AI is used to generate concept art, 3D models, audio, and Steam store images. Models are manually refined and hand-textured. No AI content is generated during gameplay.
- Creator
- Crescent Twilight Software
- Reviews
- -
- Added
- Sep 12, 2026
Public Steam disclosure research 25,383 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.
AI is used to generate concept art, 3D models, audio, and Steam store images. Models are manually refined and hand-textured. No AI content is generated during gameplay.
Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay.
Spacetime Chronicles comes from a handmade animated feature: most of what you see are real paper sets, characters and props, photographed and animated frame by frame by the author. Generative AI was used in the following areas. Images: roughly 15% of the game's images were created or completed with generative AI, then edited and integrated by the author. Audio: the game's sound effects and character voices were produced using generative AI tools. Code: parts of the game's source code were written and reviewed with the help of AI assistants. All of this content was generated during development, reviewed and approved by the author before release. The game does not generate any AI content while you play, and it does not connect to any AI service at runtime.
This game is currently in pre-alpha, and its visual assets are still evolving. Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight. The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve.
We use it to enhance our code base, design philosophy, and improve our store listing descriptions.
We use AI to polish and iterate on the human prepared concepts, textures, sometimes the achieved final version is used in game. For game code, occasionally, we use a reliable snippet based generation, reviewed and ebmedded into the game by developers, for maximum stability.
As a solo indie developer, I use AI to assist with multi-language localization and the creation of some visual assets.
The images currently used on the Steam store page, including the capsule art, were generated using AI. All of these images will be replaced with final, original artwork when the game demo is released. No AI-generated assets are used in the game itself.
Pre-generated AI was used for background music and ambient soundtrack generation. No live AI generation is used in the game.
The game cover was made using ii. The pictures in the game were drawn by a person.
Generative AI assisted with selected static UI artwork, icons, promotional illustrations, text and localization during development. The game does not generate AI content or connect to generative AI services during play. Gameplay screenshots show actual in-game rendering.
Some of the images, music, and song lyrics in this game were created with the assistance of generative AI tools. The creator performed all prompt design, selection, editing, arrangement, and integration; every asset was reviewed and adjusted by hand before being included in the game. The script, game design, systems, and code were written by the creator.
Some code is aided by claude code
all the pictures are generated by artificial intelligence.
AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process.
Generative AI was used in the development of this game. No generative AI runs during gameplay, and the game does not connect to any external AI service.
The background images and birds pictures are pre-rendered AI art
In this game, AI was used a little bit to help create some sprites and textures. Everything was edited by the developer before being added to the game.
The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (16 tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who authored the game's design, systems and football logic. No content is generated while the game is running.
Generative AI supported the creation of selected pre-generated visual assets, music, narrative drafts, and localized text. All AI-assisted materials were reviewed, edited, and integrated to match the game’s original world, tone, and creative direction.
All in-game visual and audio assets are procedurally generated by code at runtime. The build contains no pre-rendered AI, painted, or recorded media files. AI (Anthropic's Claude) was used during development only to help draft source code and in-game text, which was manually reviewed and edited. No AI services are accessed while running the game. The only third-party assets are two open-license fonts designed by human artists.
Pre-generated AI-assisted artwork is used for selected character portraits, property and location imagery, career and education illustrations, and promotional materials. All such content is reviewed and curated by the developer before inclusion. The game does not generate AI content during gameplay.
Some pre-generated visual assets in the game were created or assisted with generative AI tools, including environment artwork, interface illustrations, textures, and source material used for certain 3D assets. All such material was reviewed, edited, integrated, and tested by the developer. The game does not generate AI content during gameplay or connect to external AI services while running.
INK ABYSS WALKER was crafted by a single indie developer. During development, AI tools were used as an assist to produce quick, early drafts of some illustrations and text — helping an ink-soaked idea take shape as images and words more efficiently. The core gameplay, worldbuilding, card and number balance, narrative, and overall tone, however, were all led, iterated and finalised by hand by the developer. AI is a tool that helps an idea move faster — not the author of it. Everything you see was selected, refined and re-crafted by a person, to keep faith with the game's ink-wash spirit. Thank you to every walker who carries the lamp onward.
Some of the graphics used in the game were generated with the assistance of generative AI
Since I'm working on the game by oneself, I use AI for some 3D models and some instruments (synthesizers, pads) in the music tracks.
Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images. Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI. Nothing is generated by AI while the game is running.
이 게임의 일부 아트 에셋(물고기 등 3D 모델, 로고, 일부 UI)은 생성형 AI 도구의 도움을 받아 제작, 가공 했습니다. 음악은 로열티 프리 음원을 사용했습니다.
During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for.
Generative AI tools were used during development to assist in the creation and refinement of some music and sound effects.
I created the vast majority of the images, drawings, and text by hand. However, I did use AI from time to time.
Use for Art
AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements.
AI has been used to help develop the game's cover art.
Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included.
The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments. We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
3D character and prop models, their textures, and pre-rendered cutscene video clips were created with generative AI tools. Character voice lines were synthesized with AI text-to-speech. Dialogue and story text were written with AI assistance. All AI-generated content is pre-rendered; nothing is generated during gameplay.
AI has been used to help develop the game's cover art.
Some graphics, illustrations, and text used in the game were pre-generated with the help of generative AI during development and were subsequently reviewed, selected, and edited by the developer. No content is generated by AI during gameplay.
Generative AI tools were used to assist in the creation of some pre-generated visual assets, character elements, voice-over, music, localization and promotional text. Some of these assets were further edited and refined by the developer before being included in the final game.
AI was utilized as a supportive tool during development to streamline processes, while all final creative assets were designed, crafted, and polished by our team of artists with dedication and precision.
All final visuals of the game are created and finalized by our art team. AI-assisted tools are used only during the early concept and ideation stages. All visual assets in the final version are manually created, refined, and finalized by our artists.
All card art, UI, and character face customization are hand-drawn by me. Everything in this game is made by me or from purchased assets, except for one wall painting and one window decoration texture, which were AI generated and will be replaced later.
During development, placeholder music has been created using AI. This music is being used temporarily during development and I plan on dedicating time into producing my own music when the games main mechanics are complete.
This game is made by a single person. As a solo developer, I use AI tools to speed up certain stages of production, mainly for optimization, generation and assistance tasks: cleaning up and optimizing complex meshes, and sometimes generating them, producing texture bases or shape variations, preparing visual elements for the store page, and handling some repetitive technical passes. These tools let me produce faster and better, on my own, what would normally take an entire team. They do not replace the creative work. Every element that makes up the game is chosen, directed, reworked and finalized by hand. The ideas, the design, the writing, the assembly and the final decisions are entirely my own. In other words: AI helps me build, never to decide in my place. Because in the end, only one thing matters: delivering a real game, and the most intense experience possible in your hands.
Pre-generated AI tools were used to assist in creating 2D character, environment, interface, and promotional artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Artificial intelligence tools are used only for concept art/design references and text translations. No AI-generated content is used directly in the final in-game assets.
Parts of this product were produced with the help of generative AI. The HTML, CSS, JavaScript and shader code of the bundled wallpapers, the store page text and its translations were drafted with AI assistance and reviewed by a person before release. The application itself does not use generative AI at runtime. It generates no content while you use it, and nothing you do in Wallpaper — hardware readings, settings, your own photos and videos — is sent to any AI model or to any server. Everything stays on your PC.
The soundtrack is AI generated with human modifications. Art, text, localizations, and store assets were made with AI assistance and human modifications. Nothing is generated at runtime, and the game never connects to an AI service.
Graphical assets were generated suing AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Last Shrinekeeper In-game content artaudio | AI is used to generate concept art, 3D models, audio, and Steam store images. Models are manually refined and hand-textured. No AI content is generated during gameplay. | Crescent Twilight Software | - | Sep 12, 2026 | |
Yorick: Worlds in Bloom In-game content art | Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay. | 74BIT | - | Sep 12, 2026 | |
Spacetime Chronicles In-game content artaudiocode | Spacetime Chronicles comes from a handmade animated feature: most of what you see are real paper sets, characters and props, photographed and animated frame by frame by the author. Generative AI was used in the following areas. Images: roughly 15% of the game's images were created or completed with generative AI, then edited and integrated by the author. Audio: the game's sound effects and character voices were produced using generative AI tools. Code: parts of the game's source code were written and reviewed with the help of AI assistants. All of this content was generated during development, reviewed and approved by the author before release. The game does not generate any AI content while you play, and it does not connect to any AI service at runtime. | Seenfilm | - | Sep 12, 2026 | |
Project Oasis In-game content art | This game is currently in pre-alpha, and its visual assets are still evolving.
Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight.
The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve. | Magma Studios | - | Sep 12, 2026 | |
Echoes of the Ninth Store/marketing codetext | We use it to enhance our code base, design philosophy, and improve our store listing descriptions. | Quality Level Entertainment | - | Sep 12, 2026 | |
Runigrim In-game content artcode | We use AI to polish and iterate on the human prepared concepts, textures, sometimes the achieved final version is used in game.
For game code, occasionally, we use a reliable snippet based generation, reviewed and ebmedded into the game by developers, for maximum stability. | Labrintine | - | Sep 12, 2026 | |
Animal Cozy Corner Shop In-game content arttext | As a solo indie developer, I use AI to assist with multi-language localization and the creation of some visual assets. | ZT-Studio | - | Sep 12, 2026 | |
Below the Crust Store/marketing art | The images currently used on the Steam store page, including the capsule art, were generated using AI. All of these images will be replaced with final, original artwork when the game demo is released.
No AI-generated assets are used in the game itself. | Be Water | - | Sep 11, 2026 | |
Redline District In-game content audio | Pre-generated AI was used for background music and ambient soundtrack generation. No live AI generation is used in the game. | Dorotech | - | Sep 11, 2026 | |
ADutopia Store/marketing art | The game cover was made using ii. The pictures in the game were drawn by a person. | NALSUR | - | Sep 11, 2026 | |
Arcane Legion In-game content arttext | Generative AI assisted with selected static UI artwork, icons, promotional illustrations, text and localization during development. The game does not generate AI content or connect to generative AI services during play. Gameplay screenshots show actual in-game rendering. | MrLiuYX | - | Sep 11, 2026 | |
艾兰军校 | Some of the images, music, and song lyrics in this game were created with the
assistance of generative AI tools. The creator performed all prompt design,
selection, editing, arrangement, and integration; every asset was reviewed and
adjusted by hand before being included in the game. The script, game design,
systems, and code were written by the creator. | Alpico | - | Sep 10, 2026 | |
Logistica: Under Glass Dev only code | Some code is aided by claude code | Flirp | - | Sep 10, 2026 | |
Visual Novel: DARKENED MIRROR In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 10, 2026 | |
Sediment Dev only codeart | AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process. | skeleton picture | - | Sep 10, 2026 | |
Thread the Wall Dev only | Generative AI was used in the development of this game.
No generative AI runs during gameplay, and the game does not connect to any
external AI service. | Plain Studio | - | Sep 10, 2026 | |
Chronime Puzzle: Birds In-game content art | The background images and birds pictures are pre-rendered AI art | Quantum Quiver Games | - | Sep 10, 2026 | |
Spirit of the Birch In-game content art | In this game, AI was used a little bit to help create some sprites and textures. Everything was edited by the developer before being added to the game. | Primych | - | Sep 10, 2026 | |
Brick and Banner: College Football Dynasty In-game content arttextaudio | The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (16 tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who authored the game's design, systems and football logic. No content is generated while the game is running. | Brick and Banner Sims | - | Sep 10, 2026 | |
Hack Faster In-game content artaudiotext | Generative AI supported the creation of selected pre-generated visual assets, music, narrative drafts, and localized text. All AI-assisted materials were reviewed, edited, and integrated to match the game’s original world, tone, and creative direction. | Night Syntax | - | Sep 10, 2026 | |
Slime on Top Live AI artaudiotextcode | All in-game visual and audio assets are procedurally generated by code at runtime. The build contains no pre-rendered AI, painted, or recorded media files.
AI (Anthropic's Claude) was used during development only to help draft source code and in-game text, which was manually reviewed and edited. No AI services are accessed while running the game. The only third-party assets are two open-license fonts designed by human artists. | oko | - | Sep 10, 2026 | |
Your Legacy: Generations In-game content art | Pre-generated AI-assisted artwork is used for selected character portraits, property and location imagery, career and education illustrations, and promotional materials. All such content is reviewed and curated by the developer before inclusion. The game does not generate AI content during gameplay. | ICQ Gaming | - | Sep 10, 2026 | |
ROBOT DRAFT: LAST HUMAN In-game content art | Some pre-generated visual assets in the game were created or assisted with generative AI tools, including environment artwork, interface illustrations, textures, and source material used for certain 3D assets. All such material was reviewed, edited, integrated, and tested by the developer. The game does not generate AI content during gameplay or connect to external AI services while running. | Zhengkai Zhang | - | Sep 10, 2026 | |
墨渊行者 INK ABYSS WALKER Dev only arttext | INK ABYSS WALKER was crafted by a single indie developer. During development, AI tools were used as an assist to produce quick, early drafts of some illustrations and text — helping an ink-soaked idea take shape as images and words more efficiently. The core gameplay, worldbuilding, card and number balance, narrative, and overall tone, however, were all led, iterated and finalised by hand by the developer. AI is a tool that helps an idea move faster — not the author of it. Everything you see was selected, refined and re-crafted by a person, to keep faith with the game's ink-wash spirit. Thank you to every walker who carries the lamp onward. | YukiMio Studio | - | Sep 10, 2026 | |
Tidy Up! Retro Shop In-game content art | Some of the graphics used in the game were generated with the assistance of generative AI | Traum Axis | - | Sep 10, 2026 | |
ClusterForce In-game content artaudio | Since I'm working on the game by oneself, I use AI for some 3D models and some instruments (synthesizers, pads) in the music tracks. | Team ClusterForce | - | Sep 10, 2026 | |
TOKYO WANTED In-game content arttext | Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images.
Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI.
Nothing is generated by AI while the game is running. | STUDIO FRONTIER | - | Sep 10, 2026 | |
DreamFisher In-game content art | 이 게임의 일부 아트 에셋(물고기 등 3D 모델, 로고, 일부 UI)은 생성형 AI 도구의 도움을 받아 제작, 가공 했습니다. 음악은 로열티 프리 음원을 사용했습니다. | KGNF | - | Sep 10, 2026 | |
Red Timewarp: Beyond Reality Unclear audiotext | During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for. | Magic Pixel Kft. | - | Sep 10, 2026 | |
Backstabbers In-game content audio | Generative AI tools were used during development to assist in the creation and refinement of some music and sound effects. | RedCollar Studio | - | Sep 10, 2026 | |
Lost Phone Dev only arttext | I created the vast majority of the images, drawings, and text by hand. However, I did use AI from time to time. | Théo Rlt | - | Sep 10, 2026 | |
MARGIN: Raj Minerals Unclear art | Use for Art | 9J | - | Sep 9, 2026 | |
Blind Shaman Store/marketing art | AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements. | Nightforge Games | - | Sep 9, 2026 | |
Ocean Fish Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 9, 2026 | |
See You on the Island Store/marketing codetext | Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included. | Boatboat Games | - | Sep 9, 2026 | |
Sandcastle Battle In-game content arttextaudio | The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship. | Eklo Studio | - | Sep 9, 2026 | |
IRONWOOD In-game content artaudiotext | 3D character and prop models, their textures, and pre-rendered cutscene video clips were created with generative AI tools. Character voice lines were synthesized with AI text-to-speech. Dialogue and story text were written with AI assistance. All AI-generated content is pre-rendered; nothing is generated during gameplay. | GameQ Labs | - | Sep 9, 2026 | |
Alone in the Blizzard Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 9, 2026 | |
Realm & Renown In-game content arttext | Some graphics, illustrations, and text used in the game were pre-generated with the help of generative AI during development and were subsequently reviewed, selected, and edited by the developer. No content is generated by AI during gameplay. | Apokus | - | Sep 9, 2026 | |
One Bard Move In-game content artaudiotext | Generative AI tools were used to assist in the creation of some pre-generated visual assets, character elements, voice-over, music, localization and promotional text. Some of these assets were further edited and refined by the developer before being included in the final game. | Syserino | - | Sep 9, 2026 | |
Mise en War Dev only | AI was utilized as a supportive tool during development to streamline processes, while all final creative assets were designed, crafted, and polished by our team of artists with dedication and precision. | AVICHRONE | - | Sep 9, 2026 | |
Scratch Tickets With Your Friends 🎰 Dev only art | All final visuals of the game are created and finalized by our art team. AI-assisted tools are used only during the early concept and ideation stages. All visual assets in the final version are manually created, refined, and finalized by our artists. | Yet Another Publisher | - | Sep 9, 2026 | |
Crown Bluff In-game content art | All card art, UI, and character face customization are hand-drawn by me. Everything in this game is made by me or from purchased assets, except for one wall painting and one window decoration texture, which were AI generated and will be replaced later. | Mizuki Games | - | Sep 9, 2026 | |
British Pub Simulator In-game content audio | During development, placeholder music has been created using AI. This music is being used temporarily during development and I plan on dedicating time into producing my own music when the games main mechanics are complete. | SimmyLate Games | - | Sep 9, 2026 | |
DON'T SWITCH In-game content art | This game is made by a single person. As a solo developer, I use AI tools to speed up certain stages of production, mainly for optimization, generation and assistance tasks: cleaning up and optimizing complex meshes, and sometimes generating them, producing texture bases or shape variations, preparing visual elements for the store page, and handling some repetitive technical passes.
These tools let me produce faster and better, on my own, what would normally take an entire team. They do not replace the creative work. Every element that makes up the game is chosen, directed, reworked and finalized by hand. The ideas, the design, the writing, the assembly and the final decisions are entirely my own.
In other words: AI helps me build, never to decide in my place. Because in the end, only one thing matters: delivering a real game, and the most intense experience possible in your hands. | Cold Narrative | - | Sep 9, 2026 | |
玻璃温室の薬舗(はりおんしつのくすりほ) In-game content art | Pre-generated AI tools were used to assist in creating 2D character, environment, interface, and promotional artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services. | neo studio | - | Sep 9, 2026 | |
Monster Florist In-game content arttext | Artificial intelligence tools are used only for concept art/design references and text translations. No AI-generated content is used directly in the final in-game assets. | HOGO Games | - | Sep 9, 2026 | |
Wallpaper Store/marketing codetext | Parts of this product were produced with the help of generative AI. The HTML, CSS, JavaScript and shader code of the bundled wallpapers, the store page text and its translations were drafted with AI assistance and reviewed by a person before release.
The application itself does not use generative AI at runtime. It generates no content while you use it, and nothing you do in Wallpaper — hardware readings, settings, your own photos and videos — is sent to any AI model or to any server. Everything stays on your PC. | Simay Yaşın | - | Sep 9, 2026 | |
Flag Conquest In-game content audioarttext | The soundtrack is AI generated with human modifications. Art, text, localizations, and store assets were made with AI assistance and human modifications. Nothing is generated at runtime, and the game never connects to an AI service. | Karamilabs | - | Sep 9, 2026 | |
The Kings Last Hand Unclear art | Graphical assets were generated suing AI | Skeleton Arm Studios | - | Sep 8, 2026 |