We generated some illustrations.
- Creator
- Red Devil Studios
- Reviews
- -
- Added
- Oct 1, 2026
Public Steam disclosure research 25,383 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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We generated some illustrations.
Art Resource, BGM, Store Asset
This game uses generative AI to create some of its audio content. Background music tracks were generated using Suno, and sound effects (SFX) for menus were generated using ElevenLabs. All AI-generated audio was reviewed and curated by the developer. No gameplay code or puzzle logic is generated by AI at runtime; the use of AI is limited to pre-generated audio content included in the build.
Some assets in this work are AI-generated
music made by suno
Generative AI was used to assist with localization. All generated content was reviewed and integrated by the developer.
The game's translation and some visual and marketing elements may have been created with the assistance of AI.
Pre-generated AI-assisted illustrations are used in the Yustar studio opening animation and Steam store and library promotional artwork. AI also assisted with the written store descriptions. No content is generated using AI during gameplay.
During development, generative AI tools were used to assist in creating the 78 card illustrations, composing ambient background soundscapes, and drafting card interpretations. All assets were curated, edited, and assembled by the developer to build an atmospheric, cohesive divination sanctuary. The game does not generate live AI content during runtime.
The in-game text and the store page text, including the Korean, Japanese and Simplified Chinese translations, were written with the help of AI. Nothing is generated by AI while you play.
Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime. While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time.
The game to contain art assets generated by artificial intelligence
本作の素材の一部は、生成AIを使って作り、開発者が選んで使っています。 ・キャラクターのイラスト、UIの絵、背景・遠景:ChatGPT(OpenAI) ・3Dモデル:Tripo AI ・音楽:Tunee AI ・効果音:ElevenLabs ・シナリオの一部:Claude(Anthropic) ・プログラム:Claude Code(Anthropic) 遊んでいる間に、AIが新たに内容を作ることはありません。
本项目在研发阶段使用生成式人工智能工具辅助生成了部分 2D 美术概念立绘与宣传图形资产,所有生成内容均经过人工审核、精修与合规审查,不包含任何侵权、成人或违法敏感内容。游戏在运行过程中不会实时调用生成式 AI。 Generative AI Disclosure: During the development phase, generative artificial intelligence tools were used to assist in creating certain 2D concept art and promotional graphical assets. All generated content has been manually reviewed, polished, and vetted for compliance, containing no infringing, adult, or illegal sensitive content. The game does not call generative AI services during runtime.
This game uses a mix of human and generative AI tools. AI was used in some visual art assets, code generation, and portions of the store page text. All writing in the game, voice acting, and music are fully human-created.
Game logo was created with help of AI tools.
Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players.
Void Squadron features artwork developed with generative AI.
Generative AI was used only as a supporting tool in the design of some fictional red panda characters and for language translation.
Some picture and language localization made by AI
Some of the visual elements were created using AI
This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created.
Almost all content in our game was handcrafted, we used real photos of berries, fruits and etc. to make donuts designs. We used AI as a supportive tool: to edit a few wall paintings, upscale and edit some textures, and fix grammar in the text. We firmly believe AI is just an assistant—the core of our game remains human creativity and attention to detail.
Translation was supported by AI tools.
Generative AI tools were used as development assistance for portions of the game’s code and player-facing text. All final content was reviewed, edited, integrated, and tested by the developer. The game does not use live-generated AI or connect to any AI service during gameplay.
I used AI for some of the art in the Steam page, library assets and some in-game icons for items.
The in game content is generated by ai.
The direction of this game has been altered by artificial intelligence
Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything. Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio. Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead. All artwork, writing and game design were made by the developer or bought as assets with licenses.
AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay. Its creative direction and artistic content are rooted in human creativity and craftsmanship.
This game uses AI to assist in generating code and 3D models.
Generative AI was used to create various visual assets, character and environment designs, UI elements, promotional materials, and written content. Music was not generated using AI.
Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay.
Generative AI was used to create some visual elements in certain promotional images for the Steam store page. These images are pre-generated and do not change during gameplay. The game currently does not generate AI content during gameplay or connect to external AI services.
AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play.
We only use AI as a supporting tool.
This game includes pre-generated visual and auditory assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing.
DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets.
Some pre-generated 2D artwork, visual effects, icons, maps, promotional images, and achievement artwork were created or refined with generative AI during development. All AI-generated output was reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime and does not generate player-facing text, images, audio, music, code, or other content while you play.
Generative AI tools were used to help create some store and promotional artwork, including capsule images and Steam library artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to external AI services.
AI is used to assist with programming, graphics creation and translations.
Parts of Frag Party's artwork and translated text were produced with generative AI tools. Artwork: the promotional key art that the store capsules are composed from, and a small number of static wallpaper images used as backdrops behind a few of the challenges. Text: the non-English interface translations (Spanish, French, Portuguese, Russian, Arabic and Simplified Chinese). English is the original and was written by hand. Everything else is human-made: all gameplay and code, the 3D characters, weapons and environments, animation, interface layout and audio. Nothing is generated while you play, and the game does not connect to any AI service.
Generative AI was used for some artwork, including store capsule images and Steam library artwork.
Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool. Modeling: A handfull of props where generated using AI. Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language.
Generative AI was used to assist in creating pre-generated in-game content, including visual assets, text, and audio, as well as certain Steam store and marketing materials. The game does not use generative AI to generate content in real time during gameplay.
character design
This game uses pre-generated AI-assisted visual content. Generative AI tools were used during development to help create and refine some 2D artwork and Steam store materials, including Chinese ink-style backgrounds, capsule images, UI/marketing artwork, icons, and related visual elements. All AI-assisted assets were reviewed and edited by the developer before being included. The game does not use live generative AI during gameplay, and no player input is sent to an AI service to generate content.
We used AI as a supporting tool to translate and proofread the in-game text. Every translation was reviewed and adjusted by our team before it went into the game.
Powered by some of the most advanced chess engines ever created. It also uses two neural networks to recognize chess positions directly from game diagrams, turning images into playable positions in seconds.
AI was used to make some scripts and some voice lines
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Don't Press It Unclear art | We generated some illustrations. | Red Devil Studios | - | Oct 1, 2026 | |
Soul Stream Unclear artaudio | Art Resource, BGM, Store Asset | Enter the Game Studios | - | Oct 1, 2026 | |
CubeMate In-game content audio | This game uses generative AI to create some of its audio content. Background music tracks were generated using Suno, and sound effects (SFX) for menus were generated using ElevenLabs. All AI-generated audio was reviewed and curated by the developer. No gameplay code or puzzle logic is generated by AI at runtime; the use of AI is limited to pre-generated audio content included in the build. | Bartosz Woźniak Solutions | - | Oct 1, 2026 | |
FRIENDSHIP ENDING MAZE In-game content | Some assets in this work are AI-generated | Game_Artisan | - | Sep 30, 2026 | |
Counting Sand in the Sahara Unclear audio | music made by suno | nameless zombie | - | Sep 30, 2026 | |
HOOKLINGS In-game content text | Generative AI was used to assist with localization. All generated content was reviewed and integrated by the developer. | GRUND | - | Sep 30, 2026 | |
Joker Chess In-game content textart | The game's translation and some visual and marketing elements may have been created with the assistance of AI. | Join Digital Land | - | Sep 30, 2026 | |
咕噜物语 Store/marketing arttext | Pre-generated AI-assisted illustrations are used in the Yustar studio opening animation and Steam store and library promotional artwork. AI also assisted with the written store descriptions. No content is generated using AI during gameplay. | Yustar | - | Sep 30, 2026 | |
Tarot: Deck of Celestials In-game content artaudiotext | During development, generative AI tools were used to assist in creating the 78 card illustrations, composing ambient background soundscapes, and drafting card interpretations. All assets were curated, edited, and assembled by the developer to build an atmospheric, cohesive divination sanctuary. The game does not generate live AI content during runtime. | Sky Blue Eye Studios | - | Sep 30, 2026 | |
Desklings In-game content text | The in-game text and the store page text, including the Korean, Japanese and Simplified Chinese translations, were written with the help of AI. Nothing is generated by AI while you play. | Doodle Nest | - | Sep 30, 2026 | |
Nanna's Farm In-game content art | Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime.
While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time. | ChabibiGames | - | Sep 30, 2026 | |
DRUNKARD In-game content art | The game to contain art assets generated by artificial intelligence | Playing Middle Ages | - | Sep 30, 2026 | |
ことづての庭 In-game content artaudiotextcode | 本作の素材の一部は、生成AIを使って作り、開発者が選んで使っています。
・キャラクターのイラスト、UIの絵、背景・遠景:ChatGPT(OpenAI)
・3Dモデル:Tripo AI
・音楽:Tunee AI
・効果音:ElevenLabs
・シナリオの一部:Claude(Anthropic)
・プログラム:Claude Code(Anthropic)
遊んでいる間に、AIが新たに内容を作ることはありません。 | notfolder | - | Sep 30, 2026 | |
Starfall Defense Store/marketing art | 本项目在研发阶段使用生成式人工智能工具辅助生成了部分 2D 美术概念立绘与宣传图形资产,所有生成内容均经过人工审核、精修与合规审查,不包含任何侵权、成人或违法敏感内容。游戏在运行过程中不会实时调用生成式 AI。
Generative AI Disclosure:
During the development phase, generative artificial intelligence tools were used to assist in creating certain 2D concept art and promotional graphical assets. All generated content has been manually reviewed, polished, and vetted for compliance, containing no infringing, adult, or illegal sensitive content. The game does not call generative AI services during runtime. | Astrix Game Studio | - | Sep 30, 2026 | |
Victory's Grave: Death Before Dismount In-game content artcodetext | This game uses a mix of human and generative AI tools. AI was used in some visual art assets, code generation, and portions of the store page text. All writing in the game, voice acting, and music are fully human-created. | Old Glory Studios | - | Sep 30, 2026 | |
A Game About Needle In A Haystack Store/marketing art | Game logo was created with help of AI tools. | Developer about... | - | Sep 30, 2026 | |
Compost Apocalypse Survivors In-game content art | Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players. | Iron Veg Interactive | - | Sep 30, 2026 | |
Void Squadron In-game content art | Void Squadron features artwork developed with generative AI. | Recoil Mojo | - | Sep 30, 2026 | |
Sort the Red Pandas: Tidy Up & Shelve In-game content arttext | Generative AI was used only as a supporting tool in the design of some fictional red panda characters and for language translation. | Ms.RedPanda | - | Sep 30, 2026 | |
Calorie Pinball In-game content arttext | Some picture and language localization made by AI | HaoHao Games | - | Sep 30, 2026 | |
Sort & Slam Unclear art | Some of the visual elements were created using AI | ValiantLight | - | Sep 30, 2026 | |
Oceans - Survival In-game content codeart | This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created. | Albin Renlund | - | Sep 30, 2026 | |
One More Donut In-game content arttext | Almost all content in our game was handcrafted, we used real photos of berries, fruits and etc. to make donuts designs. We used AI as a supportive tool: to edit a few wall paintings, upscale and edit some textures, and fix grammar in the text.
We firmly believe AI is just an assistant—the core of our game remains human creativity and attention to detail. | Silvaris Interactive | - | Sep 30, 2026 | |
Fossil Digger In-game content text | Translation was supported by AI tools. | Yagni Lab | - | Sep 30, 2026 | |
Zombie Last Stand In-game content textcode | Generative AI tools were used as development assistance for portions of the game’s code and player-facing text. All final content was reviewed, edited, integrated, and tested by the developer. The game does not use live-generated AI or connect to any AI service during gameplay. | under's studious | - | Sep 30, 2026 | |
Galdr Inkblade In-game content art | I used AI for some of the art in the Steam page, library assets and some in-game icons for items. | Ravenom | - | Sep 30, 2026 | |
Iron Maw general | The in game content is generated by ai. | KRUMB Games | - | Sep 30, 2026 | |
Backrooms Blocks Unclear | The direction of this game has been altered by artificial intelligence | Snarl | - | Sep 30, 2026 | |
Psst! Live AI audiotext | Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything.
Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio.
Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead.
All artwork, writing and game design were made by the developer or bought as assets with licenses. | Teeny Tiny Games | - | Sep 30, 2026 | |
Scentkeeper: Tidy Up the Perfume Archive! In-game content text | AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay.
Its creative direction and artistic content are rooted in human creativity and craftsmanship. | Emberline Games | - | Sep 30, 2026 | |
准点下班 In-game content codeart | This game uses AI to assist in generating code and 3D models. | 3AGame | - | Sep 30, 2026 | |
Frog Kick In-game content arttext | Generative AI was used to create various visual assets, character and environment designs, UI elements, promotional materials, and written content. Music was not generated using AI. | Guchawacha | - | Sep 30, 2026 | |
CORE//PULSE In-game content text | Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay. | EEE Inc. | - | Sep 30, 2026 | |
Slacklord Store/marketing art | Generative AI was used to create some visual elements in certain promotional images for the Steam store page. These images are pre-generated and do not change during gameplay. The game currently does not generate AI content during gameplay or connect to external AI services. | Clearbrook Games | - | Sep 30, 2026 | |
PONK Dev only code | AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play. | aliyen | - | Sep 30, 2026 | |
Bob's Dough: The Absurd Bakery Unclear | We only use AI as a supporting tool. | MONADRA | - | Sep 30, 2026 | |
中华料理大王 In-game content artaudio | This game includes pre-generated visual and auditory
assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing. | Dawang Games | - | Sep 30, 2026 | |
光与绽森语 Live AI text | DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets. | DAWNBLOOM Studio | - | Sep 30, 2026 | |
永夜余烬 In-game content art | Some pre-generated 2D artwork, visual effects, icons, maps, promotional images, and achievement artwork were created or refined with generative AI during development. All AI-generated output was reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime and does not generate player-facing text, images, audio, music, code, or other content while you play. | 隔壁老王 | - | Sep 30, 2026 | |
DeskFins: Desktop Aquarium Store/marketing art | Generative AI tools were used to help create some store and promotional artwork, including capsule images and Steam library artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to external AI services. | 藍色天空 | - | Sep 30, 2026 | |
Casino School In-game content arttextcode | AI is used to assist with programming, graphics creation and translations. | netmin games GmbH | - | Sep 30, 2026 | |
Frag Party In-game content arttext | Parts of Frag Party's artwork and translated text were produced with generative AI tools.
Artwork: the promotional key art that the store capsules are composed from, and a small number of
static wallpaper images used as backdrops behind a few of the challenges.
Text: the non-English interface translations (Spanish, French, Portuguese, Russian, Arabic and
Simplified Chinese). English is the original and was written by hand.
Everything else is human-made: all gameplay and code, the 3D characters, weapons and environments,
animation, interface layout and audio. Nothing is generated while you play, and the game does not
connect to any AI service. | Mena Games | - | Sep 30, 2026 | |
Fair21: Blackjack Store/marketing art | Generative AI was used for some artwork, including store capsule images and Steam library artwork. | Maple Ridge Haven | - | Sep 30, 2026 | |
Trick or Eat In-game content arttext | Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool.
Modeling: A handfull of props where generated using AI.
Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language. | Nether Tree Games | - | Sep 30, 2026 | |
ABYSSRIUM In-game content arttextaudio | Generative AI was used to assist in creating pre-generated in-game content, including visual assets, text, and audio, as well as certain Steam store and marketing materials. The game does not use generative AI to generate content in real time during gameplay. | FLERO GAMES | - | Sep 30, 2026 | |
Necromarch art | character design | MGM LLC | - | Sep 30, 2026 | |
诗词防线 In-game content art | This game uses pre-generated AI-assisted visual content. Generative AI tools were used during development to help create and refine some 2D artwork and Steam store materials, including Chinese ink-style backgrounds, capsule images, UI/marketing artwork, icons, and related visual elements. All AI-assisted assets were reviewed and edited by the developer before being included. The game does not use live generative AI during gameplay, and no player input is sent to an AI service to generate content. | shinejiang | - | Sep 30, 2026 | |
Piecework: The Jigsaw Museum In-game content text | We used AI as a supporting tool to translate and proofread the in-game text. Every translation was reviewed and adjusted by our team before it went into the game. | Warbyte Studios | - | Sep 30, 2026 | |
ChessGuardians Live AI artcode | Powered by some of the most advanced chess engines ever created. It also uses two neural networks to recognize chess positions directly from game diagrams, turning images into playable positions in seconds. | FoxCode | - | Sep 30, 2026 | |
Biden Blast In-game content codeaudio | AI was used to make some scripts and some voice lines | B.B.B.Games | - | Sep 30, 2026 |