AI tools. However, AI does not generate any content in real-time or directly within the application. It was used exclusively during the production phase to create certain user interface elements, including visual components visible in-game. All AI-generated content was reviewed and approved by the development team prior to integration.
Deep In The Mine was developed by a single person. Artificial intelligence was used to save time and correct certain shortcomings, particularly in audio creation and mesh generation.
Localization powered by AI
AI Used for the art work in this game.
Generative AI tools were used exclusively to create the main menu background illustration and the visual assets/textures for the enemy characters. No other parts of the game utilize artificial intelligence, and all other assets were created or acquired manually by the developers. The game does not contain any live-generated or real-time AI content.
This game utilizes Artificial Intelligence (AI) for localization and audio generation.
AI-assisted tools were used to help create some sound effects used in the game.
AI was used in the creation of decorative paintings in the game. Some model assets were generated using AI before being reworked.
The game to contain art assets and achievement art assets generated by artificial intelligence
This game uses AI-assisted tools for certain in-game assets and promotional images. All gameplay, mechanics, and story content were designed by the development team.
all the pictures are generated by artificial intelligence.
This game uses AI-generated music and sound effects created with Suno and ElevenLabs. All visual assets and code are handcrafted by the developer.
We use AI to translate text displayed in the game (for languages other than Japanese).
通过人工智能把语音转成文字。
Some pre-generated content, such as text, images, or audio, may have been created with the assistance of generative AI. All AI-assisted content was reviewed, edited, and implemented by the developer. The game does not generate AI content dynamically during gameplay.
Some visual and written content in this game was created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not include live-generated AI features, and players cannot generate content during gameplay.
This game uses generative AI tools to assist with the creation of certain visual assets and localization.
The announcer in the demo is using text-to-speech (TTS). This is temporary and will be replaced with human voice acting in the full release.
Some visual assets (character sprites and facial feature illustrations) and background music in this game were created with the assistance of AI generation tools. All AI-generated content was reviewed, selected, and edited by the developer before inclusion in the game. No AI content is generated live during gameplay.
Some visual assets in 50 Days are fully or partially AI-generated, then edited, refined and integrated into the game by the developer.
Generative AI was used to assist in translating the game's menus and user interface text into multiple languages.
Some background images and item images are AI-assisted.
Some characters are generated using AI
Part of the game content is created with generative AI.
Al were only used to assist with translating text into multiple languages.
Generative AI tools were used to assist with localization and Steam capsule / marketing artwork.
Generative AI tools were used during development as an assistance tool for programming, debugging, design iteration, documentation, and store-page text drafting. All final game content, gameplay systems, assets, and published materials are reviewed, selected, and implemented by the developer. Sol Survivor does not use live generative AI during gameplay. Players do not interact with an AI text, image, audio, or content-generation system while playing.
This game includes limited use of artificial intelligence in the creation process. Some translations, and a small number of voice lines may have been assisted, refined, or generated using AI tools. Most voice-acted dialogue was recorded traditionally, and the core narrative, writing, and overall creative direction were created by the development team.
Many of the game images have been made with AI though they have been heavily edited afterwards. It has also assisted with some of the code. This game would not be possible without it as I'm a small indie dev.
Backgrounds and Icon created by AI.
Parts of the localization and most character portraits were created with the assistance of AI. All relevant content was manually reviewed and edited by me where possible and necessary.
Generative AI was used to create the original images for the relics, the talismans, and zodiacs. We also used generative AI when writing the game's code.
A few icons in the game are in made by taking a screenshot and adding a filter over the screenshot.
AI was used as descriptions generator helper, and translation base.
Some assets in this work are AI-generated: Store page: Store promotional images, library promotional images, library homepage image. Game itself: Some 3D models, background music, sound effects.
"Generative AI tools were used during the development of this game to assist with programming and narrative dialogue writing. All AI-assisted content has been reviewed and approved by the developer. No artificial intelligence generates content live during gameplay — ▎ all text, audio, and visuals are pre-authored and fixed."
Given I am a solo developer, Generative AI tools were utilized as development assistants to optimize workflows. Also, some of the backgrounds are based on images created with AI, as well as a few items. They were only used as a basis to start from and have been heavily edited manually afterwards to make them fit with the rest of the game's pixel art artstyle.
Some of the visual assets such as some of the character designs and images were created with the help of AI and then further modified and implemented by the developer.
Machine learning was used in the initial localisation process for the Crown Tactics in game and store page text.
This game use ai for music, voices and main menu background
Artificial Intelligence was used to generate concept art and placeholder music during the development phase. These assets are currently used as temporary measures until the project secures enough funding to commission professional human artists.
This game uses generative AI tools in limited ways during development, primarily for pre-generated visual/text assets. All AI-assisted content is reviewed, edited, and finalized by the developer before being included in the game. No AI-generated content is created in real time during gameplay.
This product uses AI generation to create textures for some 3D objects and effects.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
大荒消劫录 In-game content art | 游戏内立绘使用了AI技术调整 | 辰酉游戏 | - | Jun 4, 2026 | |
Lynayly In-game content art | Some art assets are generative and some are not. Many assets were purchased and then updated with generative AI in order to look different from the original purchased assets. We would love to change these out for custom art if the game does well. | Joyful Games Inc. | - | Jun 4, 2026 | |
Deigon Witch In-game content arttext | This game uses pre-generated AI-assisted content for some visual assets, promotional images, localization support, and marketing materials. All AI-assisted content has been reviewed and edited by the developer before inclusion in the game or store page.
Artificial intelligence was not used in writing the game’s story; the writing process was completed by the developer over approximately 4 months. | Berk Arifoglu | - | Jun 4, 2026 | |
Oleander-X In-game content art | Some artworks on the gameplay to explain the story are generated by A.I with the developer's own detailed ideas.
Other works like coding, sound effects, map design, character design are by the developers.
Some designs use A.I to support of the creation, but they are customized, re-designed by the develooper.
The game DOES NOT include live-generated AI systems, chatbots, player-facing AI generation, or runtime generation of text, images, audio, or dialogue. | Jason Nguyen | - | Jun 4, 2026 | |
留学模拟器 In-game content art | This game uses generative AI tools during development to assist with the creation of certain art assets and some repetitive development tasks. All content is manually designed, reviewed, selected, and integrated by the developer. | Sleepless Studio | - | Jun 4, 2026 | |
Labyrinth of Doom In-game content arttext | Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance. | David Riggle | - | Jun 4, 2026 | |
The Ludus: Ashes Over Pompeii In-game content artaudiotextcode | Generative AI tools are used during development for the creation and refinement of certain visual assets, animations, music, sound effects and voice content.
AI-assisted workflows are also utilized for localization support, historical research, narrative iteration and code review.
All AI-generated material is manually reviewed, edited and integrated into the final game experience by the developer. | Badadam Studios | - | Jun 4, 2026 | |
Farming Chillhood In-game content art | This game was developed with the assistance of generative AI tools. However, AI does not generate any content in real-time or directly within the application. It was used exclusively during the production phase to create certain user interface elements, including visual components visible in-game. All AI-generated content was reviewed and approved by the development team prior to integration. | Keyboard Smasherz | - | Jun 4, 2026 | |
Deep in The Mine In-game content audioart | Deep In The Mine was developed by a single person. Artificial intelligence was used to save time and correct certain shortcomings, particularly in audio creation and mesh generation. | HanoriaStudio | - | Jun 4, 2026 | |
Clairvoyage: The Lighthouse In-game content text | Localization powered by AI | Volpe Software | - | Jun 4, 2026 | |
Quality Learing Center In-game content art | AI Used for the art work in this game. | TekWiz | - | Jun 4, 2026 | |
Deck Of Misakila In-game content art | Generative AI tools were used exclusively to create the main menu background illustration and the visual assets/textures for the enemy characters. No other parts of the game utilize artificial intelligence, and all other assets were created or acquired manually by the developers. The game does not contain any live-generated or real-time AI content. | Dynarix Games | - | Jun 4, 2026 | |
Hammered! In-game content textaudio | This game utilizes Artificial Intelligence (AI) for localization and audio generation. | Team.JPG | - | Jun 4, 2026 | |
PokerVersity: Challenge In-game content audio | AI-assisted tools were used to help create some sound effects used in the game. | PokerVersity | - | Jun 4, 2026 | |
Spirimonz In-game content art | AI was used in the creation of decorative paintings in the game. Some model assets were generated using AI before being reworked. | Featherworks Studio | - | Jun 4, 2026 | |
DreamRace In-game content art | The game to contain art assets and achievement art assets generated by artificial intelligence | Racedev | 12 | Jun 4, 2026 | |
Gears and Annihilation In-game content art | This game uses AI-assisted tools for certain in-game assets and promotional images. All gameplay, mechanics, and story content were designed by the development team. | 墨声人 | - | Jun 4, 2026 | |
Visual Novel: WOODEN CALIBER In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Jun 4, 2026 | |
Mortis Loop In-game content audio | This game uses AI-generated music and sound effects created with Suno and ElevenLabs. All visual assets and code are handcrafted by the developer. | Red Panda | - | Jun 4, 2026 | |
雨音の向こう側 In-game content text | We use AI to translate text displayed in the game (for languages other than Japanese). | ただの犬小屋 | - | Jun 4, 2026 | |
言灵 In-game content audio | 通过人工智能把语音转成文字。 | 言灵AI实验室 | - | Jun 4, 2026 | |
開かないランドリー In-game content textartaudio | Some pre-generated content, such as text, images, or audio, may have been created with the assistance of generative AI. All AI-assisted content was reviewed, edited, and implemented by the developer. The game does not generate AI content dynamically during gameplay. | 文さん/bunsan | - | Jun 4, 2026 | |
Bleaklands In-game content arttext | Some visual and written content in this game was created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not include live-generated AI features, and players cannot generate content during gameplay. | weacon | - | Jun 4, 2026 | |
Pirate Story In-game content arttext | This game uses generative AI tools to assist with the creation of certain visual assets and localization. | そらまめひろば | - | Jun 4, 2026 | |
Annexation In-game content audio | The announcer in the demo is using text-to-speech (TTS).
This is temporary and will be replaced with human voice acting in the full release. | Hotkey Clicker | - | Jun 4, 2026 | |
관상소 In-game content artaudio | Some visual assets (character sprites and facial feature illustrations)
and background music in this game were created with the assistance
of AI generation tools. All AI-generated content was reviewed,
selected, and edited by the developer before inclusion in the game.
No AI content is generated live during gameplay. | Hanryang | - | Jun 4, 2026 | |
50 Days In-game content art | Some visual assets in 50 Days are fully or partially AI-generated, then edited, refined and integrated into the game by the developer. | BrauersGame | - | Jun 4, 2026 | |
PoopooDino In-game content text | Generative AI was used to assist in translating the game's menus and user interface text into multiple languages. | alufa | - | Jun 4, 2026 | |
Concerto on White: Bass Hero In-game content art | Some background images and item images are AI-assisted. | C11 Games | - | Jun 4, 2026 | |
Crazy Oddballs: Idle RPG In-game content arttext | Some characters are generated using AI | Crazy Oddballs | 329 | Jun 4, 2026 | |
曾经的王 In-game content | Part of the game content is created with generative AI. | 遗忘王冠 | - | Jun 4, 2026 | |
Dither Cleaning World In-game content text | Al were only used to assist with translating text into multiple languages. | Shaqi | - | Jun 4, 2026 | |
HexiGo In-game content textart | Generative AI tools were used to assist with localization and Steam capsule / marketing artwork. | Heze Games | - | Jun 4, 2026 | |
Sol Survivor In-game content codetext | Generative AI tools were used during development as an assistance tool for programming, debugging, design iteration, documentation, and store-page text drafting. All final game content, gameplay systems, assets, and published materials are reviewed, selected, and implemented by the developer.
Sol Survivor does not use live generative AI during gameplay. Players do not interact with an AI text, image, audio, or content-generation system while playing. | Evil Space Games | - | Jun 3, 2026 | |
Backrooms Dream with Tung Tung Tung Sahur In-game content textaudio | This game includes limited use of artificial intelligence in the creation process. Some translations, and a small number of voice lines may have been assisted, refined, or generated using AI tools. Most voice-acted dialogue was recorded traditionally, and the core narrative, writing, and overall creative direction were created by the development team. | Source Byte | - | Jun 3, 2026 | |
Divorced Dad Rock In-game content artcode | Many of the game images have been made with AI though they have been heavily edited afterwards. It has also assisted with some of the code. This game would not be possible without it as I'm a small indie dev. | Lootin Studios | - | Jun 3, 2026 | |
Wild Climbers Peak Panic In-game content art | Backgrounds and Icon created by AI. | DeepFra | - | Jun 3, 2026 | |
Runika: A World of Little Legends In-game content textart | Parts of the localization and most character portraits were created with the assistance of AI. All relevant content was manually reviewed and edited by me where possible and necessary. | Pascal Dittrich | 88 | Jun 3, 2026 | |
Mahjuro In-game content artcode | Generative AI was used to create the original images for the relics, the talismans, and zodiacs. We also used generative AI when writing the game's code. | Zelda Hessler | - | Jun 3, 2026 | |
Lorne In-game content art | A few icons in the game are in made by taking a screenshot and adding a filter over the screenshot. | Lorne Studios | - | Jun 3, 2026 | |
Small Living World 2 In-game content text | AI was used as descriptions generator helper, and translation base. | 777 Pixels | - | Jun 3, 2026 | |
Snowball Party In-game content artaudio | Some assets in this work are AI-generated:
Store page: Store promotional images, library promotional images, library homepage image.
Game itself: Some 3D models, background music, sound effects. | Game_Artisan | - | Jun 3, 2026 | |
Project AsteroidZ In-game content textcode | "Generative AI tools were used during the development of this game to assist with programming and narrative dialogue writing. All AI-assisted content has been reviewed and approved by the developer. No artificial intelligence generates content live during gameplay —
▎ all text, audio, and visuals are pre-authored and fixed." | Timothy E. Winnie | - | Jun 3, 2026 | |
Company Captain: Westashes In-game content art | Given I am a solo developer, Generative AI tools were utilized as development assistants to optimize workflows.
Also, some of the backgrounds are based on images created with AI, as well as a few items. They were only used as a basis to start from and have been heavily edited manually afterwards to make them fit with the rest of the game's pixel art artstyle. | C&T | - | Jun 3, 2026 | |
HXV In-game content art | Some of the visual assets such as some of the character designs and images were created with the help of AI and then further modified and implemented by the developer. | Cyron Interactive | - | Jun 3, 2026 | |
Crown Tactics In-game content text | Machine learning was used in the initial localisation process for the Crown Tactics in game and store page text. | OfficeLabs Studios | - | Jun 3, 2026 | |
Medieval thieves academy In-game content audioart | This game use ai for music, voices and main menu background | Awarth | - | Jun 3, 2026 | |
Loaded Dice - A Yahtzee Roguelike In-game content artaudio | Artificial Intelligence was used to generate concept art and placeholder music during the development phase. These assets are currently used as temporary measures until the project secures enough funding to commission professional human artists. | Yvantis | - | Jun 3, 2026 | |
Incense Nook In-game content arttext | This game uses generative AI tools in limited ways during development, primarily for pre-generated visual/text assets. All AI-assisted content is reviewed, edited, and finalized by the developer before being included in the game. No AI-generated content is created in real time during gameplay. | Zero.One | - | Jun 3, 2026 | |
Artificial Magic Language System In-game content art | This product uses AI generation to create textures for some 3D objects and effects. | FeatherBlow | - | Jun 3, 2026 |