The game's cover art and several background images were generated using artificial intelligence.
- Creator
- mehmetozbostanci
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,996 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.
The game's cover art and several background images were generated using artificial intelligence.
During early development, some voice lines are generated using AI technology as part of the prototyping process. These elements are subject to change and may be replaced with fully produced voice acting in future updates. The rest of the game content is created manually or using properly licensed assets.
Some visual assets, including environmental art and vegetation, were created with the assistance of AI image generation tools and manually refined for use in the game.
During the development of this game, generative artificial intelligence tools (such as language models) were used to assist in the generation of code, game logic, and certain content elements. All systems have been manually integrated, validated, and fine-tuned by the developer. Artificial intelligence does not operate in real time within the game nor does it generate dynamic content for the end user. Measures have been taken to ensure that the generated content complies with the required intellectual property and quality policies.
The promotional visuals and banners on the Steam store page were created with the support of generative AI tools. In contrast, the in-game assets were either manually created or later edited. However, certain marketing materials, such as headers, capsules, and banners, contain AI-generated components.
Some scene and character illustrations were created with AI assistance, and manually edited afterward.
游戏在概念设计、Demo阶段及图标、动画、代码等辅助系统中,分别借助AI完成了部分创意构思与初步创作。
All of the game code is via Vibe coding. Most of the art material is AI-generated. About half the pre-written text is AI-generated (Prompt for the story, character behavior, etc). All of the content of the text that the player sees in-game, during gameplay, is Live-AI-generated. The Cinematic trailer is Ai generated.
AI tools (Claude Code) were used to assist with code development and store page localization. All game design, visual style, and creative decisions were made by the developer. All visuals are procedurally generated by the game's own code at runtime.
Generate music using sunoAI
Playto uses AI models (LLMs) to generate real-time translations of on-screen game text. All AI processing runs entirely on your machine using local models — no data is sent to external servers. The AI is also used for OCR (optical character recognition) to read text from game screens. No pre-generated AI content is included; all translations are generated live during use.
The Steam store page banners and promotional materials were created with the help of generative AI tools. The in-game assets were either manually created or edited afterward, while certain marketing visuals (such as headers, capsules, and banners) contain AI-generated elements.
The game is self-funded at this stage, and your support helps us afford professional human-made services. Thank you! Content made with AI help: - Store capsule - Store localization - Player character 3D model.
Some visual assets, including loading screen images and menu screen artwork, were developed with the assistance of AI image generation tools. AI video generation tools were also used to assist in the production of opening, ending, and promotional trailer videos. All content was created and directed by the developer, with AI serving as a supporting tool to realize the game's creative vision.
During the development of this game, a portion of the image resources and background music was created using generative AI.
During our development, we have used AI tools to assist us in Content creation for the game. As a small team that is still learning and growing, we leverage AI to help us in generating content. But the final product has been shaped by the team's collective hardwork, dedication and creativity.
To streamline our development and bring the game to market faster, we utilize generative AI for core visualization. Our team then uses these outputs as a foundation to refine, improve, and create the final iterations you see in the game.
This game uses generative AI during development for some images, music drafts, and programming assistance. All AI-assisted content was reviewed, edited, and curated by the developer before release.
We use AI for ilustrutatios, Sounds FX, Voices and Music. All AI content could be removed during the development process.
Generative AI was used during development to assist with certain in-game visual assets, audio/music, and promotional/store page materials. Final selection, editing, implementation, and overall game integration were handled by the developer.
We use generative AI tools to assist in the creation of 2D pixel art assets and marketing materials. All AI-generated content is refined and integrated by the developer to ensure a high-quality, cohesive aesthetic that fits the game's unique medieval-tech world.
AI tools were used to assist in creating parts of the soundtrack, selected UI elements (primarily in the main menu), and some achievement icons. All gameplay systems, design, and core content are handcrafted.
This is a solo independent project. Except for the logo and UI design completed by an external collaborator, all other content was created by the author alone. Visual assets were generated with AI assistance, with character designs refined through multiple iterations by the author. All character expression variations were hand-drawn by the author, with the protagonist featuring dozens of distinct expressions. Key story CGs were hand-sketched or 3D-posed by the author before final production. Background music was generated with AI assistance. Some sound effects were recorded on location by the author; others were synthesized.
Some sound effects are created using AI.
Some AI art was used but only for pictures and marketing, everything within gameplay does not use any AI 3D assets, algorithms or generative AI.
All art and music in the game other than icons and sound effects were generated with AI. While I would prefer to ship the game with human artistry, I do not have the means at this time. I use AI agents to aid in development of Visseron Idle as well. I am the brains, it is my hands when I need it.
Some full screen art is generative AI.
During development, AI-assisted tools were used as part of the creative workflow for concept exploration and reference generation. Extensive photobashing, manual editing, and traditional artistic techniques were used throughout development, and every final image, texture, and 3D model was individually refined, finished, or recreated by an artist. AI serves as a supporting tool in the production process rather than replacing artistic craftsmanship.
The game optionally connects to a local language model server (Ollama or any OpenAI-compatible endpoint) to generate live dialogue from rulers, travelers, and city locals. This requires installing Ollama separately and running a model locally. Instructions are in GUIDE.md. The game is fully playable without this feature.
Generative AI tools were used as part of a human-led design workflow for a limited portion of the game’s pre-generated artwork and promotional materials, including Steam store assets. Professional graphic designers directed, edited, and finalized all visual assets, which were reviewed before inclusion. No content is generated using AI while the game is running.
During development, generative AI was used as a supporting tool to accelerate coding workflows and assist in creating pixel art assets. All game design, mechanics, and creative direction are human-driven.
AI was used to help fine-tuning some graphics and animations, also to create some background graphics. AI was used to create voices and to fine tune music.
Generative IA was used for the translation and localization of in-game text and store page content into multiple languages. This helped ensure natural-sounding phrases for the voice recognition system.
This game uses AI for Image capsules and Image logo for store page. All other screenshots and in game screenshots which are purely created by me and does not have AI in it.
The game's visuals heavily utilize generative artificial intelligence, and we promise to replace the AI-generated art assets for every 10,000 copies sold. After reaching 100,000 copies sold, all in-game art assets will be hand-drawn.
This game uses generative AI to create some sound effects and musical elements. All other content is created without AI.
The English translation is primarily based on Japanese and largely uses machine translation No art assets were used at all.
Ai Generated art Used for creating , Capsule arts,Library arts and logo.
rAIdio.bot is an AI music creation tool. Players use text prompts, style tags, and lyrics to generate original music tracks in real time using the ACE-Step audio generation model, which runs entirely on the player's local GPU — no cloud connection required. AI is also used for vocal synthesis, stem separation, and audio effects processing. All AI-generated content is created on-demand by the player and is unique to their session.
This work uses AI technology for certain art assets, which are subsequently refined by the developers.
Some of the models and music in the game are created by AI.
The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements.
Some programming code writing for Torizon Telecom utilized AI. (However, the code written by AI is either directly corrected or used for reference.) All other resources and fonts are available It reveals that AI has not been used at all.
Some of the artwork was hand‑drawn and re‑created after initial AI generation.
Some of the VFX are made with the AI.
在物品图标绘制、角色和妖兽图像生成、音乐创作方面运用了AI技术
For the development of Silver Snake, generative AI was used to create static visual assets and the game's musical soundtrack. Please note that all in-game sound effects and animal behaviors are procedurally generated through custom code and do not involve generative AI tools.
Word Space Blaster uses pre-rendered AI Art and Animations.
Live in-game: NPC conversations are generated in real time by a large language model. Every dialogue you have with a villager is dynamically written rather than scripted, and NPCs remember what you've said to them across the playthrough. Conversations are filtered for safety, but as with any AI-generated text, responses may occasionally be unexpected. Pre-rendered during development: Character and creature sprites, ambient music, and some background artwork were created with the assistance of generative AI tools and then hand-curated, edited, and integrated by the developer.
Some background art in Pantheon is AI-assisted. The characters, story, and all core creative elements are original. Due to limited funds, AI backgrounds are used for now. With future income, they will be gradually replaced with hand-drawn art. Thank you for your understanding and support.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Wing Walker Store/marketing art | The game's cover art and several background images were generated using artificial intelligence. | mehmetozbostanci | - | May 23, 2026 | |
The Dark Realms of Chrysalis In-game content audio | During early development, some voice lines are generated using AI technology as part of the prototyping process. These elements are subject to change and may be replaced with fully produced voice acting in future updates. The rest of the game content is created manually or using properly licensed assets. | Infinity Studio Creations | - | May 23, 2026 | |
Exit Error In-game content art | Some visual assets, including environmental art and vegetation, were created with the assistance of AI image generation tools and manually refined for use in the game. | Venterno | - | May 23, 2026 | |
Pending Approval Dev only code | During the development of this game, generative artificial intelligence tools (such as language models) were used to assist in the generation of code, game logic, and certain content elements.
All systems have been manually integrated, validated, and fine-tuned by the developer. Artificial intelligence does not operate in real time within the game nor does it generate dynamic content for the end user.
Measures have been taken to ensure that the generated content complies with the required intellectual property and quality policies. | Rcaza | - | May 23, 2026 | |
Unbox your Workspace In-game content art | The promotional visuals and banners on the Steam store page were created with the support of generative AI tools. In contrast, the in-game assets were either manually created or later edited. However, certain marketing materials, such as headers, capsules, and banners, contain AI-generated components. | STARFALL STUDIO SRL | 34 | May 23, 2026 | |
失焦 Out of Focus In-game content art | Some scene and character illustrations were created with AI assistance, and manually edited afterward. | bubble gun | - | May 23, 2026 | |
最后的妙笔人 In-game content artcode | 游戏在概念设计、Demo阶段及图标、动画、代码等辅助系统中,分别借助AI完成了部分创意构思与初步创作。 | FU TAO | - | May 23, 2026 | |
Once Upon Live AI arttextcode | All of the game code is via Vibe coding.
Most of the art material is AI-generated.
About half the pre-written text is AI-generated (Prompt for the story, character behavior, etc).
All of the content of the text that the player sees in-game, during gameplay, is Live-AI-generated.
The Cinematic trailer is Ai generated. | Entropy Cat Studio | - | May 23, 2026 | |
FARLUME: Into the Silent Dark In-game content codetext | AI tools (Claude Code) were used to assist with code development and store page localization. All game design, visual style, and creative decisions were made by the developer. All visuals are procedurally generated by the game's own code at runtime. | Farlume Studio | - | May 23, 2026 | |
水晶塔防 Unclear audio | Generate music using sunoAI | 铱恢鸢 | - | May 23, 2026 | |
Playto Live AI text | Playto uses AI models (LLMs) to generate real-time translations of on-screen game text. All AI processing runs entirely on your machine using local models — no data is sent to external servers. The AI is also used for OCR (optical character recognition) to read text from game screens. No pre-generated AI content is included; all translations are generated live during use. | totte-dev | 20 | May 23, 2026 | |
The Office Cat In-game content art | The Steam store page banners and promotional materials were created with the help of generative AI tools. The in-game assets were either manually created or edited afterward, while certain marketing visuals (such as headers, capsules, and banners) contain AI-generated elements. | SCRAPIEDEE S.R.L. | - | May 23, 2026 | |
My Little Ocean In-game content arttext | The game is self-funded at this stage, and your support helps us afford professional human-made services.
Thank you!
Content made with AI help:
- Store capsule
- Store localization
- Player character 3D model. | Palmirion Games | - | May 23, 2026 | |
Save Princess Torosso In-game content art | Some visual assets, including loading screen images and menu screen artwork, were developed with the assistance of AI image generation tools. AI video generation tools were also used to assist in the production of opening, ending, and promotional trailer videos. All content was created and directed by the developer, with AI serving as a supporting tool to realize the game's creative vision. | KOKOPAZU STUDIO | - | May 23, 2026 | |
Pravitas In-game content artaudio | During the development of this game, a portion of the image resources and background music was created using generative AI. | VT Games | - | May 23, 2026 | |
Be A Firefighter In-game content textartaudio | During our development, we have used AI tools to assist us in Content creation for the game. As a small team that is still learning and growing, we leverage AI to help us in generating content. But the final product has been shaped by the team's collective hardwork, dedication and creativity. | Treta Studios | - | May 23, 2026 | |
W.A.M In-game content art | To streamline our development and bring the game to market faster, we utilize generative AI for core visualization. Our team then uses these outputs as a foundation to refine, improve, and create the final iterations you see in the game. | METROPOLICE | - | May 23, 2026 | |
Triad of Victory In-game content artaudiocode | This game uses generative AI during development for some images, music drafts, and programming assistance. All AI-assisted content was reviewed, edited, and curated by the developer before release. | wsgamestudio | - | May 23, 2026 | |
Guate Grand Prix In-game content artaudio | We use AI for ilustrutatios, Sounds FX, Voices and Music.
All AI content could be removed during the development process. | Garrobo Estudio | - | May 23, 2026 | |
VR Blacksmithing In-game content artaudio | Generative AI was used during development to assist with certain in-game visual assets, audio/music, and promotional/store page materials. Final selection, editing, implementation, and overall game integration were handled by the developer. | Just Me Games | - | May 23, 2026 | |
Ironfall In-game content art | We use generative AI tools to assist in the creation of 2D pixel art assets and marketing materials. All AI-generated content is refined and integrated by the developer to ensure a high-quality, cohesive aesthetic that fits the game's unique medieval-tech world. | Asreal | - | May 23, 2026 | |
Graviton Core In-game content audioart | AI tools were used to assist in creating parts of the soundtrack, selected UI elements (primarily in the main menu), and some achievement icons. All gameplay systems, design, and core content are handcrafted. | JPGames | - | May 23, 2026 | |
Debug Your Heart In-game content artaudio | This is a solo independent project. Except for the logo and UI design completed by an external collaborator, all other content was created by the author alone.
Visual assets were generated with AI assistance, with character designs refined through multiple iterations by the author. All character expression variations were hand-drawn by the author, with the protagonist featuring dozens of distinct expressions. Key story CGs were hand-sketched or 3D-posed by the author before final production.
Background music was generated with AI assistance. Some sound effects were recorded on location by the author; others were synthesized. | Starry Seaweed Game Studio Ltd. | - | May 23, 2026 | |
Tales from the Other Side: Beneath the Roots In-game content audio | Some sound effects are created using AI. | CATFURY | - | May 23, 2026 | |
Secrets of Thoth Store/marketing art | Some AI art was used but only for pictures and marketing, everything within gameplay does not use any AI 3D assets, algorithms or generative AI. | Fortunate Games | - | May 23, 2026 | |
Visseron Idle In-game content artaudio | All art and music in the game other than icons and sound effects were generated with AI. While I would prefer to ship the game with human artistry, I do not have the means at this time.
I use AI agents to aid in development of Visseron Idle as well. I am the brains, it is my hands when I need it. | HammaLlama | 34 | May 23, 2026 | |
THWRT In-game content art | Some full screen art is generative AI. | Optinus Games | - | May 23, 2026 | |
The Traveller Tale In-game content art | During development, AI-assisted tools were used as part of the creative workflow for concept exploration and reference generation. Extensive photobashing, manual editing, and traditional artistic techniques were used throughout development, and every final image, texture, and 3D model was individually refined, finished, or recreated by an artist. AI serves as a supporting tool in the production process rather than replacing artistic craftsmanship. | Mystic Dream Studio's | 24 | May 23, 2026 | |
Twilight of Bronze Live AI text | The game optionally connects to a local language model server (Ollama or any OpenAI-compatible endpoint) to generate live dialogue from rulers, travelers, and city locals. This requires installing Ollama separately and running a model locally. Instructions are in GUIDE.md. The game is fully playable without this feature. | NonAverageStudio | - | May 23, 2026 | |
The House Always Wins Store/marketing art | Generative AI tools were used as part of a human-led design workflow for a limited portion of the game’s pre-generated artwork and promotional materials, including Steam store assets. Professional graphic designers directed, edited, and finalized all visual assets, which were reviewed before inclusion. No content is generated using AI while the game is running. | PiGames | - | May 23, 2026 | |
Reel & Deal In-game content artcode | During development, generative AI was used as a supporting tool to accelerate coding workflows and assist in creating pixel art assets. All game design, mechanics, and creative direction are human-driven. | Whaledev | - | May 23, 2026 | |
The Last Zeppelin In-game content artaudio | AI was used to help fine-tuning some graphics and animations, also to create some background graphics.
AI was used to create voices and to fine tune music. | Innopede GmbH | - | May 23, 2026 | |
Medium Chronicles: Room 644 In-game content text | Generative IA was used for the translation and localization of in-game text and store page content into multiple languages. This helped ensure natural-sounding phrases for the voice recognition system. | FOSKO GAMES | - | May 23, 2026 | |
Terminal Control Store/marketing art | This game uses AI for Image capsules and Image logo for store page. All other screenshots and in game screenshots which are purely created by me and does not have AI in it. | PXR Studios | - | May 23, 2026 | |
蜃渊契兽师 In-game content art | The game's visuals heavily utilize generative artificial intelligence, and we promise to replace the AI-generated art assets for every 10,000 copies sold. After reaching 100,000 copies sold, all in-game art assets will be hand-drawn. | 睦柒工作室 | - | May 23, 2026 | |
ELLA in da room In-game content audio | This game uses generative AI to create some sound effects and musical elements. All other content is created without AI. | nhun | - | May 23, 2026 | |
Information conveyed Information received In-game content text | The English translation is primarily based on Japanese and largely uses machine translation
No art assets were used at all. | ほんわかふわふわ | - | May 23, 2026 | |
Harvest Looper Store/marketing art | Ai Generated art Used for creating , Capsule arts,Library arts and logo. | Unbelievable Games | - | May 23, 2026 | |
rAIdio.bot Live AI audio | rAIdio.bot is an AI music creation tool. Players use text prompts, style tags, and lyrics to generate original music
tracks in real time using the ACE-Step audio generation model, which runs entirely on the player's local GPU — no
cloud connection required. AI is also used for vocal synthesis, stem separation, and audio effects processing. All
AI-generated content is created on-demand by the player and is unique to their session. | Creative Mayhem | - | May 23, 2026 | |
Deep Space Survivor: Endless Starfield In-game content art | This work uses AI technology for certain art assets, which are subsequently refined by the developers. | NodeStudio | - | May 23, 2026 | |
Hong Kong Horror Incident: Yik Sin House In-game content artaudio | Some of the models and music in the game are created by AI. | Seasonbean Team | 28 | May 23, 2026 | |
Flip My Room: Makeover In-game content art | The Steam store page banners and promotional creatives for the app were created with the assistance of generative AI tools. The in-game assets were either created manually or edited afterwards, but the visual materials used for marketing (such as header images, capsules, and promotional banners) include AI-generated elements. | CGI LAB GmbH | 26 | May 23, 2026 | |
Torizon Telecom Dev only code | Some programming code
writing for Torizon Telecom utilized AI.
(However, the code written by AI is either directly corrected or used for reference.)
All other resources and fonts are available
It reveals that AI has not been used at all. | SkagoGames | - | May 23, 2026 | |
DottyBead闪闪拼豆 | Some of the artwork was hand‑drawn and re‑created after initial AI generation. | Happy Fish | 36 | May 23, 2026 | |
Lost Media Agency In-game content art | Some of the VFX are made with the AI. | Artur Latkovsky | - | May 23, 2026 | |
轮回登仙录 In-game content artaudio | 在物品图标绘制、角色和妖兽图像生成、音乐创作方面运用了AI技术 | 拯救电子ED | - | May 23, 2026 | |
Silvers Snake In-game content artaudio | For the development of Silver Snake, generative AI was used to create static visual assets and the game's musical soundtrack.
Please note that all in-game sound effects and animal behaviors are procedurally generated through custom code and do not involve generative AI tools. | Olivier SALA | - | May 23, 2026 | |
Word Space Blaster In-game content art | Word Space Blaster uses pre-rendered AI Art and Animations. | a|REA Software | - | May 23, 2026 | |
Wanderfolk Live AI textartaudio | Live in-game: NPC conversations are generated in real time by a large language model. Every dialogue you have with a villager is dynamically written rather than scripted, and NPCs remember what you've said to them across the playthrough. Conversations are filtered for safety, but as with any AI-generated text, responses may occasionally be unexpected.
Pre-rendered during development: Character and creature sprites, ambient music, and some background artwork were created with the assistance of generative AI tools and then hand-curated, edited, and integrated by the developer. | Kinetic Sky | - | May 23, 2026 | |
神祇Pantheon In-game content art | Some background art in Pantheon is AI-assisted. The characters, story, and all core creative elements are original.
Due to limited funds, AI backgrounds are used for now. With future income, they will be gradually replaced with hand-drawn art.
Thank you for your understanding and support. | 团团的小窝 | - | May 23, 2026 |