本游戏部分场景模型及次要美术资产采用AI工具辅助生成,均经人工审核优化。开发者无法保证AI生成的美术资产0缺陷。立绘部分可能使用AI生成,开发者保证所有公开均符合A-SOUL二创规则5.0及相关二创授权文件的要求。
- Creator
- Hakumao Games
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,978 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.
本游戏部分场景模型及次要美术资产采用AI工具辅助生成,均经人工审核优化。开发者无法保证AI生成的美术资产0缺陷。立绘部分可能使用AI生成,开发者保证所有公开均符合A-SOUL二创规则5.0及相关二创授权文件的要求。
Texture generation, upscaling, and store page capsules.
The game uses AI to generate image and audio resources, thereby providing a rich array of playable content.
Generative artificial intelligence was partially used to create the game’s soundtrack and graphics
Some 3D assets were created using AI generation tools (Meshy) as a starting point and manually refined for use in the game.
Death Before Decaf uses generative AI tools to assist with visual asset production. This includes character and enemy sprites, environment art, and marketing capsule images, all created using a fine-tuned model trained on reference materials owned by Overdose Interactive (Scenario.gg with a custom DBD LoRA, plus Replicate/Flux for select assets). All AI-generated outputs are reviewed, edited, and approved by a human art director before being shipped in the game. The game itself does not generate any AI content at runtime: all assets are pre-rendered and bundled with the build. The game does not connect to any external AI services during gameplay.
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
We use AI to generate placeholder text during development, especially in this early phase that we are in.
Character portraits, world objects, and background artwork utilize generative AI as a foundational base. However, every visual asset undergoes heavy, manual editing and refinement through multiple iterations by myself to achieve the game's specific art style.
Some backgrounds were generated using AI.
It contains some Images generated by AI.
It contains some images generated by AI.
all portrait photos were ai generated
AI image generation tools were used to create character artwork, background illustrations, and other visual assets in this game. AI coding assistance tools were used extensively throughout the development process for game logic and programming.
It contains some Images generated by AI.
WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison. Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game. The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play.
Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal.
Generative AI has been used to generate images, and part of the game's code.
Some store assets were polished with AI.
Some elements of the game cover image on the store page are AI-generated. Some texture images in the game have been modified using AI.
Some visual assets and concept art were created or assisted using AI tools during development. Everything has been reviewed and refined by the developer to match the game’s style and quality.
Guilds of Mountgate currently uses AI-generated visual assets during Early Access, primarily for environmental backgrounds and UI-related imagery. All assets are individually selected and refined to ensure visual consistency within the game world. This approach allows development to focus on the core systems that define the game — including progression, economy and world simulation. As development continues, many of these assets — especially location backgrounds — are planned to be replaced with handcrafted, pre-rendered 3D scenes created in Blender for the full release (v1.0).
Some visual assets were generated with AI tools as a starting point, then hand-edited, pixel-refined, and composited by the developer. All creative direction, design, and final polish is human-made.
AI tools were used to assist with text editing, translation, illustrations, and marketing materials. Game concept, writing, music direction, and narrative structure were created by a human.
AI was used to generate fragments of promotional art for the game's page, as well as to generate the trailer's soundtrack.
The store images, as well as the icons for items, skills, and characters, are generated using AI
AI tools were used to assist in the creation of store capsule images and logo
Some visual assets in this game have been created with the assistance of AI tools, then refined and integrated to fit the artistic direction of the project. All music featured in the game is original and performed by a real pianist, composed specifically to enhance the emotional experience.
The game was made with the help of generative AI tools for visual assets, store artwork, music, localization support, and development assistance. AI-assisted materials were reviewed, selected, edited where necessary, and integrated by the developer.
AI tools were used to generate a small number of character portraits, sprite drafts, and some sound effect assets during development. All AI-generated content was reviewed, edited, and integrated by the development team.
Generative AI was used to create some of the background sketches for this game.
The materials of some flat cartoon characters appearing on the game screen are generated by artificial intelligence
I used AI to help with marketing materials.
Generative AI tools were used as an aid for localization and for some in-game animations. All results were reviewed and manually refined by the developer.
The code and some of the art assets for this game were developed using AI.
Some 2D graphic assets in this game, including character concept art and background images, were pre-rendered using generative AI tools. These AI-generated assets were then manually edited, refined, and optimized by the developer to fit the game's specific space theme and pixel art aesthetic.
Some visual assets and materials used in the game were created or enhanced with the help of AI tools during development. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use AI to generate content during gameplay.
This games uses generative AI for music, few artworks and some artwork modifications.
Partial materials
本游戏在对局过程中使用AI来支持角色行为与对话表现。
The game uses a generative AI model to evaluate the sentences players construct during verbal battles. The AI analyzes the player's input sentence for grammatical coherence and contextual appropriateness, and returns a grade (e.g., 'Good', 'Great', 'Excellent'). The raw AI output is not displayed to players — only the graded result affects gameplay. No AI-generated text, images, or audio is shown directly to the player.
As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience.
Heart Duels is a solo-developed game. I use AI-assisted tools for some art and audio. All assets are curated and integrated by me to create a cohesive experience.
Some store assets (such as capsules and promotional images) were created with the assistance of AI tools due to limited resources during development. All gameplay, design, and core content of Glowbot Tower Defense are fully original and developed by me. As future projects grow, I plan to collaborate with artists to further enhance the visual presentation.
Generative AI was used in the creation of the artwork for the menus.
Radio voiceovers were made using AI.
Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer. AI was used to assist in the following areas: All game code was written with AI assistance Character sprite artwork was generated with AI assistance Lure artwork was generated with AI assistance Fish artwork was generated with AI assistance All music tracks were generated with AI assistance
Generative Artificial Intelligence (AI) has been used in Corrupt Knight to generate certain visuals, sounds, or algorithms.
The game contains several code snippets and folder modifications that remain unsolved. There is no artificial intelligence that directly affects the gameplay.
AI is used to help generate some game assets (icons and artwork)
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
甜心跑酷 In-game content art | 本游戏部分场景模型及次要美术资产采用AI工具辅助生成,均经人工审核优化。开发者无法保证AI生成的美术资产0缺陷。立绘部分可能使用AI生成,开发者保证所有公开均符合A-SOUL二创规则5.0及相关二创授权文件的要求。 | Hakumao Games | - | May 23, 2026 | |
The Lakeview Orb 2: Consequences In-game content art | Texture generation, upscaling, and store page capsules. | A-Grand HT | - | May 23, 2026 | |
Harvestide In-game content artaudio | The game uses AI to generate image and audio resources, thereby providing a rich array of playable content. | Kang Jie | - | May 23, 2026 | |
Grim Dice In-game content audioart | Generative artificial intelligence was partially used to create the game’s soundtrack and graphics | ZFteam | - | May 23, 2026 | |
Infinite Backrooms In-game content art | Some 3D assets were created using AI generation tools (Meshy) as a starting point and manually refined for use in the game. | ww_azevedo | 17 | May 23, 2026 | |
Death Before Decaf In-game content art | Death Before Decaf uses generative AI tools to assist with visual asset production. This includes character and enemy sprites, environment art, and marketing capsule images, all created using a fine-tuned model trained on reference materials owned by Overdose Interactive (Scenario.gg with a custom DBD LoRA, plus Replicate/Flux for select assets). All AI-generated outputs are reviewed, edited, and approved by a human art director before being shipped in the game.
The game itself does not generate any AI content at runtime: all assets are pre-rendered and bundled with the build. The game does not connect to any external AI services during gameplay. | Overdose Interactive | - | May 23, 2026 | |
Hitchhiking to Hell In-game content art | AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | May 23, 2026 | |
CityPunk Dev only text | We use AI to generate placeholder text during development, especially in this early phase that we are in. | nubosoft | - | May 23, 2026 | |
Soulwoven Princess In-game content art | Character portraits, world objects, and background artwork utilize generative AI as a foundational base. However, every visual asset undergoes heavy, manual editing and refinement through multiple iterations by myself to achieve the game's specific art style. | Past Tense GO | - | May 23, 2026 | |
Week of the MEP In-game content art | Some backgrounds were generated using AI. | Mars Equinox | - | May 23, 2026 | |
放学后:追忆旧日时光 Store/marketing art | It contains some Images generated by AI. | None Studio | - | May 23, 2026 | |
皮格马利与腐朽国度 Unclear art | It contains some images generated by AI. | None Studio | - | May 23, 2026 | |
Missing: A Kid(s)Nap Store/marketing art | all portrait photos were ai generated | Sebastian Strahler | - | May 23, 2026 | |
Ink & Void In-game content artcode | AI image generation tools were used to create character artwork, background illustrations, and other visual assets in this game. AI coding assistance tools were used extensively throughout the development process for game logic and programming. | Shintaro Higashi | - | May 23, 2026 | |
Shadows Over Fog City Store/marketing art | It contains some Images generated by AI. | None Studio | - | May 23, 2026 | |
WinBolo In-game content codeart | WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison.
Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game.
The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play. | John Morrison | 13 | May 23, 2026 | |
Enclaved In-game content artaudio | Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal. | Digital Platforms Co. | - | May 23, 2026 | |
Eyes Wide Open In-game content artcode | Generative AI has been used to generate images, and part of the game's code. | Fallen Horse Entertainment | - | May 23, 2026 | |
Lightfold Store/marketing art | Some store assets were polished with AI. | NoodleStorm | - | May 23, 2026 | |
逃离万界 In-game content art | Some elements of the game cover image on the store page are AI-generated.
Some texture images in the game have been modified using AI. | AAA独游开发韩师傅 | - | May 23, 2026 | |
Crypt Quest Dev only art | Some visual assets and concept art were created or assisted using AI tools during development. Everything has been reviewed and refined by the developer to match the game’s style and quality. | Abyss Studio | - | May 23, 2026 | |
Guilds of Mountgate In-game content art | Guilds of Mountgate currently uses AI-generated visual assets during Early Access, primarily for environmental backgrounds and UI-related imagery.
All assets are individually selected and refined to ensure visual consistency within the game world.
This approach allows development to focus on the core systems that define the game — including progression, economy and world simulation.
As development continues, many of these assets — especially location backgrounds — are planned to be replaced with handcrafted, pre-rendered 3D scenes created in Blender for the full release (v1.0). | Beaver Fever Games | - | May 23, 2026 | |
Clawless Coin art | Some visual assets were generated with AI tools as a starting
point, then hand-edited, pixel-refined, and composited by the
developer. All creative direction, design, and final polish
is human-made. | Mobmonks | - | May 23, 2026 | |
The Ultra Realistic Accurate Farmer Simulator Store/marketing textart | AI tools were used to assist with text editing, translation, illustrations, and marketing materials.
Game concept, writing, music direction, and narrative structure were created by a human. | CGCFSS | - | May 23, 2026 | |
Drone Factory Simulator In-game content artaudio | AI was used to generate fragments of promotional art for the game's page, as well as to generate the trailer's soundtrack. | Mighty Cogs | - | May 23, 2026 | |
战法牧放置构筑 In-game content art | The store images, as well as the icons for items, skills, and characters, are generated using AI | 火星工作室 | - | May 23, 2026 | |
Traders Life Together Store/marketing art | AI tools were used to assist in the creation of store capsule images and logo | DNA ARMY GAMING | 22 | May 23, 2026 | |
Against The Light In-game content art | Some visual assets in this game have been created with the assistance of AI tools, then refined and integrated to fit the artistic direction of the project.
All music featured in the game is original and performed by a real pianist, composed specifically to enhance the emotional experience. | Shinka AI Studio | - | May 23, 2026 | |
The Wizard's Path In-game content artaudiotext | The game was made with the help of generative AI tools for visual assets, store artwork, music, localization support, and development assistance. AI-assisted materials were reviewed, selected, edited where necessary, and integrated by the developer. | Beruke Games | - | May 23, 2026 | |
Scum's Errand In-game content artaudio | AI tools were used to generate a small number of character portraits, sprite drafts, and some sound effect assets during development. All AI-generated content was reviewed, edited, and integrated by the development team. | Pedro Sgobin | - | May 23, 2026 | |
探偵Rと預言者J In-game content art | Generative AI was used to create some of the background sketches for this game. | NUMBER7 | - | May 23, 2026 | |
Sit or Die In-game content art | The materials of some flat cartoon characters appearing on the game screen are generated by artificial intelligence | WU ZIJIAN | - | May 23, 2026 | |
Downer Management Store/marketing arttext | I used AI to help with marketing materials. | adarkfable | - | May 23, 2026 | |
hexGame: Hero Path In-game content textart | Generative AI tools were used as an aid for localization and for some in-game animations. All results were reviewed and manually refined by the developer. | Andrei Kovalev | - | May 23, 2026 | |
The Prime Minister's Crest: Path to Power In-game content codeart | The code and some of the art assets for this game were developed using AI. | WAWELLC | - | May 23, 2026 | |
Alpha Star In-game content art | Some 2D graphic assets in this game, including character concept art and background images, were pre-rendered using generative AI tools. These AI-generated assets were then manually edited, refined, and optimized by the developer to fit the game's specific space theme and pixel art aesthetic. | Minands | - | May 23, 2026 | |
Irsen In-game content art | Some visual assets and materials used in the game were created or enhanced with the help of AI tools during development.
All AI-assisted content was reviewed, edited, and integrated by the developer.
The game does not use AI to generate content during gameplay. | Datchannin | - | May 23, 2026 | |
Richer than the King In-game content audioart | This games uses generative AI for music, few artworks and some artwork modifications. | Arcade96 | - | May 23, 2026 | |
Chicken and Tank Unclear | Partial materials | DarkStarCloud | - | May 23, 2026 | |
汪里个狼 Wolf in Woof Live AI text | 本游戏在对局过程中使用AI来支持角色行为与对话表现。 | 探岛工作室 | - | May 23, 2026 | |
Prison Queen Live AI text | The game uses a generative AI model to evaluate the sentences players construct during verbal battles. The AI analyzes the player's input sentence for grammatical coherence and contextual appropriateness, and returns a grade (e.g., 'Good', 'Great', 'Excellent'). The raw AI output is not displayed to players — only the graded result affects gameplay. No AI-generated text, images, or audio is shown directly to the player. | Sassy Bananas | - | May 23, 2026 | |
Mycelium Conquest In-game content arttextaudio | As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience. | YCF Productions | 12 | May 23, 2026 | |
Heart Duels In-game content artaudio | Heart Duels is a solo-developed game. I use AI-assisted tools for some art and audio. All assets are curated and integrated by me to create a cohesive experience. | Encased Heart | - | May 23, 2026 | |
Glowbot Tower Defense In-game content art | Some store assets (such as capsules and promotional images) were created with the assistance of AI tools due to limited resources during development. All gameplay, design, and core content of Glowbot Tower Defense are fully original and developed by me.
As future projects grow, I plan to collaborate with artists to further enhance the visual presentation. | Jacob Stetka | - | May 23, 2026 | |
Messiah Simulator In-game content art | Generative AI was used in the creation of the artwork for the menus. | Patrick Gallaway | - | May 23, 2026 | |
Signs Of Devourer In-game content audio | Radio voiceovers were made using AI. | Chill Room Games | - | May 23, 2026 | |
Fishing Nooks: Beaver's Pond In-game content artaudiocode | Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer.
AI was used to assist in the following areas:
All game code was written with AI assistance
Character sprite artwork was generated with AI assistance
Lure artwork was generated with AI assistance
Fish artwork was generated with AI assistance
All music tracks were generated with AI assistance | WinsomeRealms | - | May 23, 2026 | |
Corrupt Knight Unclear artaudiocode | Generative Artificial Intelligence (AI) has been used in Corrupt Knight to generate certain visuals, sounds, or algorithms. | Eyüp Sarım | - | May 23, 2026 | |
Stone to Stove Dev only code | The game contains several code snippets and folder modifications that remain unsolved. There is no artificial intelligence that directly affects the gameplay. | mehmetozbostanci | - | May 23, 2026 | |
Echo of me In-game content art | AI is used to help generate some game assets (icons and artwork) | Molodtsov.Games | - | May 23, 2026 |