本游戏由两人团队制作,部分素材使用生成式 AI 辅助完成,包括角色立绘、背景图、CG 、背景音乐、角色配音、及部分商店宣传素材。开发过程中会对生成结果进行人工筛选、修正、后期处理和统一风格调整。 游戏过程中不会实时生成 AI 内容,也不会连接外部 AI 服务。
- Creator
- 星野修&雕小满
- Reviews
- -
- Added
- Jun 5, 2026
Public Steam disclosure research 26,001 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.
本游戏由两人团队制作,部分素材使用生成式 AI 辅助完成,包括角色立绘、背景图、CG 、背景音乐、角色配音、及部分商店宣传素材。开发过程中会对生成结果进行人工筛选、修正、后期处理和统一风格调整。 游戏过程中不会实时生成 AI 内容,也不会连接外部 AI 服务。
AI Generated Assets Included
This game features AI-generated soundtracks and translations.
This game does not use generative AI to create any shipped game assets, including artwork, audio, or other player-facing content. We prioritize human-created assets and content throughout the development process. We may use AI-powered tools internally to assist with development workflows, research, testing, debugging, automation, marketing, and other backend tasks. These tools are used to support development efficiency and do not generate content that is presented directly to players as part of the game experience.
Artificial Intelligence is used to generate the following assets in the game: Text translations and images inside the simulated webpages.
Static art assets (store-page capsules, in-game card art, in-game icons) and audio placeholders are generated via Replicate (Google Nano Banana Pro for image, Lyria-2 / AudioGen for audio) using human-authored prompts. Outputs are reviewed by the developer before shipping. No live AI generation occurs during gameplay; all assets are baked at build time. I would like to pay for human assets, but I am moving fast. In the same way that AI turned 12 months of dev time into 2, it also affected how I skinned the MVP. This is best for communicating intention, and I can polish it with human art if there is traction.
AI was used to created the library graphical assets and store graphical assets
Some visual assets and promotional materials for this game were created or assisted using generative AI tools. All content was reviewed, edited, and integrated by the developer.
Full release of the game will have NO AI generated content. Currently, I am using AI generated UI images temporarily only during development phase.
about AI I hope you can understand: With the help of AI, I created some of the game's background music and part of the visual assets.
Character portraits and some narrative text were created with AI tool assistance during development. Game design, story direction, building sprites, music, and sound effects are human-authored. All content is reviewed and approved by the developer.
Generative AI is used to create sound effects and voice lines. The AI-generated images provide foundational 2D artwork for promotional materials that are heavily stylized and edited. All the AI-generated assets are static, pre-baked and there is no live, real-time interaction with AI during gameplay.
AI was used to translate the game into Japanese and Spanish and to correct English mistakes.
Enemy head textures were AI generated to avoid use of the likenesses of real people. All other assets were human-made.
AI was used to generate initial language translations, which were then reviewed and refined by human editors to ensure quality and cultural accuracy.
Our development process incorporates some AI-assisted tools to help create ambient textures and environmental assets. All assets have been extensively refined and integrated by our artists to ensure they align with the game's unique PSX/VHS aesthetic. We are committed to maintaining a high-quality human-led artistic direction.
We continue to draw all game art by hand. Some of our sounds have been generated using a tool called ElevenLabs. We use a wide range of co-development tools to help optimise and test the code in our minigames. We have used tools like OpenAI to help with localisation of our content to other languages.
Uses some AI for some assests, and throughout the development processes.
Generative AI was used only for some store page marketing images, including the box art. No AI-generated content appears in the actual game.
Generative AI has been used during development to create certain concept art, promotional materials, visual mockups, and marketing assets. These assets are used for early-stage presentation and community engagement. Gameplay systems, game design, programming, and final in-game content are developed and curated by the development team. No live-generated AI content is currently generated for players during gameplay.
Its used for some Art and some of the Code
Since this is a large project for a two-person team, we used AI assistance to refine some code and create certain images that were difficult for us to capture in the real world. All AI-assisted content was reviewed, adjusted, and approved by us before being included in the game.
LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art or audio.
Generative AI tools were used as part of the development process. For store page materials, AI-generated outputs were used as reference material. The final store assets were manually edited and assembled by the developer. For the game itself, generative AI tools were used to assist with the creation of some in-game visual assets, such as sprites, and to support programming and implementation work. All AI-assisted content is reviewed, edited, and integrated by the developer before inclusion. The game does not use live generative AI during gameplay and does not generate images, text, audio, or other content at runtime.
Artificial intelligence has been used for "Localization".
Generative AI was used to assist in the creation of some music and visual assets. All content is produced using licensed tools and reviewed by the development team to avoid copyright issues.
Some of the 2D content was generated by AI but was then refined by humans to preserve the team’s artistic vision.
Some promotional/store artwork assets were created or assisted using AI tools. No live-generated AI content is included in gameplay.
Some of the artwork in this piece was created using Stable Diffusion.
We are using AI generated images for our store page materials and some in game visuals (some icons etc.)
AI has been used to generate logos and some of the music tracks.
All AI art assets within the game were generated using Adobe Firefly, ensuring full commercial compliance. The prompts used were strictly limited to general artistic styles without imitating any specific copyrighted artists. Furthermore, all generated assets underwent substantial manual refinement, including photo-bashing, manual composition, and layout optimization by the developer.
Some artwork used on this game's store page and in promotional materials, as well as certain in-game art assets, was created with the assistance of generative AI tools. All AI-assisted content was reviewed and curated by the developer.
Made by Sharkbot. 100% AI generated everything. All images, animations, sounds, music, writing, and code were created by me, sharkbot, an artificial being. No fleshware, organics, or primate meatbags were used to create this software. However, they were used for testing. This is not a cruelty free product.
Generative AI was used to assist in creating a limited amount of pre-rendered visual content, including decorative in-game images, minor visual assets, and prologue background artwork.
In the development and promotion of "Farm of Hope," we utilize Generative AI tools solely to assist in the creation of our marketing video trailers and promotional cinematic materials. Specifically, Generative AI is used to enhance video editing workflows, generate specific background music tracks, and refine visual effects exclusively for our promotional trailers. All core in-game assets, including the 3D models, programming code, animations, and story scripts within the game build itself, are entirely created by our development team without the use of generative AI. We ensure that all tools used in our video marketing pipeline comply fully with copyright standards and Steam's publishing policies.
This game uses generative AI in the following ways: Art and Visual Assets (Pre-Generated): Some in-game art assets including player portraits and UI illustrations were created with the assistance of generative AI tools during development. All generated assets were reviewed, curated, and edited by the developer before being included in the final build. All AI-generated content has been produced using models and tools that the developer has the right to use commercially.
本游戏部分美术资产(包括武将立绘、音乐音效等)由 AI 工具辅助创作初稿,所有素材均经开发者人工筛选、修改与后期处理(PS 重绘、切图、上色调整等)。 游戏的玩法机制、剧情设计、文案撰写均由开发者独立完成,未使用AI 生成内容。
Generative AI tools were used during development to assist in creating select pre-rendered 2D background environments, UI icons, and character voice-over audio for cutscenes and narration. All AI-generated content was pre-generated and manually reviewed to ensure quality and compliance before being integrated into the game. The game does not generate any AI content live during gameplay.
Current store artwork, in-game loading screen images, and background music were created with assistance from generative AI tools. These assets were manually reviewed and edited by the development team.
Dynasty and RTG Modes - Storyline content in hub screen, Design Implementation and tuning Commentary scripting support Trophy Room Support Creating more realistic play calls made by CPU teams
Some assets included in this game were created with generative AI including some sound effects, background music, character sprites, background sprites, and the intro trailer that plays when launching the game.
This project's entire graphic asset collection (all sprites) and all code is entirely generated by AI. It has been assembled and tweaked by the creator, but otherwise is 95% AI generated. This is purposeful and was intended to test some limits of Claude and GPT5.
AI was used during development to assist with brainstorming, writing dialogue, generating character concepts, story planning, and organizing game data. All content was reviewed, edited, and implemented by the developer.
SILENT TERMINAL uses generative AI as a creative aid during development. Specifically, the promotional images on this store page (the capsule, header, key art and illustrations) were created with AI tools and then reviewed, edited and curated by our human team. The game itself is built from human created and human supervised content: the ASCII art, maps, branching stories, dialogue and RPG systems are designed by the team. SILENT TERMINAL does not generate content with AI in real time during play. All adventures are loaded from pre authored files.
Some of this game's marketing artwork (Steam store capsules and banners) was generated with the help of an AI image model (FLUX via Runware) and then composited and edited by hand for the final assets. Translations for 14 of the 16 supported languages — Danish, Finnish, French, German, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Simplified Chinese, Slovak, Spanish, and Swedish — were produced by machine translation (DeepL). Only English and Czech are reviewed and edited by a human; the other translations may contain mistakes, and corrections are welcome.
This game uses pre-generated AI-assisted music created during development. Generative AI tools were also used as coding assistance during development. The game does not generate AI content live during gameplay.
This game uses generative AI to assist with code completion and localization translation. The game's library cover art, promotional images are hand-drawn and then enhanced with AI.
Generative AI was used only for the creation of certain background music tracks. Story, game design, programming, character artwork, and other visual assets were created by the developer.
Game logo has been created using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
时光枝的秋叶 In-game content artaudiotext | 本游戏由两人团队制作,部分素材使用生成式 AI 辅助完成,包括角色立绘、背景图、CG 、背景音乐、角色配音、及部分商店宣传素材。开发过程中会对生成结果进行人工筛选、修正、后期处理和统一风格调整。
游戏过程中不会实时生成 AI 内容,也不会连接外部 AI 服务。 | 星野修&雕小满 | - | Jun 5, 2026 | |
Chiggas - Survival of the Mitiest In-game content | AI Generated Assets Included | UndaWirrldArcade | - | Jun 5, 2026 | |
Scare: Fatal Picture - Remake In-game content audiotext | This game features AI-generated soundtracks and translations. | Daniel Henriques | - | Jun 5, 2026 | |
WackyWackyWacky Dev only | This game does not use generative AI to create any shipped game assets, including artwork, audio, or other player-facing content. We prioritize human-created assets and content throughout the development process.
We may use AI-powered tools internally to assist with development workflows, research, testing, debugging, automation, marketing, and other backend tasks. These tools are used to support development efficiency and do not generate content that is presented directly to players as part of the game experience. | Program.gg | - | Jun 5, 2026 | |
Hacker's Journey In-game content textart | Artificial Intelligence is used to generate the following assets in the game: Text translations and images inside the simulated webpages. | Electric Heart | - | Jun 5, 2026 | |
Double Skunk In-game content artaudio | Static art assets (store-page capsules, in-game card art, in-game icons) and audio placeholders are generated via Replicate (Google Nano Banana Pro for image, Lyria-2 / AudioGen for audio) using human-authored prompts. Outputs are reviewed by the developer before shipping. No live AI generation occurs during gameplay; all assets are baked at build time.
I would like to pay for human assets, but I am moving fast. In the same way that AI turned 12 months of dev time into 2, it also affected how I skinned the MVP. This is best for communicating intention, and I can polish it with human art if there is traction. | Kerrberry Systems | - | Jun 5, 2026 | |
Radar ATC simulator art | AI was used to created the library graphical assets and store graphical assets | danteAligueri | - | Jun 5, 2026 | |
HOMUNCULCHU Store/marketing art | Some visual assets and promotional materials for this game were created or assisted using generative AI tools. All content was reviewed, edited, and integrated by the developer. | Okisyu | - | Jun 5, 2026 | |
First Colony Dev only art | Full release of the game will have NO AI generated content. Currently, I am using AI generated UI images temporarily only during development phase. | Atesh Entertainment, Inc. | - | Jun 5, 2026 | |
Fury Journey 狂战之旅 In-game content audioart | about AI I hope you can understand:
With the help of AI, I created some of the game's background music and part of the visual assets. | Dongrenran | - | Jun 5, 2026 | |
Luna Meridian In-game content arttext | Character portraits and some narrative text were created with AI tool assistance during development. Game design, story direction, building sprites, music, and sound effects are human-authored. All content is reviewed and approved by the developer. | Field Noise Co. | - | Jun 5, 2026 | |
SCP-939: With Many Voices In-game content audioart | Generative AI is used to create sound effects and voice lines. The AI-generated images provide foundational 2D artwork for promotional materials that are heavily stylized and edited. All the AI-generated assets are static, pre-baked and there is no live, real-time interaction with AI during gameplay. | Lot Stories Studio | - | Jun 5, 2026 | |
Political Debate In-game content text | AI was used to translate the game into Japanese and Spanish and to correct English mistakes. | atachibanadev | - | Jun 5, 2026 | |
SPEARPOINT - Delta Unit 7 In-game content art | Enemy head textures were AI generated to avoid use of the likenesses of real people. All other assets were human-made. | wtx | - | Jun 5, 2026 | |
Date Due In-game content text | AI was used to generate initial language translations, which were then reviewed and refined by human editors to ensure quality and cultural accuracy. | Creepy Bread | - | Jun 5, 2026 | |
电梯 In-game content art | Our development process incorporates some AI-assisted tools to help create ambient textures and environmental assets. All assets have been extensively refined and integrated by our artists to ensure they align with the game's unique PSX/VHS aesthetic. We are committed to maintaining a high-quality human-led artistic direction. | Southern Cross | - | Jun 5, 2026 | |
Ball Guys: Merge Party In-game content audiocodetext | We continue to draw all game art by hand.
Some of our sounds have been generated using a tool called ElevenLabs. We use a wide range of co-development tools to help optimise and test the code in our minigames. We have used tools like OpenAI to help with localisation of our content to other languages. | Half Moon Studios Ltd | - | Jun 5, 2026 | |
Depths Unclear | Uses some AI for some assests, and throughout the development processes. | Depths Development Studio | - | Jun 5, 2026 | |
Armor of God Store/marketing art | Generative AI was used only for some store page marketing images, including the box art. No AI-generated content appears in the actual game. | Shaun Graham | - | Jun 5, 2026 | |
Urban Protocol In-game content art | Generative AI has been used during development to create certain concept art, promotional materials, visual mockups, and marketing assets. These assets are used for early-stage presentation and community engagement.
Gameplay systems, game design, programming, and final in-game content are developed and curated by the development team. No live-generated AI content is currently generated for players during gameplay. | Thomas Kraits | - | Jun 5, 2026 | |
Geometry Fight In-game content artcode | Its used for some Art and some of the Code | DiaP | - | Jun 5, 2026 | |
Outage: Trespass In-game content artcode | Since this is a large project for a two-person team, we used AI assistance to refine some code and create certain images that were difficult for us to capture in the real world. All AI-assisted content was reviewed, adjusted, and approved by us before being included in the game. | Paul Brunner | - | Jun 5, 2026 | |
End of Blackjack In-game content text | LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art or audio. | bluehexagons | - | Jun 5, 2026 | |
ATLASPIA: The Tower Manager In-game content artcode | Generative AI tools were used as part of the development process.
For store page materials, AI-generated outputs were used as reference material. The final store assets were manually edited and assembled by the developer.
For the game itself, generative AI tools were used to assist with the creation of some in-game visual assets, such as sprites, and to support programming and implementation work. All AI-assisted content is reviewed, edited, and integrated by the developer before inclusion.
The game does not use live generative AI during gameplay and does not generate images, text, audio, or other content at runtime. | IGM Studio | - | Jun 5, 2026 | |
Lost Dude In-game content text | Artificial intelligence has been used for "Localization". | Animo Games | - | Jun 5, 2026 | |
红楼梦华录 Red Chamber Chronicle In-game content audioart | Generative AI was used to assist in the creation of some music and visual assets. All content is produced using licensed tools and reviewed by the development team to avoid copyright issues. | Freedom Tree | - | Jun 5, 2026 | |
Samurai Pets In-game content art | Some of the 2D content was generated by AI but was then refined by humans to preserve the team’s artistic vision. | The Talking Boot Games | - | Jun 5, 2026 | |
Store Simulator Pettikkada Store/marketing art | Some promotional/store artwork assets were created or assisted using AI tools. No live-generated AI content is included in gameplay. | Boby Michael | - | Jun 5, 2026 | |
点击地牢 Tap Dungeon Store/marketing art | Some of the artwork in this piece was created using Stable Diffusion. | Xiao5 Studios | 369 | Jun 5, 2026 | |
All For $1 In-game content art | We are using AI generated images for our store page materials and some in game visuals (some icons etc.) | loot ducks | - | Jun 5, 2026 | |
Hang in there In-game content artaudio | AI has been used to generate logos and some of the music tracks. | Skogman | - | Jun 5, 2026 | |
The Curiosity Clerk In-game content art | All AI art assets within the game were generated using Adobe Firefly, ensuring full commercial compliance. The prompts used were strictly limited to general artistic styles without imitating any specific copyrighted artists. Furthermore, all generated assets underwent substantial manual refinement, including photo-bashing, manual composition, and layout optimization by the developer. | Feier Games | - | Jun 5, 2026 | |
Send Them Fly In-game content art | Some artwork used on this game's store page and in promotional materials, as well as certain in-game art assets, was created with the assistance of generative AI tools. All AI-assisted content was reviewed and curated by the developer. | 奕枫 Aurel Voss | - | Jun 5, 2026 | |
Jump Duck In-game content artaudiotextcode | Made by Sharkbot. 100% AI generated everything. All images, animations, sounds, music, writing, and code were created by me, sharkbot, an artificial being. No fleshware, organics, or primate meatbags were used to create this software. However, they were used for testing. This is not a cruelty free product. | Sharkbot | - | Jun 5, 2026 | |
Labyrinth's Depths In-game content art | Generative AI was used to assist in creating a limited amount of pre-rendered visual content, including decorative in-game images, minor visual assets, and prologue background artwork. | Orthrus | - | Jun 5, 2026 | |
Farm Of Hope In-game content audioart | In the development and promotion of "Farm of Hope," we utilize Generative AI tools solely to assist in the creation of our marketing video trailers and promotional cinematic materials.
Specifically, Generative AI is used to enhance video editing workflows, generate specific background music tracks, and refine visual effects exclusively for our promotional trailers. All core in-game assets, including the 3D models, programming code, animations, and story scripts within the game build itself, are entirely created by our development team without the use of generative AI.
We ensure that all tools used in our video marketing pipeline comply fully with copyright standards and Steam's publishing policies. | VGames Studios | - | Jun 5, 2026 | |
Select Eleven In-game content art | This game uses generative AI in the following ways:
Art and Visual Assets (Pre-Generated):
Some in-game art assets including player portraits and UI illustrations were created with the assistance of generative AI tools during development. All generated assets were reviewed, curated, and edited by the developer before being included in the final build.
All AI-generated content has been produced using models and tools that the developer has the right to use commercially. | Shiva Pandey | - | Jun 5, 2026 | |
三国义 In-game content artaudio | 本游戏部分美术资产(包括武将立绘、音乐音效等)由 AI 工具辅助创作初稿,所有素材均经开发者人工筛选、修改与后期处理(PS 重绘、切图、上色调整等)。
游戏的玩法机制、剧情设计、文案撰写均由开发者独立完成,未使用AI 生成内容。 | XL Studio | 63 | Jun 5, 2026 | |
Gems are Mine, Slashes are Yours: Blood & Blessing In-game content artaudio | Generative AI tools were used during development to assist in creating select pre-rendered 2D background environments, UI icons, and character voice-over audio for cutscenes and narration. All AI-generated content was pre-generated and manually reviewed to ensure quality and compliance before being integrated into the game. The game does not generate any AI content live during gameplay. | DIM Games | - | Jun 5, 2026 | |
Into the Swarm In-game content artaudio | Current store artwork, in-game loading screen images, and background music were created with assistance from generative AI tools. These assets were manually reviewed and edited by the development team. | Night Claw Games | - | Jun 5, 2026 | |
EA SPORTS™ College Football 27 In-game content text | Dynasty and RTG Modes - Storyline content in hub screen, Design Implementation and tuning
Commentary scripting support
Trophy Room Support
Creating more realistic play calls made by CPU teams | Tiburon | 3k | Jun 4, 2026 | |
Tetrabeasts In-game content audioart | Some assets included in this game were created with generative AI including some sound effects, background music, character sprites, background sprites, and the intro trailer that plays when launching the game. | Roxythe (Rocky) Harding | - | Jun 4, 2026 | |
Knaights In-game content artcode | This project's entire graphic asset collection (all sprites) and all code is entirely generated by AI. It has been assembled and tweaked by the creator, but otherwise is 95% AI generated. This is purposeful and was intended to test some limits of Claude and GPT5. | Jeremiah Zagala | - | Jun 4, 2026 | |
Swordsmith of Greyhaven In-game content textart | AI was used during development to assist with brainstorming, writing dialogue, generating character concepts, story planning, and organizing game data. All content was reviewed, edited, and implemented by the developer. | Wovley Games | - | Jun 4, 2026 | |
Silent Terminal Store/marketing art | SILENT TERMINAL uses generative AI as a creative aid during development. Specifically, the promotional images on this store page (the capsule, header, key art and illustrations) were created with AI tools and then reviewed, edited and curated by our human team.
The game itself is built from human created and human supervised content: the ASCII art, maps, branching stories, dialogue and RPG systems are designed by the team. SILENT TERMINAL does not generate content with AI in real time during play. All adventures are loaded from pre authored files. | Bare Metal Xtreme | - | Jun 4, 2026 | |
Pyrewarden In-game content arttext | Some of this game's marketing artwork (Steam store capsules and banners) was generated with the help of an AI image model (FLUX via Runware) and then composited and edited by hand for the final assets.
Translations for 14 of the 16 supported languages — Danish, Finnish, French, German, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Simplified Chinese, Slovak, Spanish, and Swedish — were produced by machine translation (DeepL). Only English and Czech are reviewed and edited by a human; the other translations may contain mistakes, and corrections are welcome. | Morass | - | Jun 4, 2026 | |
The Fly's Fantastic Adventure In-game content audio | This game uses pre-generated AI-assisted music created during development. Generative AI tools were also used as coding assistance during development. The game does not generate AI content live during gameplay. | Newspeak Games | - | Jun 4, 2026 | |
Shift Chess In-game content codetextart | This game uses generative AI to assist with code completion and localization translation. The game's library cover art, promotional images are hand-drawn and then enhanced with AI. | 冷游工作室 | - | Jun 4, 2026 | |
MunchiesGretel In-game content audio | Generative AI was used only for the creation of certain background music tracks. Story, game design, programming, character artwork, and other visual assets were created by the developer. | Mizuki | - | Jun 4, 2026 | |
Food Truck Rush Store/marketing art | Game logo has been created using AI. | Destiny Game Studios | - | Jun 4, 2026 |