Some AI involvement in the language editing and visual generation of some areas of the game.
- Creator
- SmallFish Studios
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,383 disclosures tracked
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some AI involvement in the language editing and visual generation of some areas of the game.
This game provides an option to use simple icon for enemy & card art, or to use AI generated image for them.
One developer. AI tools helped with images and text because some things are bigger than one pair of hands. Everything you see reflects my own creative decisions.
This project was developed using advanced AI-assisted tools across visual assets, audio design, and core system implementation, with all elements carefully refined and adjusted to ensure a cohesive and polished gameplay experience.
Texture mapping and music sound effects use a little bit of AI
This game includes AI-assisted visual content, including character portraits and promotional assets. All content has been significantly modified, reviewed, and curated by the developer to ensure originality and avoid resemblance to any real individuals. The game does not depict or reference real persons.
Some AI was used in generating the art used as background in various "personal journal" sequences throughout the game's story arc.
Generative AI was carefully used for structuring the majority of content available in the decks, given the vast breadth of the topics/languages available. However, every piece of information was extracted from publicly available curated sources, where AI was used for the re-writing the facts into questions. Also, in general the distractors (wrong answers) are intelligently chosen at runtime based on similar answers of similar length, however it can occur that certain answer pools where too small for reasonable gameplay. For this, fake answers were generated by AI as well, albeit rarely.
Some 2D assets were created with the assistance of generative AI tools and further refined by the developer.
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
Some of the game's art assets were created using generative artificial intelligence.
Character portraits, battle scene backgrounds, and promotional artwork were created using AI image generation (Midjourney). All game design, narrative, code, and music are human-created.
The game's code is written with the help of AI. Every other gameplay aspects and assets, i.e. Art, Audio, etc., is human produced, with love and care sprinkled in.
This game uses pre-generated AI images for card artwork and character sprites, created with Stable Diffusion. No AI is used to generate content during gameplay.
This game uses generative AI to create various pre-rendered 2D visual assets, such as user interface elements, backgrounds, and item icons. Some pre-rendered audio and sound effects were also generated using AI tools. There is no live-generation of AI content while playing the game.
AI tools were used to assist in creating some card illustrations during development. We will continuously optimize and update the game's visuals based on development progress.
I used AI-assisted tools to help create and animate characters, manually refining and adapting them to fit the game's art style. All other content, including world-building, UI, SFX, VFX, was either licensed from professional artists or created traditionally.
background music tracks were created with the assistance of generative AI. No AI-generated content is created during gameplay.
This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer. All language translations were done using Claude. If there are any mistranslations, please contact me to fix them!
This game was developed with the assistance of generative AI tools. Character and background artwork was created using Scenario.com. Sound effects were generated using ElevenLabs, and background music was composed using Lyria 2. These tools were used to support the creative vision of a solo indie developer.
This game uses AI-generated artwork for card illustrations, character portraits, arena backgrounds, and UI elements. AI was also used to assist with sound design and animation assets. Game code was developed with AI-assisted programming tools.
A large part of the art in War of the Damned has been generated using Artificial Intelligence.
Some in-game images and sounds are generated by Generative Artificial Intelligence.
The title screen video, as well as some character portraits and battle graphics, were created using AI generation tools.
【AI Generated Content Disclosure】Art and animation assets in this game are created with AI assistance
Only the original artwork was created using AI generation tools.
AI tools were used to assist in the creation of some music tracks and visual assets. All AI-generated content was reviewed and refined by the developer.
Use AI to help with translation
Some promotional images and game art are generated by AI
Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game.
I'm building this game on my own, with generative AI tools as finishing and scaling assistants on top of my own creative foundations. 3D mech and monster meshes started as my own concept sketches; Meshy AI generated the base 3D models from those sketches, which I then refined and animated myself in Blender. Character voices began as dialogue I wrote and the tone I set — some are my own voice recordings, and for others I used ElevenLabs to alter the voices so they fit each character. Music tracks each started from vocal melody references I recorded; Lyria (through Gemini) developed those references into the final orchestrated tracks. Cinematic video sequences were generated by Veo3 from my prompts and storyboards, then fully edited by me in DaVinci Resolve. I review every AI output before it ships in the game, and I hold commercial-use rights to all generated content per each service's paid-subscription terms.
This game uses AI for coding, some in-game 2D elements, and localisations.
Characters, monsters and capsule arts were made by AI.
Characters, monsters and capsule arts were made by AI.
We confirm that AI-assisted tools were used in the development of our game. The specific scope and manner of use are as follows: 1. Type of AI-Generated Content: * Text Content: We used AI text-generation tools to assist in creating initial drafts for some of the in-game copy during the early conceptual stages of development. * This includes content for: * Background stories and design documents for boss characters, frigates, and other units. * Descriptive text for player skills. * Preliminary outlines and descriptions for the game's overall story background. * In-game text such as enemy names and skill descriptions. 2. Our Workflow and Human Oversight (The Key Part): * AI's role was that of an "Assistant Tool": The AI was used solely to generate preliminary, unpolished text drafts and inspiration based on core ideas and directions provided by our producers. * Deep Human Optimization and Review: All AI-generated text underwent strict review, selection, rewriting, and optimization by our producers and development team. We ensured: * Creative Direction: The final design direction and core ideas were entirely determined by the human team. * Content Ownership: We hold full and legal rights to all final content included in the game. The content, after profound human modification and optimization, is no longer a purely AI-generated product but the intellectual property of our team. * Quality and Compliance Control: We ensured all textual content met our quality standards and Steam's distribution rules, containing no infringing, offensive, or inappropriate material. 3. Commitment and Assurance: * We guarantee that the final version of the game does not directly include any unmodified AI-generated output. * We take full responsibility for all content in our game. In Summary: AI was used as a tool for assistance and inspiration during the design phase, but the final generation, approval, and copyright of all game content are the sole responsibility of our human development team.
AI was used to assist with programming and refining in-game text (item descriptions, skill descriptions, UI text). Key art and logo are human-created. All other visual and audio assets are default RPG Maker MZ assets provided under license.
The steam shop page features some language translations that were generated with the help of DeepL. The game itself does not use any AI generated translations or any other AI generated assets or code.
AI was used to create 3D models of game units
Generative AI was used to create several pre-generated assets within the game, including: - Environmental assets such as in-game posters. - Character face textures. - Voice-over audio for English and Chinese languages. These assets were generated during the development process and are included as static files in the game build. No AI content is generated in real-time during gameplay.
The game features a multilingual system, with some languages processed using AI. Some UI elements and game scene components were designed with AI assistance. Game plugin code was processed using AI. Some game music, sound effects, and trailer music were also processed using AI.
AI was used to help localise the UI.
Used to assist with select assets, but all aspect of the final experience have been crafted and refined by our artists.
This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds. All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights.
This game has used Generative AI during the development process. It was used minimally during coding, mostly for auto complete, <1% of the code is a result of the output from AI. More extensively is AIs use in the artwork, in order to speed up the process sketches were created by artist, details were filled in by AI, then artists corrected the output.
OceanAI uses AI to generate images, animated images, and partial real-time communication content.
プログラミングに一部AIエージェントを使用しています。
In the development of this game, generative AI was used in the following ways: Visual Assets: Background illustrations for narrative events, UI elements, and icons were created with the assistance of generative AI. All assets were manually edited and refined by the developer to ensure stylistic consistency. Narrative Content: Initial drafts for some random event descriptions and unit barks were generated with AI assistance and subsequently revised and rewritten by the developer to maintain the game's unique tone and military setting. Audio: Some voiceover elements and unit barks may be produced using AI-assisted synthesis. All audio is pre-recorded and processed before being included in the game files. Code Assistance: AI-based tools were used during the programming process for logic optimization and debugging. Important: All AI-generated content is pre-generated and included in the static game files. No content is generated in real-time during gameplay.
Some visual assets in this game are created with the assistance of generative AI during development. This includes portions of the card artwork, some environmental/scenery visuals, and some character illustrations. These AI-assisted assets are curated, edited, and integrated by the developer as part of the game’s art pipeline. No live-generated AI content is used during gameplay.
AI was used for early concepts and drafts, but no AI assets ship unchanged in the final game.
This game uses AI-assisted tools for code development and some visual assets. Game design, mechanics, and creative direction are human-made.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ascension Tower In-game content textart | Some AI involvement in the language editing and visual generation of some areas of the game. | SmallFish Studios | - | May 23, 2026 | |
Friend and foe In-game content art | This game provides an option to use simple icon for enemy & card art, or to use AI generated image for them. | Seven province | - | May 23, 2026 | |
Relic Reaver Dev only arttext | One developer. AI tools helped with images and text because some things are bigger than one pair of hands. Everything you see reflects my own creative decisions. | Collective One | - | May 23, 2026 | |
NEXUS CHESS In-game content artaudiocode | This project was developed using advanced AI-assisted tools across visual assets, audio design, and core system implementation, with all elements carefully refined and adjusted to ensure a cohesive and polished gameplay experience. | Guy's Games | - | May 23, 2026 | |
Ant Idea In-game content artaudio | Texture mapping and music sound effects use a little bit of AI | Castan Studio | - | May 23, 2026 | |
SIM Election USA In-game content art | This game includes AI-assisted visual content, including character portraits and promotional assets. All content has been significantly modified, reviewed, and curated by the developer to ensure originality and avoid resemblance to any real individuals. The game does not depict or reference real persons. | SunsixStudios | - | May 23, 2026 | |
Aether Oblivion In-game content art | Some AI was used in generating the art used as background in various "personal journal" sequences throughout the game's story arc. | Ex Nihilo Entertainment | - | May 23, 2026 | |
Recall Rogue In-game content text | Generative AI was carefully used for structuring the majority of content available in the decks, given the vast breadth of the topics/languages available. However, every piece of information was extracted from publicly available curated sources, where AI was used for the re-writing the facts into questions. Also, in general the distractors (wrong answers) are intelligently chosen at runtime based on similar answers of similar length, however it can occur that certain answer pools where too small for reasonable gameplay. For this, fake answers were generated by AI as well, albeit rarely. | BramblegateGames | - | May 23, 2026 | |
Noblefold: Kingdoms of Chance In-game content art | Some 2D assets were created with the assistance of generative AI tools and further refined by the developer. | Noblefold Studios | - | May 23, 2026 | |
Primus In-game content artaudiocode | AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing. | Ethan Clarke | - | May 23, 2026 | |
Demon Draw 猎魔牌 In-game content art | Some of the game's art assets were created using generative artificial intelligence. | Beijing XinJing Culture Communication Co., Ltd | - | May 23, 2026 | |
Parting Shadows In-game content art | Character portraits, battle scene backgrounds, and promotional artwork were created using AI image generation (Midjourney). All game design, narrative, code, and music are human-created. | Blake Wunderle | - | May 23, 2026 | |
Simon and Friends Dev only code | The game's code is written with the help of AI.
Every other gameplay aspects and assets, i.e. Art, Audio, etc., is human produced, with love and care sprinkled in. | Captain Iceblock | - | May 23, 2026 | |
Soul Monsters Card Game art | This game uses pre-generated AI images for card artwork and
character sprites, created with Stable Diffusion. No AI is used
to generate content during gameplay. | Industrial Miracle (yawangshiro) | - | May 23, 2026 | |
Ascension: The Infinite Descent In-game content artaudio | This game uses generative AI to create various pre-rendered 2D visual assets, such as user interface elements, backgrounds, and item icons. Some pre-rendered audio and sound effects were also generated using AI tools. There is no live-generation of AI content while playing the game. | Zerith | - | May 23, 2026 | |
Tabletop Survivors In-game content art | AI tools were used to assist in creating some card illustrations during development. We will continuously optimize and update the game's visuals based on development progress. | Rens Studio | - | May 23, 2026 | |
Solo Grinding In-game content art | I used AI-assisted tools to help create and animate characters, manually refining and adapting them to fit the game's art style.
All other content, including world-building, UI, SFX, VFX, was either licensed from professional artists or created traditionally. | SoloGearGames | - | May 23, 2026 | |
Guild of Three In-game content audio | background music tracks were created with the assistance of generative AI.
No AI-generated content is created during gameplay. | BlueTale | - | May 23, 2026 | |
Rogue Mate In-game content text | This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer.
All language translations were done using Claude. If there are any mistranslations, please contact me to fix them! | MiThiKaL Productions | - | May 23, 2026 | |
Talisman Codes In-game content artaudio | This game was developed with the assistance of generative AI tools.
Character and background artwork was created using Scenario.com.
Sound effects were generated using ElevenLabs, and background music
was composed using Lyria 2. These tools were used to support the
creative vision of a solo indie developer. | Wearablock Inc. | - | May 23, 2026 | |
Rock, Paper, Scissors: Survival In-game content artaudiocode | This game uses AI-generated artwork for card illustrations, character portraits, arena backgrounds, and UI elements. AI was also used to assist with sound design and animation assets. Game code was developed with AI-assisted programming tools. | Lew Ayotte | - | May 23, 2026 | |
War of the Damned In-game content art | A large part of the art in War of the Damned has been generated using Artificial Intelligence. | Coki Studio | - | May 23, 2026 | |
Pawn Within: Two Fates In-game content artaudio | Some in-game images and sounds are generated by Generative Artificial Intelligence. | Jin Yang | - | May 23, 2026 | |
逆战勇士团 ReconBraves In-game content art | The title screen video, as well as some character portraits and battle graphics, were created using AI generation tools. | ZhengKesheng | - | May 23, 2026 | |
节奏象棋:黑白终局 In-game content art | 【AI Generated Content Disclosure】Art and animation assets in this game are created with AI assistance | 嘤嘤点灯工作室 | - | May 23, 2026 | |
翻翻卡 Store/marketing art | Only the original artwork was created using AI generation tools. | 上海万宿朝元网络科技有限公司 | - | May 23, 2026 | |
Chessillo In-game content audioart | AI tools were used to assist in the creation of some music tracks and visual assets. All AI-generated content was reviewed and refined by the developer. | DRV | - | May 23, 2026 | |
七神器 In-game content text | Use AI to help with translation | ZHU ZHANTIAN | - | May 23, 2026 | |
万世剑冢 Store/marketing art | Some promotional images and game art are generated by AI | 阿郎 | 64 | May 23, 2026 | |
火の言伝 In-game content art | Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game. | 紺ノトバリ / Konno Tobari | - | May 23, 2026 | |
The Ghost Protocol: Echoes of Steel In-game content artaudiotext | I'm building this game on my own, with generative AI tools as finishing and scaling assistants on top of my own creative foundations.
3D mech and monster meshes started as my own concept sketches; Meshy AI generated the base 3D models from those sketches, which I then refined
and animated myself in Blender.
Character voices began as dialogue I wrote and the tone I set — some are my own voice recordings, and for others I used ElevenLabs to alter the voices so they fit each character.
Music tracks each started from vocal melody references I recorded; Lyria (through Gemini) developed those references into the final orchestrated tracks.
Cinematic video sequences were generated by Veo3 from my prompts and storyboards, then fully edited by me in DaVinci Resolve.
I review every AI output before it ships in the game, and I hold commercial-use rights to all generated content per each service's paid-subscription terms. | 8an Studio | - | May 23, 2026 | |
BattleTabs In-game content arttextcode | This game uses AI for coding, some in-game 2D elements, and localisations. | Gangbusters Ltd | 25 | May 23, 2026 | |
Lordress In-game content art | Characters, monsters and capsule arts were made by AI. | Crow's Perch | - | May 23, 2026 | |
Verse of the Hollow Oath In-game content art | Characters, monsters and capsule arts were made by AI. | Crow's Perch | - | May 23, 2026 | |
CyberJoker In-game content text | We confirm that AI-assisted tools were used in the development of our game. The specific scope and manner of use are as follows:
1. Type of AI-Generated Content:
* Text Content: We used AI text-generation tools to assist in creating initial drafts for some of the in-game copy during the early conceptual stages of development.
* This includes content for:
* Background stories and design documents for boss characters, frigates, and other units.
* Descriptive text for player skills.
* Preliminary outlines and descriptions for the game's overall story background.
* In-game text such as enemy names and skill descriptions.
2. Our Workflow and Human Oversight (The Key Part):
* AI's role was that of an "Assistant Tool": The AI was used solely to generate preliminary, unpolished text drafts and inspiration based on core ideas and directions provided by our producers.
* Deep Human Optimization and Review: All AI-generated text underwent strict review, selection, rewriting, and optimization by our producers and development team. We ensured:
* Creative Direction: The final design direction and core ideas were entirely determined by the human team.
* Content Ownership: We hold full and legal rights to all final content included in the game. The content, after profound human modification and optimization, is no longer a purely AI-generated product but the intellectual property of our team.
* Quality and Compliance Control: We ensured all textual content met our quality standards and Steam's distribution rules, containing no infringing, offensive, or inappropriate material.
3. Commitment and Assurance:
* We guarantee that the final version of the game does not directly include any unmodified AI-generated output.
* We take full responsibility for all content in our game.
In Summary: AI was used as a tool for assistance and inspiration during the design phase, but the final generation, approval, and copyright of all game content are the sole responsibility of our human development team. | GoldOrangeStudio | - | May 23, 2026 | |
Better Luck Next Run In-game content textcode | AI was used to assist with programming and refining in-game text (item descriptions, skill descriptions, UI text). Key art and logo are human-created. All other visual and audio assets are default RPG Maker MZ assets provided under license. | Bare Minimum Media Inc. | - | May 23, 2026 | |
My Necromancer's Library In-game content text | The steam shop page features some language translations that were generated with the help of DeepL.
The game itself does not use any AI generated translations or any other AI generated assets or code. | Obscure Gods | - | May 23, 2026 | |
Tartaria: Frozen Frontier In-game content art | AI was used to create 3D models of game units | Rubedo Games | - | May 23, 2026 | |
Rabbits Hunt In-game content artaudio | Generative AI was used to create several pre-generated assets within the game, including:
- Environmental assets such as in-game posters.
- Character face textures.
- Voice-over audio for English and Chinese languages.
These assets were generated during the development process and are included as static files in the game build. No AI content is generated in real-time during gameplay. | Usagi Lab | - | May 23, 2026 | |
The Rule of Adult In-game content textartaudio | The game features a multilingual system, with some languages processed using AI.
Some UI elements and game scene components were designed with AI assistance.
Game plugin code was processed using AI.
Some game music, sound effects, and trailer music were also processed using AI. | HaiBin Studio | - | May 23, 2026 | |
Dominos In-game content text | AI was used to help localise the UI. | Blue Moon Studios | - | May 23, 2026 | |
Deckgammon In-game content art | Used to assist with select assets, but all aspect of the final experience have been crafted and refined by our artists. | Mechanical Owl | - | May 23, 2026 | |
Funeral Flowers Lament: Helena In-game content art | This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds.
All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights. | Kiseki Kobo Games | - | May 23, 2026 | |
Rampallians In-game content artcode | This game has used Generative AI during the development process. It was used minimally during coding, mostly for auto complete, <1% of the code is a result of the output from AI. More extensively is AIs use in the artwork, in order to speed up the process sketches were created by artist, details were filled in by AI, then artists corrected the output. | Electric Brain Games | - | May 23, 2026 | |
Ocean In-game content arttext | OceanAI uses AI to generate images, animated images, and partial real-time communication content. | DoingGames | 14 | May 23, 2026 | |
BEAT SPELLER!! Dev only code | プログラミングに一部AIエージェントを使用しています。 | BEAT SPELLER!! 制作委員会 | - | May 23, 2026 | |
Strategic Surge In-game content arttextaudiocode | In the development of this game, generative AI was used in the following ways:
Visual Assets: Background illustrations for narrative events, UI elements, and icons were created with the assistance of generative AI. All assets were manually edited and refined by the developer to ensure stylistic consistency.
Narrative Content: Initial drafts for some random event descriptions and unit barks were generated with AI assistance and subsequently revised and rewritten by the developer to maintain the game's unique tone and military setting.
Audio: Some voiceover elements and unit barks may be produced using AI-assisted synthesis. All audio is pre-recorded and processed before being included in the game files.
Code Assistance: AI-based tools were used during the programming process for logic optimization and debugging.
Important: All AI-generated content is pre-generated and included in the static game files. No content is generated in real-time during gameplay. | K-71 | - | May 23, 2026 | |
Shardgrave In-game content art | Some visual assets in this game are created with the assistance of generative AI during development. This includes portions of the card artwork, some environmental/scenery visuals, and some character illustrations. These AI-assisted assets are curated, edited, and integrated by the developer as part of the game’s art pipeline. No live-generated AI content is used during gameplay. | Ashen Protocol | - | May 23, 2026 | |
Overclock Dev only | AI was used for early concepts and drafts, but no AI assets ship unchanged in the final game. | Kantin | - | May 23, 2026 | |
Strife of Stars In-game content artcode | This game uses AI-assisted tools for code development and some visual assets. Game design, mechanics, and creative direction are human-made. | A Karl Company AB | - | May 23, 2026 |