Some images used to promote this game are artificially created.
- Creator
- FrenzyPenguin Media
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 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.
Some images used to promote this game are artificially created.
The game logo and some of the artwork in the store page were created with the assistance of AI.
Some images: campaign backgrounds and project backgrounds.
Some 2D illustrations and title screens in the game were produced using AI. Other resources were created and used by asset.
Kosmass incorporates Generative AI specifically for the creation of musical compositions and store page banner artwork. These assets were generated, selected, and refined by me to ensure originality and quality.
I used AI to generate code to speed up the development of the game.
The game is developed with assistance of AI.
Some art assets were created with AI-assisted tools using my prompts and then edited/painted over by me for consistency and final polish
Some promotional images on the store page were created with the assistance of AI tools. All in game assets and gameplay content are original and manually created. The game does not use real time AI generated content.
Parts of the game’s code were created with the assistance of AI tools. All game assets are designed and created by our team. The game itself does not use AI features such as live-generated content, textures, or behavior.
The background images and some minor character illustrations in the game are generated by AI and subsequently modified manually.
This game uses generative AI tools for pre-rendered content only. Music was generated using Suno, and some system text and dialogues were created with assistance from GPT-based models. No live generation or AI content creation occurs during gameplay.
Partial 3D Asset and coding assistant.
Game audio, video, and a small portion of artistic content are produced with AI assistance.
Some graphical assets are generated with AI.
AI tools have only been used when they add real benefit to the game and where I have full control on the creative output. In all such cases, the final product reflects my own creativity and expression.
Claude was used to speed up development of some of the code in the game. No other AI content was used.
Some art assets were generated by AI.
Some artwork on the store page is created using generative AI tools. This game uses generative AI tools to create some non-gameplay assets such as 3D models and UI backgrounds. No AI is used to generate content or make decisions during gameplay.
AI has been used during development to assist with creating images, text descriptions, and code. No AI-generated content is produced while the game is running.
AI-assisted tools were used for some illustrations, music composition, text translation, and limited debugging support.
Some assets were assisted by AI tools in the art pipeline. AI was not used for final renders.
Pre-generated only. The game contains artwork and music created with generative AI before release. All visuals were edited and finalized by the developer in Photoshop. Music was generated with Suno and mastered for in-game use. No runtime AI is used — the game does not generate content while running. No user prompts or uploads are accepted.
I use AI for marketing assets only, for now it is only for the logo and the background of the logo. I am a solo developer and don't have the money at the moment to pay an artist.
AI is used to translate Japanese text into other languages, primarily for settings screens and tutorials. I plan to hire professional localization services once I have the funds.
We use generative AI tools to create some of the images.
This game uses AI-assisted tools to help create some concept art, promotional materials, and certain background visuals. No live AI generation occurs during gameplay. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure originality and quality.
The promotional artwork used on the Steam store page was generated with AI tools. Also in-game art, sprites, animations, gameplay systems and assets were created with the help of AI.
Some game content was translated with the assistance of AI tools.
Some content is pre-rendered by AI.
Generation of images and video animations made using artificial intelligence
I used Ai to help with promotional content and improve some of my original artwork ie as a timesaver
About the Use of AI During the early stages of development, Project Substrata utilized generative AI tools (such as image generation) for concept art and idea exploration only. All in-game assets, textures, audio, story elements, and code are manually created and refined by the development team. Within the game world, autonomous drones and facility AIs operate as part of the gameplay and narrative systems, not as real AI services. The game runs entirely offline, with no external data transmission or use of online AI APIs.
Some capsule images for the Steam store page were created using pre-generated AI tools
・Program Development Support: Using GitHub Copilot and OpenAI ChatGPT for code completion and refactoring. ・Graphic and Design Creation Support: Utilizing OpenAI ChatGPT and Google Gemini to support asset creation. ・Scenario Writing Support: Employing OpenAI ChatGPT and Microsoft 365 Copilot for story structuring and text improvement. ・Pre-translated content using OpenAI API (gpt-4o-mini) for multilingual support.
As a solo developer, I used AI tools to assist in creating the base assets for marketing materials and background art. Each generated element was then manually edited, polished, and overpainted to ensure it met the game's aesthetic standards and to guarantee that the final output contains no infringing or illegal content. However, no AI has been used in the actual game; all gameplay assets, including sprites, UI and card art are entirely hand-drawn.
We use AI to generate some pre-rendered visual assets for the game. This includes the store banner, achievement icons, and the artwork used on the loading screen.
During development, some pre-generated assets were created using commercially licensed generative AI services. This includes a portion of the environmental art, character portraits, and character audio voice lines. The developer holds the appropriate commercial licenses for all tools used and owns the rights to all generated assets included in the game.
All characters and key artwork in this work were created entirely by hand by human artists. AI tools were used solely as an auxiliary tool during the coloring of backgrounds and user interface elements, with only public-domain images used as references. All content was completed through lawful production processes and does not infringe any third party’s copyright or related rights.
Some icons are generated; the artist claimed he used AI-generated references for pixel art.
Cinematic and soundtrack
AI has been used to generate logos and other game artwork.
Some of the voice-overs and audio was created using AI-assisted tools and editors.
Explore the Universe 2175 uses AI in two distinct ways, and we want to be clear about both. Real-time simulation (the core of the game). The galaxy is driven by a custom AI system we built ourselves. Faction behavior, MEGABOT's roaming strategy, enemy tactics, and the way wars unfold across sectors are all computed live in our own engine — not generated text or assets. This is procedural and rule-based simulation: the "intelligence" you fight against is real-time decision-making, the same category as the AI in any strategy game, just deeper. Dialogue is human-written, scripted in advance. Music and sound are human-created. Some in-game entity visuals and animations are AI-generated (created during development, not dynamically while you play). Some marketing and store-page images are AI-generated. Gameplay screenshots are authentic. No AI-generated content is used to deceive players or misrepresent the game.
The promotional images of the game store interface, game icons, in-game item pictures, and background music are all generated by AI.
AI was used to improve image quality, as well as to process music and sound effects.
Some promotional images for the game were generated by AI.
AI was used as a limited production aid. All final content was reviewed and finalized by the developer; no AI content is generated during play; all assets are original or properly licensed.
Astral Wake incorporates AI tools, including large language models and image generation models, in both development and gameplay—for example, for dynamic storytelling and NPCs that learn over time.
AI tools were used to assist in the translation and localization of the store page descriptions.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Tristar Mania Store/marketing art | Some images used to promote this game are artificially created. | FrenzyPenguin Media | - | Mar 18, 2026 | |
Truck Clash Duel Store/marketing art | The game logo and some of the artwork in the store page were created with the assistance of AI. | Gaseous Cat Games | - | Mar 18, 2026 | |
Mk50TWL Vehicle Battler Custom Slider Unclear art | Some images: campaign backgrounds and project backgrounds. | TimberWoodLumber Games | - | Mar 18, 2026 | |
Project : Diaspora In-game content art | Some 2D illustrations and title screens in the game were produced using AI.
Other resources were created and used by asset. | Task Company | - | Mar 18, 2026 | |
Kosmass Store/marketing audioart | Kosmass incorporates Generative AI specifically for the creation of musical compositions and store page banner artwork. These assets were generated, selected, and refined by me to ensure originality and quality. | Evgeniy Kostritsa | - | Mar 18, 2026 | |
Suction Bot Dev only code | I used AI to generate code to speed up the development of the game. | GameDesignerSilas | - | Mar 18, 2026 | |
Asteroid Harvester Unclear | The game is developed with assistance of AI. | chrysalistw | - | Mar 18, 2026 | |
Texplore In-game content art | Some art assets were created with AI-assisted tools using my prompts and then edited/painted over by me for consistency and final polish | Dustin Garner | - | Mar 18, 2026 | |
After the Crash : Colony In-game content art | Some promotional images on the store page were created with the assistance of AI tools. All in game assets and gameplay content are original and manually created. The game does not use real time AI generated content. | Penche Software | 14 | Mar 18, 2026 | |
Code-Knight Dev only code | Parts of the game’s code were created with the assistance of AI tools. All game assets are designed and created by our team. The game itself does not use AI features such as live-generated content, textures, or behavior. | Simon | - | Mar 18, 2026 | |
天使过家家 In-game content art | The background images and some minor character illustrations in the game are generated by AI and subsequently modified manually. | 面包店的面包 | - | Mar 18, 2026 | |
Shape World Level UP Lite In-game content audiotext | This game uses generative AI tools for pre-rendered content only. Music was generated using Suno, and some system text and dialogues were created with assistance from GPT-based models. No live generation or AI content creation occurs during gameplay. | 사각잉 | - | Mar 18, 2026 | |
The Last Legion Dev only artcode | Partial 3D Asset and coding assistant. | Zhiyuan | - | Mar 18, 2026 | |
FARWORLD BEACON In-game content audioart | Game audio, video, and a small portion of artistic content are produced with AI assistance. | BEACON STUDIO | - | Mar 18, 2026 | |
Grindstar In-game content art | Some graphical assets are generated with AI. | morelootgames | - | Mar 18, 2026 | |
GLYPHIS_IO BBS: The Proxy Tapes 1989 Dev only | AI tools have only been used when they add real benefit to the game and where I have full control on the creative output. In all such cases, the final product reflects my own creativity and expression. | James Bradley | - | Mar 18, 2026 | |
Space Force Bargain Bin Dev only code | Claude was used to speed up development of some of the code in the game. No other AI content was used. | Sled Dog Games | - | Mar 18, 2026 | |
ALYUP In-game content art | Some art assets were generated by AI. | HashMO Interactive | - | Mar 18, 2026 | |
Tatvalok In-game content art | Some artwork on the store page is created using generative AI tools.
This game uses generative AI tools to create some non-gameplay assets such as 3D models and UI backgrounds.
No AI is used to generate content or make decisions during gameplay. | Suryansh Garg | - | Mar 18, 2026 | |
The Entity Within Dev only arttextcode | AI has been used during development to assist with creating images, text descriptions, and code. No AI-generated content is produced while the game is running. | MightyCodeDragon | - | Mar 18, 2026 | |
Loopweavers: Dimensional Alliances In-game content artaudiotext | AI-assisted tools were used for some illustrations, music composition, text translation, and limited debugging support. | Alejandro Rodríguez Fernández | - | Mar 18, 2026 | |
Exovore In-game content art | Some assets were assisted by AI tools in the art pipeline. AI was not used for final renders. | Tapzilla | - | Mar 18, 2026 | |
Throst In-game content artaudio | Pre-generated only. The game contains artwork and music created with generative AI before release. All visuals were edited and finalized by the developer in Photoshop. Music was generated with Suno and mastered for in-game use.
No runtime AI is used — the game does not generate content while running. No user prompts or uploads are accepted. | ZiG GAMES | - | Mar 18, 2026 | |
TowerBonk Store/marketing art | I use AI for marketing assets only, for now it is only for the logo and the background of the logo. I am a solo developer and don't have the money at the moment to pay an artist. | Histoka | - | Mar 18, 2026 | |
STRECT In-game content text | AI is used to translate Japanese text into other languages, primarily for settings screens and tutorials. I plan to hire professional localization services once I have the funds. | MiddleBit | - | Mar 18, 2026 | |
Space Station «Sunset» Store/marketing art | We use generative AI tools to create some of the images. | el3_elo | - | Mar 18, 2026 | |
Mikseli: Genesis Store/marketing art | This game uses AI-assisted tools to help create some concept art, promotional materials, and certain background visuals.
No live AI generation occurs during gameplay. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure originality and quality. | Mikseli Oy | - | Mar 18, 2026 | |
Dragon Chase In-game content art | The promotional artwork used on the Steam store page was generated with AI tools.
Also in-game art, sprites, animations, gameplay systems and assets were created with the help of AI. | Fromer Studios | - | Mar 18, 2026 | |
Wreckborn In-game content text | Some game content was translated with the assistance of AI tools. | Krystian Dobaczewski | 22 | Mar 18, 2026 | |
星屑防线Stardust Bulwark In-game content art | Some content is pre-rendered by AI. | Developers | 12 | Mar 18, 2026 | |
The price of tomorrow Store/marketing art | Generation of images and video animations made using artificial intelligence | Gleb&Aleksandr | - | Mar 18, 2026 | |
TROID BLASTER 2 Store/marketing art | I used Ai to help with promotional content and improve some of my original artwork ie as a timesaver | KINGSGUARD GAMES | - | Mar 18, 2026 | |
Project Substrata Live AI arttext | About the Use of AI
During the early stages of development, Project Substrata utilized generative AI tools (such as image generation) for concept art and idea exploration only.
All in-game assets, textures, audio, story elements, and code are manually created and refined by the development team.
Within the game world, autonomous drones and facility AIs operate as part of the gameplay and narrative systems, not as real AI services.
The game runs entirely offline, with no external data transmission or use of online AI APIs. | Studio Substrata | - | Mar 18, 2026 | |
Preset Rocket Plan Store/marketing art | Some capsule images for the Steam store page were created using pre-generated AI tools | MakeThings | - | Mar 18, 2026 | |
Bridge Orders - Outrim: The Unseen Enemy In-game content codearttext | ・Program Development Support: Using GitHub Copilot and OpenAI ChatGPT for code completion and refactoring.
・Graphic and Design Creation Support: Utilizing OpenAI ChatGPT and Google Gemini to support asset creation.
・Scenario Writing Support: Employing OpenAI ChatGPT and Microsoft 365 Copilot for story structuring and text improvement.
・Pre-translated content using OpenAI API (gpt-4o-mini) for multilingual support. | POISOFT | - | Mar 18, 2026 | |
Beyond Lost Planets In-game content art | As a solo developer, I used AI tools to assist in creating the base assets for marketing materials and background art. Each generated element was then manually edited, polished, and overpainted to ensure it met the game's aesthetic standards and to guarantee that the final output contains no infringing or illegal content.
However, no AI has been used in the actual game; all gameplay assets, including sprites, UI and card art are entirely hand-drawn. | leosgamedev | - | Mar 18, 2026 | |
TwoBrains OneShip In-game content art | We use AI to generate some pre-rendered visual assets for the game.
This includes the store banner, achievement icons, and the artwork used on the loading screen. | Z-Tech Studio | - | Mar 18, 2026 | |
Infini Orbis In-game content artaudio | During development, some pre-generated assets were created using commercially licensed generative AI services. This includes a portion of the environmental art, character portraits, and character audio voice lines. The developer holds the appropriate commercial licenses for all tools used and owns the rights to all generated assets included in the game. | Tanis | - | Mar 18, 2026 | |
All Adrift In-game content art | All characters and key artwork in this work were created entirely by hand by human artists. AI tools were used solely as an auxiliary tool during the coloring of backgrounds and user interface elements, with only public-domain images used as references. All content was completed through lawful production processes and does not infringe any third party’s copyright or related rights. | Vittgen Inc. | - | Mar 18, 2026 | |
Cosmist In-game content art | Some icons are generated; the artist claimed he used AI-generated references for pixel art. | Gulbrandr Studio | - | Mar 18, 2026 | |
AIUprising In-game content audio | Cinematic and soundtrack | DMG Studios | - | Mar 18, 2026 | |
Delta 4 Terminal Protocol In-game content art | AI has been used to generate logos and other game artwork. | Ignivar Technology Solutions | - | Mar 18, 2026 | |
Menacetide In-game content audio | Some of the voice-overs and audio was created using AI-assisted tools and editors. | Quarantine Entertainment | - | Mar 18, 2026 | |
Explore the Universe 2175 In-game content art | Explore the Universe 2175 uses AI in two distinct ways, and we want to be clear about both.
Real-time simulation (the core of the game). The galaxy is driven by a custom AI system we built ourselves. Faction behavior, MEGABOT's roaming strategy, enemy tactics, and the way wars unfold across sectors are all computed live in our own engine — not generated text or assets. This is procedural and rule-based simulation: the "intelligence" you fight against is real-time decision-making, the same category as the AI in any strategy game, just deeper.
Dialogue is human-written, scripted in advance.
Music and sound are human-created.
Some in-game entity visuals and animations are AI-generated (created during development, not dynamically while you play).
Some marketing and store-page images are AI-generated. Gameplay screenshots are authentic.
No AI-generated content is used to deceive players or misrepresent the game. | Elliot Telford | - | Mar 18, 2026 | |
星际启示录:幸存者 In-game content artaudio | The promotional images of the game store interface, game icons, in-game item pictures, and background music are all generated by AI. | Stray Code Studio | - | Mar 18, 2026 | |
Space novel: forsaken cargo In-game content artaudio | AI was used to improve image quality, as well as to process music and sound effects. | Strange Worlds Interactive | - | Mar 18, 2026 | |
Fleet Store/marketing art | Some promotional images for the game were generated by AI. | xenol | - | Mar 18, 2026 | |
Zaetherfall Dev only | AI was used as a limited production aid. All final content was reviewed and finalized by the developer; no AI content is generated during play; all assets are original or properly licensed. | ReNZE GAMES | - | Mar 18, 2026 | |
Astral Wake Live AI textart | Astral Wake incorporates AI tools, including large language models and image generation models, in both development and gameplay—for example, for dynamic storytelling and NPCs that learn over time. | Fern Forest Games Ltd | - | Mar 18, 2026 | |
Linkies In-game content text | AI tools were used to assist in the translation and localization of the store page descriptions. | Runner Turtle Games | - | Mar 18, 2026 |