Potentially using software, to assist in audio creation.
- Creator
- AntyVersum
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,394 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.
Potentially using software, to assist in audio creation.
Only the music featured in the promotional trailer for this game was produced using generative AI. Additionally, generative AI was used to assist with translation of certain texts. There is no real-time content creation, gameplay, or use of generative AI in the game itself. Generative AI is not used in the creation of any in-game mechanics, text, graphics, or assets.
The AI is used solely for images. It is used only for the main image of the game. It is used properly and obtained properly.
Just the icons and store page art none of the actual game is AI generated in any way or contains any AI within it
The main art piece for the game was AI generated.
Some Icons in the game.
I used AI to generate some of the images (or parts of the images) for the storepage, community, marketing materials and icons for the game.
In our game, new designs can be made using pre-prepared AI visuals.
The use of AI in the development process has been strictly limited to translation purposes. All graphical assets and code have been exclusively created by professional developers and artists, with no exceptions. And also no AI-generated content has been utilized in the production of these elements.
We are developing our own in-house machine-learning model which is trained on publicly available open-source data and vetted to prevent the use of any copyrighted material. This ML model is used to generate base terrain maps in Unreal Engine 5 which are then populated procedurally with custom made assets such as the trees, rivers, rocks, and hills you explore. Our artists and designers use our ML model to allow us to generate 64km2 maps that look and feel natural and realistic. The game generates a new map offline on your system every time you play.
Store page appears to contain art assets generated by artificial intelligence.
There is not usage of AI in game, just used sometimes to help us to generate content ( images and text )
Only the art of the store page where you see the black cat and the white cat with a city as background where based on the models to pre render an image with those elements together, then I used Photoshop to add the title and some shadows. The art is my own, is not public.
AI is used for prerendered textures in the game and also for translations of languages, the manuals, and images for example like achievements, trading cards etc.
Generative AI was used to create some parts of the images for the Steam page
The background music (BGM) in the game is generated by AI.
Our game uses AI in a limited, supportive capacity. Specifically, AI occasionally assists in generating generic background elements or provides base inspiration through photobashing, which our artists then extensively modify. All AI-generated content is subject to significant human alteration to meet our artistic standards, ensure alignment with our creative vision, and faithfully represent the Wheel of Time canon. The primary game assets, including nearly all in-game elements, are fully developed in 3D using traditional modeling techniques. AI, at present, does not meet our quality standards for these core assets. Instead, AI serves as a creative tool for pre-rendered 2D art pieces, which are heavily customized by our team. Our game does not use AI for any live generation or dynamic content during gameplay. All portrayals of familiar characters, places, and items from The Wheel of Time books are created by Aether Games under full authorization and license.
We use an AI-generated image from Freepik by vecstock for the Capsules on the store page and library. This will change in the future.
AI has been used to improve upon character portraits and to generate art for promotional use based on in-game footage.
Whilst building our game “Realms of Alterra”, we have had the unique opportunity to craft our game world around these agents. Building the game world in tandem with the AI has allowed us to simulate societies. I will now go into more detail about the ingredients that make up the technology we have built. Our characters currently utilize an internal monologue to guide its interactions. This is based on a number of factors such as relationships, feelings, and its observation about the current world. The crucial component that ties it all together is the use of an adaptive long term memory, which allows AIs to recall all interactions its had with different people, as well as significant events that have happened. Relevant memories recalled based on what is happening to the character at the moment. Our system of emotions allows us to determine how a character is feeling at any given time; These are used to then further guide the behavior of our characters, both in speech and decision making. With regards to autonomy, our agents can freely choose what to do in the world. We accomplish this by making the available actions known to each character, and giving them the option to choose their intention, which is then executed on the game engine. In the near future we plan to include task planning and reprioritization, which allows each character to dynamically change its priorities, and thus its behaviors, constantly as the world changes around them. In addition to this, we also plan to improve the memory system to include relationship and associative memories, which allow for more complex reasoning and conditioning behaviors We think that this is the future of RPG gaming. With our technology, we can create a new market of gamer- the social gamer to freely interact in a social simulation sandbox where anything is possible. I can’t be the only one who has wondered what would happen if I just took my pants off in the middle of an important business meeting, how people around me would react, and how my life would change as a result of that interaction. With a social simulation sandbox, these burning questions can be answered!
Pizza Ingredients, Upgrade Icons
我使用sunoAI来制作我游戏的音乐
We used ai generated contents just for capsule images.
We used generative AI tools to create base 3D meshes for some of the NPCs and initial compositions for achievement icons. These assets were not used 'as-is'; our team manually performed UV unwrapping, created custom texture masks, and modified the materials to ensure they work with our custom-made in-game shaders. This manual rework allows the assets to match our game’s unique visual style, performance standards, and lighting requirements.
I created a prototype of AI art using Bing AI. In my opinion, Pop Art, as defined by great artists like Andy Warhol or Roy Lichtenstein, is not only visually appealing but also produced in a simple and time-efficient manner. In this case, the use of AI can be a great tool to help achieve the desired vision for a game like this.
We utilize AI technology to create fashion picture and store asset images.
Voices AI
Some paintings.
In the early stages of game development, we utilized AI technology to generate NPC voice-overs, scene skyboxes, and song covers to enhance the gaming experience. Based on user feedback, we will consider making optimizations and replacements in the official release. We look forward to your valuable input!
some pictures
AI-generated photos are used for the in-game poster images.
The game features a few AI generated photos
The voice used for Aurora (the tutorial head) is AI generated from ElevenLabs.io and further processed. Some of the graphics used were generated with Leonardo.ai and further processed
splash screen
Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library
Artificial intelligence is used only for the design of the store page.
Icons are currently purchased from 3rd-party asset providers and may be AI-generated. These icons are labeled with a "Placeholder" tag and are planned to be replaced at a later date by a hired artist.
Some code, art, and text-based content were made with AI assistance.
The cover image was pre generated with the help of AI
Artificial Intelligence (AI) was used in the creation of texts and symbols. "Wild West Blast" combines cutting-edge technology with classic gameplay mechanics for a unique gaming experience.
AI is used for store page capsule art and in-game character portrait art creation...
This game uses a locally deployed large model (about 4GB in the game installation directory) to provide players with a more interactive NPC chat experience. Because it is locally deployed, security is completely fine. This game that does not require an Internet connection will not collect and disseminate your chat information with the AI in any form. If you are really worried, you can play the game without an Internet connection. The model itself has been trained to avoid sensitive political, pornographic, violent and other unhealthy topics. Although it is still not 100% guaranteed that it will not offend you, we provide clear dialogue options for you to decide whether to use this feature.
DALL-E 3 has been used to generate background images and some UI related elements.
We use Replica Studio and/or similar tools to voice our NPCs in the game.
The game uses generative AI to create some 2D pictures, such as some ICONs; in addition, it also uses AI on the text to modify information such as prop descriptions.
AI was used to create voiceovers and image material for marketing purposes. No AI was used in the game itself.
I am utilizing AI technology exclusively for generating voice acting for the characters within my game.
We are using AI generated images for our store page materials.
the images to showcase game in steam are generated from AI
My shop page background image and cover are generated by artificial intelligence materials.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
AirFlow: Sky Is The Limit Unclear audio | Potentially using software, to assist in audio creation. | AntyVersum | - | Mar 18, 2026 | |
DuckTape Inc. In-game content audiotext | Only the music featured in the promotional trailer for this game was produced using generative AI.
Additionally, generative AI was used to assist with translation of certain texts.
There is no real-time content creation, gameplay, or use of generative AI in the game itself. Generative AI is not used in the creation of any in-game mechanics, text, graphics, or assets. | HEMBytes | - | Mar 18, 2026 | |
Field & Sky Store/marketing art | The AI is used solely for images. It is used only for the main image of the game. It is used properly and obtained properly. | Orbitami Entertainment | - | Mar 18, 2026 | |
Terra Dentium In-game content art | Just the icons and store page art none of the actual game is AI generated in any way or contains any AI within it | [SuperType] | - | Mar 18, 2026 | |
Monster Blitz Store/marketing art | The main art piece for the game was AI generated. | Jade Owl AB | - | Mar 18, 2026 | |
Pac and Bomber: Maze Blast In-game content art | Some Icons in the game. | C4Games | - | Mar 18, 2026 | |
Basketball VR In-game content art | I used AI to generate some of the images (or parts of the images) for the storepage, community, marketing materials and icons for the game. | Artisoft | - | Mar 18, 2026 | |
Ad Agency Simulator: Prologue In-game content art | In our game, new designs can be made using pre-prepared AI visuals. | DoDo Game | 48 | Mar 18, 2026 | |
Protovolkers In-game content text | The use of AI in the development process has been strictly limited to translation purposes. All graphical assets and code have been exclusively created by professional developers and artists, with no exceptions. And also no AI-generated content has been utilized in the production of these elements. | Dragon Resonance | - | Mar 18, 2026 | |
Prologue: Go Wayback! Live AI art | We are developing our own in-house machine-learning model which is trained on publicly available open-source data and vetted to prevent the use of any copyrighted material. This ML model is used to generate base terrain maps in Unreal Engine 5 which are then populated procedurally with custom made assets such as the trees, rivers, rocks, and hills you explore. Our artists and designers use our ML model to allow us to generate 64km2 maps that look and feel natural and realistic. The game generates a new map offline on your system every time you play. | PLAYERUNKNOWN Productions | 537 | Mar 18, 2026 | |
Timeless Store/marketing art | Store page appears to contain art assets generated by artificial intelligence. | Matthew Lalande | - | Mar 18, 2026 | |
Rastignac The Homeless Dev only arttext | There is not usage of AI in game, just used sometimes to help us to generate content ( images and text ) | Indie Island Studio | - | Mar 18, 2026 | |
Cat Apocalypse Store/marketing art | Only the art of the store page where you see the black cat and the white cat with a city as background where based on the models to pre render an image with those elements together, then I used Photoshop to add the title and some shadows. The art is my own, is not public. | Rocket Regios studios | 11 | Mar 18, 2026 | |
Ports Of Call Deluxe 3D 2024 In-game content arttext | AI is used for prerendered textures in the game and also for translations of languages, the manuals, and images for example like achievements, trading cards etc. | Dipl. Ing. Rolf-Dieter Klein | 40 | Mar 18, 2026 | |
Primal Survival Wars Store/marketing art | Generative AI was used to create some parts of the images for the Steam page | ForgeOfGames | - | Mar 18, 2026 | |
9SHOT In-game content audio | The background music (BGM) in the game is generated by AI. | klk西文 | 37 | Mar 18, 2026 | |
Cards of Eternity: The Wheel of Time In-game content art | Our game uses AI in a limited, supportive capacity. Specifically, AI occasionally assists in generating generic background elements or provides base inspiration through photobashing, which our artists then extensively modify. All AI-generated content is subject to significant human alteration to meet our artistic standards, ensure alignment with our creative vision, and faithfully represent the Wheel of Time canon.
The primary game assets, including nearly all in-game elements, are fully developed in 3D using traditional modeling techniques. AI, at present, does not meet our quality standards for these core assets. Instead, AI serves as a creative tool for pre-rendered 2D art pieces, which are heavily customized by our team.
Our game does not use AI for any live generation or dynamic content during gameplay. All portrayals of familiar characters, places, and items from The Wheel of Time books are created by Aether Games under full authorization and license. | Aether Games Inc. | 127 | Mar 18, 2026 | |
Overnight Watch Store/marketing art | We use an AI-generated image from Freepik by vecstock for the Capsules on the store page and library. This will change in the future. | Komba-Systems | - | Mar 18, 2026 | |
Deaths Circuit In-game content art | AI has been used to improve upon character portraits and to generate art for promotional use based on in-game footage. | UCGUP | - | Mar 18, 2026 | |
Realms of Alterra Live AI text | Whilst building our game “Realms of Alterra”, we have had the unique opportunity to craft our game world around these agents. Building the game world in tandem with the AI has allowed us to simulate societies. I will now go into more detail about the ingredients that make up the technology we have built.
Our characters currently utilize an internal monologue to guide its interactions. This is based on a number of factors such as relationships, feelings, and its observation about the current world. The crucial component that ties it all together is the use of an adaptive long term memory, which allows AIs to recall all interactions its had with different people, as well as significant events that have happened. Relevant memories recalled based on what is happening to the character at the moment.
Our system of emotions allows us to determine how a character is feeling at any given time; These are used to then further guide the behavior of our characters, both in speech and decision making. With regards to autonomy, our agents can freely choose what to do in the world. We accomplish this by making the available actions known to each character, and giving them the option to choose their intention, which is then executed on the game engine.
In the near future we plan to include task planning and reprioritization, which allows each character to dynamically change its priorities, and thus its behaviors, constantly as the world changes around them. In addition to this, we also plan to improve the memory system to include relationship and associative memories, which allow for more complex reasoning and conditioning behaviors
We think that this is the future of RPG gaming. With our technology, we can create a new market of gamer- the social gamer to freely interact in a social simulation sandbox where anything is possible. I can’t be the only one who has wondered what would happen if I just took my pants off in the middle of an important business meeting, how people around me would react, and how my life would change as a result of that interaction. With a social simulation sandbox, these burning questions can be answered! | Legend Has It | - | Mar 18, 2026 | |
Zompizza : The Last Delivery Unclear art | Pizza Ingredients, Upgrade Icons | Broken Toilet Games | 23 | Mar 18, 2026 | |
我是BUG In-game content audio | 我使用sunoAI来制作我游戏的音乐 | Zhou Yu Cheng | - | Mar 18, 2026 | |
Clothing Store Simulator: Prologue Store/marketing art | We used ai generated contents just for capsule images. | Kiki Games | 459 | Mar 18, 2026 | |
Tidal Nexus Online In-game content art | We used generative AI tools to create base 3D meshes for some of the NPCs and initial compositions for achievement icons. These assets were not used 'as-is'; our team manually performed UV unwrapping, created custom texture masks, and modified the materials to ensure they work with our custom-made in-game shaders. This manual rework allows the assets to match our game’s unique visual style, performance standards, and lighting requirements. | Riptide Interactive | 300 | Mar 18, 2026 | |
Master Leaf Blower Dev only art | I created a prototype of AI art using Bing AI. In my opinion, Pop Art, as defined by great artists like Andy Warhol or Roy Lichtenstein, is not only visually appealing but also produced in a simple and time-efficient manner. In this case, the use of AI can be a great tool to help achieve the desired vision for a game like this. | Frix | - | Mar 18, 2026 | |
Miya Store/marketing art | We utilize AI technology to create fashion picture and store asset images. | Shanghai SilverMoon Network Technology Co.Ltd | 56 | Mar 18, 2026 | |
A Fistful Of Yankees Unclear audio | Voices AI | Pulsar Creation | 10 | Mar 18, 2026 | |
Escape from the Cannibal Family Unclear art | Some paintings. | riinwin | 17 | Mar 18, 2026 | |
Dance Eden In-game content audioart | In the early stages of game development, we utilized AI technology to generate NPC voice-overs, scene skyboxes, and song covers to enhance the gaming experience. Based on user feedback, we will consider making optimizations and replacements in the official release. We look forward to your valuable input! | DigiEden | 41 | Mar 18, 2026 | |
Sword Phantom Unclear art | some pictures | XyGame | - | Mar 18, 2026 | |
Mayonaka 10 chome - 迷央十丁目 In-game content art | AI-generated photos are used for the in-game poster images. | Zw Studio | 59 | Mar 18, 2026 | |
Acre Crisis Unclear art | The game features a few AI generated photos | David Pateti | 55 | Mar 18, 2026 | |
Dance Junkie In-game content audioart | The voice used for Aurora (the tutorial head) is AI generated from ElevenLabs.io and further processed.
Some of the graphics used were generated with Leonardo.ai and further processed | Justin Kasowski | - | Mar 18, 2026 | |
Working On It In-game content art | splash screen | Pundlion | - | Mar 18, 2026 | |
Falco Tunes Store/marketing art | Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library | Gamesforgames | 11 | Mar 18, 2026 | |
Z-Factor Store/marketing art | Artificial intelligence is used only for the design of the store page. | The Creator One | - | Mar 18, 2026 | |
My Christmas Present In-game content art | Icons are currently purchased from 3rd-party asset providers and may be AI-generated. These icons are labeled with a "Placeholder" tag and are planned to be replaced at a later date by a hired artist. | Alycia Fear | - | Mar 18, 2026 | |
Boats N' Hoes In-game content arttextcode | Some code, art, and text-based content were made with AI assistance. | Tegridy Made Games | - | Mar 18, 2026 | |
QUESTSCAPE: Survival Store/marketing art | The cover image was pre generated with the help of AI | ScapeCompany | 33 | Mar 18, 2026 | |
Wild West Blast In-game content text | Artificial Intelligence (AI) was used in the creation of texts and symbols. "Wild West Blast" combines cutting-edge technology with classic gameplay mechanics for a unique gaming experience. | Beaver Fever Games | - | Mar 18, 2026 | |
Recycling Center Simulator In-game content art | AI is used for store page capsule art and in-game character portrait art creation... | Balas Games | 990 | Mar 18, 2026 | |
Endless Casual Drive Live AI text | This game uses a locally deployed large model (about 4GB in the game installation directory) to provide players with a more interactive NPC chat experience.
Because it is locally deployed, security is completely fine. This game that does not require an Internet connection will not collect and disseminate your chat information with the AI in any form. If you are really worried, you can play the game without an Internet connection.
The model itself has been trained to avoid sensitive political, pornographic, violent and other unhealthy topics.
Although it is still not 100% guaranteed that it will not offend you, we provide clear dialogue options for you to decide whether to use this feature. | MorningHeart | 24 | Mar 18, 2026 | |
Tears of Tiamat In-game content art | DALL-E 3 has been used to generate background images and some UI related elements. | Sapien Augmentation | - | Mar 18, 2026 | |
Dwellink: War of the Nine In-game content audio | We use Replica Studio and/or similar tools to voice our NPCs in the game. | HighPassionStudios | - | Mar 18, 2026 | |
机械轮回 Cyber Loop In-game content arttext | The game uses generative AI to create some 2D pictures, such as some ICONs; in addition, it also uses AI on the text to modify information such as prop descriptions. | Mili Studio | - | Mar 18, 2026 | |
Hijack Jump Store/marketing audioart | AI was used to create voiceovers and image material for marketing purposes. No AI was used in the game itself. | fiftyfive development OHG | - | Mar 18, 2026 | |
Robbie 2 In-game content audio | I am utilizing AI technology exclusively for generating voice acting for the characters within my game. | Alfamonk | - | Mar 18, 2026 | |
The Unholy Priest Store/marketing art | We are using AI generated images for our store page materials. | Grejuva | 356 | Mar 18, 2026 | |
Zombie Killer Store/marketing art | the images to showcase game in steam are generated from AI | Mayank Singh | 12 | Mar 18, 2026 | |
Deep Sea Hunter Store/marketing art | My shop page background image and cover are generated by artificial intelligence materials. | Bulanke | - | Mar 18, 2026 |