images
- Creator
- Flame-Dragons
- Reviews
- 35
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 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.
images
Some subtitles were translated by A.I but are not listed as supported on steam. Those subtitles are marked as "A.I generated".
Some images in the game are created using generative AI, including splash images, capsule and marketing art, and character art. The images are generated using paid subscription to Midjourney. The image copyright belongs to Midjourney with Crystalline Green Ltd. licensing the images for commercial use. We are a small independent studio with limited budget, but we appreciate not everyone is comfortable with use of AI generated images in commercial games, so we understand if you would prefer not to play our game. Feel free to contact us if you have further questions or concerns.
The content for the game (images of objects, ships, UI elements) was generated by artificial intelligence at the game development stage. The content does not change in any way during the game.
Generative AI was only used to create image references during the creation of promotionnal artworks : The main promotional artwork shows a hallway where the pillars and the lights are arranged to form the word : DON'T. The artist who drew these promotional artworks used generative AI to get reference images on how to integrate text with natural elements of a scene so that the elements of the scene seems to be forming letters. The final artwork is purely derivative and original and was made by the artist from zero, with the help of the AI generated images as inspiration for placing the letters on the final drawing.
We have been using AI tools as inspiration to maximize our own creativity.
As a self funded, mostly solo indie dev Ai Art has been used during development for prototyping and concept art as well as promotional/marketing materials. All art in game before and during early access should be considered a WIP and not final. It is my goal that sales during EA can fund hiring artists to update/replace this content.
Using "https://stablediffusionweb.com/" 8 screenshots were created for the initial story in the game, as well as the developer's logo on the start screen.
I used AI to generate the voiceovers for the intro movie.
We used AI-generated images as a basis for some of the images on the store page and made manual modifications
Some visual assets — such as community materials, marketing content, and select transition screens — were created with limited AI assistance. All final in-game art is created by our artists.
To deepen the world building, I use pre-generated AI images in In-Game files section.
AI-generated content: - background image of the first screen
- AI voice generation tools were used to create pre-generated character voice lines for in-game dialogue. - AI translation tools were used during development to create draft localization text for languages other than Arabic and English. These draft translations are included in the demo as AI-assisted draft localizations for UI, font, and text-length testing, and to help evaluate requirements for possible future professional human localization.
AI was used for the game's store page design and marketing materials.
The artwork of the townspeople and the collectible artwork in the "Image Gallery" used generative AI.
Some Artwork is AI Generated on Local Machines during Creation of the Game. We're a small Group of Students and do not have all the Ressources to fully Create all Art by ourselves.
Some backgrounds and store assets have been generated combining artwork and pictures created by the AI
We have used AI generated artwork for our store listing, certain in-game art assets have been AI generated however majority of the game is not AI generated.
AI generated character-art using Midjourney license used during the story segments. Some gameplay scripts were coded using ChatGPT for assistance.
The Images used in this game are self created with the KI generating service from Gencraft. (all rights reserved, gencraft.com/terms)
This indie game uses AI-generated sounds for some voice acting and audio elements.
All dialogs texts, code, songs and pixelart assets in game were CREATED BY US MANUALLY. AI is used to help on illustration's creation. The illustrations on dialogs and title screen even though we make our tweaks, changes, edit and compile multiple results to get our desired result.
The voiceovers for the dialogue were produced with pre-rendered text-to-speech AI.
The game features AI-generated artwork for key characters, alongside an AI-generated soundtrack.
In our game, AI is a powerful ally that has significantly increased our productivity. It helps us create new scenarios, which are then refined by our art team, allowing us to offer an expanded variety of playable environments for players. Additionally, we plan to integrate AI-generated dialogues to dub the game into multiple languages. This dubbing process would be impossible for our small studio without AI support. With this approach, we aim to make our game accessible to a global audience and provide a localized and authentic gaming experience in different languages. In summary, AI plays a crucial role in our development process, enabling our small studio to achieve great feats and provide players with a rich and immersive experience.
Art and Music was generated by AI. Please note that we want to respect artists. No artist name or artist art have been used as reference for prompting. And the art used is very generic and doesn't not infringe any IP.
AI tools were used in the production process of some graphical assets. In these cases AI is mainly used as a middleman to add detail between first drafts and final product. AI was used to assist with minor code segments and some dialogue lines.
Visual art
In some of the game's cutscenes, we have used AI tools to generate several images to help present the story. These images have been edited and refined to enhance the player's visual experience. We are committed to providing rich content for our players and will continue to leverage innovative technologies to improve the overall game experience.
AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management.
The graphical elements for the store and the elements for the library in the Steam store were generated by AI.
Part of graphics generated by AI.
We generated drafts for the game's and company logos, part of the capsules art, the voice in the trailer and the store texts. Then we adapted them to our liking.
Text-to-speech software is used to synthesize our in-game and in-cinematic robotic announcer. RIFTSTORM’s creative direction and all content included in the game are produced, reviewed, and implemented by our team.
Some loading screens and main menu screen use ai generated images
AI was used to generate old version of steam page banner, and now it's as main image on most of community news.
AI is used to assist the creation of some content in game. Icon art, 2d art, voice lines and music.
The background music (BGM) of our game uses assets from Soundraw, a music production site that uses AI.
If your ingame choices are inconsistent or raise moral questions, you’ll have to justify them in writing. An AI will read your defense and decide whether it counts as a solution. Convince it — because its verdict carries real consequences in the game.
In the initial creation of illustrations for the maps, neural networks were used, followed by refinement by the artist.
RUTHLESS:1 uses AI generated textures in some places for additional detailing. They are never the main focus of a scene.
Critias Empire uses images of public domain 18th and 19th century classical oil on canvas paintings, but since there are only a limited number of these, AI generated images are used where no appropriate historical public domain image can be found. This includes backgrounds, illustrations for buildings, features, disasters, maps and characters, plus live ops, events and marketing material. The images are generated using paid subscription to Midjourney. Crystalline Green Ltd. owns the copyright on the generated images. We are a small independent studio with limited budget, but we appreciate not everyone is comfortable with use of AI generated images in commercial games, so we understand if you would prefer not to play our game. Feel free to contact us if you have further questions or concerns.
AI generated images have been used to as a starting point for icons, characters, and elements of some backgrounds. In nearly every case images are then digitally painted over to remove unwanted artifacts and give all the artwork a similar style. Every effort has been made to produce unique content that does not infringe on any copyright.
Some AI-generated images are included
Some of the game's images were generated by AI and then modified. AI was not used in any part of the gameplay. Only certain images on the store page and in the prologue involved the use of AI.
A very few in-game assets (in game image and less than 5 icons) were ai-generated first and then reworked by a human to match with Seven Cities lore.
I used AI in the process of creating loading screens and the capsule images.
Some dialogue backgrounds and icons use AI generation.
I used AI tools during development to help with code optimization, solve problems like pathfinding and mathematical formulas, and assist with English translation and proofreading.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Great Powers Unclear art | images | Flame-Dragons | 35 | Mar 18, 2026 | |
Finally Free In-game content text | Some subtitles were translated by A.I but are not listed as supported on steam. Those subtitles are marked as "A.I generated". | agapiOS | - | Mar 18, 2026 | |
Palm Paradise Garden In-game content art | Some images in the game are created using generative AI, including splash images, capsule and marketing art, and character art.
The images are generated using paid subscription to Midjourney. The image copyright belongs to Midjourney with Crystalline Green Ltd. licensing the images for commercial use.
We are a small independent studio with limited budget, but we appreciate not everyone is comfortable with use of AI generated images in commercial games, so we understand if you would prefer not to play our game. Feel free to contact us if you have further questions or concerns. | Crystalline Green Ltd. | - | Mar 18, 2026 | |
Cyber workshop In-game content art | The content for the game (images of objects, ships, UI elements) was generated by artificial intelligence at the game development stage. The content does not change in any way during the game. | Maksim Baulin LLC | - | Mar 18, 2026 | |
Trust The Backrooms Store/marketing art | Generative AI was only used to create image references during the creation of promotionnal artworks :
The main promotional artwork shows a hallway where the pillars and the lights are arranged to form the word : DON'T.
The artist who drew these promotional artworks used generative AI to get reference images on how to integrate text with natural elements of a scene so that the elements of the scene seems to be forming letters.
The final artwork is purely derivative and original and was made by the artist from zero, with the help of the AI generated images as inspiration for placing the letters on the final drawing. | GobGames Studio | - | Mar 18, 2026 | |
Archons Dev only | We have been using AI tools as inspiration to maximize our own creativity. | BulletHell Studios | 390 | Mar 18, 2026 | |
Notoris 2: Warlords Store/marketing art | As a self funded, mostly solo indie dev Ai Art has been used during development for prototyping and concept art as well as promotional/marketing materials.
All art in game before and during early access should be considered a WIP and not final. It is my goal that sales during EA can fund hiring artists to update/replace this content. | Flying General Games LLC | - | Mar 18, 2026 | |
Meteorite Z: The Apocalypse In-game content art | Using "https://stablediffusionweb.com/" 8 screenshots were created for the initial story in the game, as well as the developer's logo on the start screen. | Prutaleks Game | - | Mar 18, 2026 | |
Matsudaira's Myoshu In-game content audio | I used AI to generate the voiceovers for the intro movie. | Dragonhead Gaming | - | Mar 18, 2026 | |
Netherworld Covenant Store/marketing art | We used AI-generated images as a basis for some of the images on the store page and made manual modifications | MadGoat Game Studio | 544 | Mar 18, 2026 | |
Westland Survival In-game content art | Some visual assets — such as community materials, marketing content, and select transition screens — were created with limited AI assistance. All final in-game art is created by our artists. | Helio Games | 533 | Mar 18, 2026 | |
DRONE PERSPECTIVE In-game content art | To deepen the world building, I use pre-generated AI images in In-Game files section. | Demetri Lind | 85 | Mar 18, 2026 | |
Power Quest Survivors Store/marketing art | AI-generated content:
- background image of the first screen | tcsoft | - | Mar 18, 2026 | |
Revenge Crystal Project In-game content audiotext | - AI voice generation tools were used to create pre-generated character voice lines for in-game dialogue.
- AI translation tools were used during development to create draft localization text for languages other than Arabic and English. These draft translations are included in the demo as AI-assisted draft localizations for UI, font, and text-length testing, and to help evaluate requirements for possible future professional human localization. | SAMx003 Games | - | Mar 18, 2026 | |
Shift'n Slay Store/marketing art | AI was used for the game's store page design and marketing materials. | DREBOT game studio | 87 | Mar 18, 2026 | |
Tickle Magnet In-game content art | The artwork of the townspeople and the collectible artwork in the "Image Gallery" used generative AI. | Agency Publishing, Inc. | - | Mar 18, 2026 | |
Genocide for Future In-game content art | Some Artwork is AI Generated on Local Machines during Creation of the Game. We're a small Group of Students and do not have all the Ressources to fully Create all Art by ourselves. | InnerKode | - | Mar 18, 2026 | |
Stealth Raider Store/marketing art | Some backgrounds and store assets have been generated combining artwork and pictures created by the AI | Orazio Principe | - | Mar 18, 2026 | |
Temple of Causality In-game content art | We have used AI generated artwork for our store listing, certain in-game art assets have been AI generated however majority of the game is not AI generated. | GameEon Studios | - | Mar 18, 2026 | |
Nexus Defenders In-game content artcode | AI generated character-art using Midjourney license used during the story segments.
Some gameplay scripts were coded using ChatGPT for assistance. | Sabr Path | 26 | Mar 18, 2026 | |
OG Puzzlers: Synthwave Cars In-game content art | The Images used in this game are self created with the KI generating service from Gencraft.
(all rights reserved, gencraft.com/terms) | Schwan OG | - | Mar 18, 2026 | |
Crowncity In-game content audio | This indie game uses AI-generated sounds for some voice acting and audio elements. | Haon Games | - | Mar 18, 2026 | |
Veil of Shadows In-game content art | All dialogs texts, code, songs and pixelart assets in game were CREATED BY US MANUALLY.
AI is used to help on illustration's creation. The illustrations on dialogs and title screen even though we make our tweaks, changes, edit and compile multiple results to get our desired result. | Imponix Game Studio | 14 | Mar 18, 2026 | |
Zombactory In-game content audio | The voiceovers for the dialogue were produced with pre-rendered text-to-speech AI. | Shoulders of Giants | - | Mar 18, 2026 | |
Tactical Warfare In-game content artaudio | The game features AI-generated artwork for key characters, alongside an AI-generated soundtrack. | Mizrab | 52 | Mar 18, 2026 | |
Legacy of Sin: Ill-Boding In-game content text | In our game, AI is a powerful ally that has significantly increased our productivity. It helps us create new scenarios, which are then refined by our art team, allowing us to offer an expanded variety of playable environments for players. Additionally, we plan to integrate AI-generated dialogues to dub the game into multiple languages. This dubbing process would be impossible for our small studio without AI support. With this approach, we aim to make our game accessible to a global audience and provide a localized and authentic gaming experience in different languages. In summary, AI plays a crucial role in our development process, enabling our small studio to achieve great feats and provide players with a rich and immersive experience. | Absolute Power Game Studio | 23 | Mar 18, 2026 | |
Magic And Dragons : 4X Battle In-game content artaudio | Art and Music was generated by AI.
Please note that we want to respect artists. No artist name or artist art have been used as reference for prompting. And the art used is very generic and doesn't not infringe any IP. | The Team With a T | - | Mar 18, 2026 | |
Dead Underworld In-game content arttextcode | AI tools were used in the production process of some graphical assets. In these cases AI is mainly used as a middleman to add detail between first drafts and final product.
AI was used to assist with minor code segments and some dialogue lines. | Manmachina | - | Mar 18, 2026 | |
Elven Rivers 6: Guardians of Hope Collector's Edition Unclear art | Visual art | BigCityLab | - | Mar 18, 2026 | |
Elemental Realms In-game content art | In some of the game's cutscenes, we have used AI tools to generate several images to help present the story. These images have been edited and refined to enhance the player's visual experience.
We are committed to providing rich content for our players and will continue to leverage innovative technologies to improve the overall game experience. | Bunker Games | 11 | Mar 18, 2026 | |
Wild Witch In-game content artcode | AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management. | Giantmaker Studio | - | Mar 18, 2026 | |
Colonization Simulator Store/marketing art | The graphical elements for the store and the elements for the library in the Steam store were generated by AI. | Imperian Online Rakovnik | - | Mar 18, 2026 | |
Planet Fights In-game content art | Part of graphics generated by AI. | SCLITIFY IT | 52 | Mar 18, 2026 | |
Sneaky Pirates In-game content artaudiotext | We generated drafts for the game's and company logos, part of the capsules art, the voice in the trailer and the store texts. Then we adapted them to our liking. | Knights of the Gray Matter | 14 | Mar 18, 2026 | |
Riftstorm In-game content audio | Text-to-speech software is used to synthesize our in-game and in-cinematic robotic announcer. RIFTSTORM’s creative direction and all content included in the game are produced, reviewed, and implemented by our team. | Confiction Labs | 559 | Mar 18, 2026 | |
Red Glare In-game content art | Some loading screens and main menu screen use ai generated images | BT Studios | 60 | Mar 18, 2026 | |
Elven City Simulator Store/marketing art | AI was used to generate old version of steam page banner, and now it's as main image on most of community news. | Igor Vasilenko | 17 | Mar 18, 2026 | |
Axom: Conquest In-game content artaudio | AI is used to assist the creation of some content in game. Icon art, 2d art, voice lines and music. | Hairy Penguin | 46 | Mar 18, 2026 | |
Kitchen Crisis In-game content audio | The background music (BGM) of our game uses assets from Soundraw, a music production site that uses AI. | Team Samoyed | 307 | Mar 18, 2026 | |
Elementary Trolleyology Live AI text | If your ingame choices are inconsistent or raise moral questions, you’ll have to justify them in writing. An AI will read your defense and decide whether it counts as a solution. Convince it — because its verdict carries real consequences in the game. | Twin Earth | - | Mar 18, 2026 | |
CyberNet In-game content art | In the initial creation of illustrations for the maps, neural networks were used, followed by refinement by the artist. | BitLight | - | Mar 18, 2026 | |
RUTHLESS:1 In-game content art | RUTHLESS:1 uses AI generated textures in some places for additional detailing. They are never the main focus of a scene. | Teal Lime Games | - | Mar 18, 2026 | |
Critias Empire In-game content art | Critias Empire uses images of public domain 18th and 19th century classical oil on canvas paintings, but since there are only a limited number of these, AI generated images are used where no appropriate historical public domain image can be found. This includes backgrounds, illustrations for buildings, features, disasters, maps and characters, plus live ops, events and marketing material.
The images are generated using paid subscription to Midjourney. Crystalline Green Ltd. owns the copyright on the generated images.
We are a small independent studio with limited budget, but we appreciate not everyone is comfortable with use of AI generated images in commercial games, so we understand if you would prefer not to play our game. Feel free to contact us if you have further questions or concerns. | Crystalline Green Ltd. | - | Mar 18, 2026 | |
Pirate Code 2: Reign of the Pirate King In-game content art | AI generated images have been used to as a starting point for icons, characters, and elements of some backgrounds. In nearly every case images are then digitally painted over to remove unwanted artifacts and give all the artwork a similar style. Every effort has been made to produce unique content that does not infringe on any copyright. | Circuit Hive | - | Mar 18, 2026 | |
Red Chaos - The Strict Order In-game content art | Some AI-generated images are included | Squarecut Games | 68 | Mar 18, 2026 | |
Slayer : the Demon Haunted World In-game content art | Some of the game's images were generated by AI and then modified. AI was not used in any part of the gameplay. Only certain images on the store page and in the prologue involved the use of AI. | PLAY Mephistowaltz | 18 | Mar 18, 2026 | |
Seven Cities In-game content art | A very few in-game assets (in game image and less than 5 icons) were ai-generated first and then reworked by a human to match with Seven Cities lore. | IMV Studio | 31 | Mar 18, 2026 | |
Powerlust Store/marketing art | I used AI in the process of creating loading screens and the capsule images. | Bart Mamzer | 83 | Mar 18, 2026 | |
Those Who Rule In-game content arttext | Some dialogue backgrounds and icons use AI generation. | Eldin Turulja | 1k | Mar 18, 2026 | |
Story of Nararale Dev only codetext | I used AI tools during development to help with code optimization, solve problems like pathfinding and mathematical formulas, and assist with English translation and proofreading. | NPCs | - | Mar 18, 2026 |