AI-generated art object
- Creator
- Paradigm Lust
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,999 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.
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Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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AI-generated art object
The Icon for this game was created by AI and modified by humans after creation
Generative AI tools were used to assist in the conceptual design of the game's logo, as well as for translating and polishing in-game text and store page descriptions into multiple languages. All core visual assets, including the pixel art, character designs, and cover illustrations, are strictly and entirely hand-crafted by the human developer.
A few images have been generated, where it make sense that the AI in the game would use generic stock photos, but the overwhelming majority of art is handmade.
The final staff subtitle background image uses an AI filter. Game icon, background textures for some 3D models. Promotional image.
A pre-generated AI tool was used during development to help create the main menu background image. The final selected image was curated and integrated by the developer. No live AI-generated content is present in gameplay.
人工智能(AI)内容标识 游戏部分音效,配音,美术资产由AI生成
Artificial Intelligence was used as a supportive tool in the creative process to generate or refine certain 2D graphical elements, such as UI icons, background textures, and concept art. All assets have been manually reviewed, edited, and finalized by the development team to ensure quality and artistic consistency. Translation and Localization: Parts of the text localization were processed with the assistance of AI-based translation tools. Every text string was subsequently reviewed by human editors to ensure terminological accuracy, proper grammar, and cultural adaptation.
Some visual assets (store artwork, in-game portraits, backgrounds) were created using AI generation tools.
AI - assisted voice processing is used in the promotional material. No AI - generated content is used in gameplay.
Some Images have been ran through a generative AI program for finalization.
This project leverages generative AI to assist in software development and documentation processing, covering data retrieval and synthesis, localization, modular script implementation, and code logic optimization. By utilizing AI for cross-disciplinary knowledge integration and performance refactoring, all outputs undergo manual review and adjustment. This ensures that core creativity remains developer-led while enhancing development efficiency under the premise of maintaining system stability.
AI is being used to do automated testing and code review. AI and Google Translate were used to generate the initial set of translations. There are currently people working on localization - it is just going to take time. If you would like to help with the localization please see: https://weblate.kuhnflix.app/ (I would appreciate your assistance!)
AI tools assisted with game design documentation, initial draft text content, and development planning. The initial AI-generated in-game texts have been replaced with hand-written translations (German complete; English replacement in progress). All in-game content is reviewed and curated by the developer. No AI is used during gameplay.
This game was built by a solo developer using AI-assisted coding tools throughout development, including for generating SVG code that was rendered into game icons. All creative direction, game design, and visual style decisions were made by the developer. No AI image generation models were used to create artwork.
Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it. Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it. Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself: - Coding assistance while writing the game's GDScript. - An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions. - Assistance in building linters (Valve YAML sheets) that check the project's text. - Drafting and summarizing the release notes (patch notes) from the project's changelog. None of this creates any of the writing, art, audio, or design inside the game. Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows.
Some of the images in the library, as well as in the store, were generated by AI Some sprites and icons were created with AI
Stellar Hustler uses generative AI tools to help create in game assets. All output is reviewed, edited and refined by the developer before shipping.
This game only uses AI tools to assist in generating part of the art materials and plot copy during the development stage. All AI-generated content has been fully manually reviewed, secondary modified and compliance checked. There is no real-time AI interaction function in the game, and no real-time AI response or usage scenarios for players.
AI was used solely as a productivity tool for creating a few seamless wall textures (background wallpapers) and assisted in the initial translation of game texts. All core environment design, 3D modeling, level layouts, lighting, and art direction were created manually from scratch by the developer to ensure a unique visual style.
Generative AI tools were used during the development of this game to assist in the localization of in-game text and store page descriptions into multiple languages. All AI-assisted content has been thoroughly reviewed and curated by the developer to ensure it meets the creative vision and quality standards of the project.
Some in-game wall art, AI-assisted voice alteration and music composition tools were used in development.
Some parts of the game content were created with the assistance of artificial intelligence. AI tools were used during the writing process of certain cases to support idea generation and narrative structuring. All content was reviewed, edited, and finalized by the developer. Additionally, some visual assets found in the in-game gallery were generated using AI-based tools and curated to match the game's style and atmosphere.
Some graphics were generated using AI
Artificial intelligence tools were used during the development of this game. AI-assisted tools were utilized in certain parts of the coding process and for generating some visual assets. All AI-generated content has been reviewed, modified, and integrated by the developer to ensure consistency and quality.
During development of this game AI was used for code completion, art generation, text descriptions and a psychological/motivational/emotional support as well as release planning. Pretty much at every step of this game dev journey the AI was part of it.
AI is used to generate localizations, some textures and sounds.
This game uses AI-generated images for all in-game graphics, promotional materials, and store page assets (with the exception of some licensed UI icons). All generated graphics have been manually reviewed. Additionally, AI (Google Gemini) was used as a development tool to assist with writing code and designing game mechanics. However, the final game runs entirely offline and does not contain any live-generating AI systems.
The in-game character sprites and 2D scene graphics are created using AI and subsequently refined in post-production. They have been labeled during the game review process. Please exercise caution when making purchases.
This game combines AI-assisted tools with original development work. Some art and code were created using AI for assisted illustration and polishing.
This game's art assets, including sprites, UI elements, and visual designs, were created with the assistance of generative AI tools. Audio and gameplay programming were developed without AI-generated content. All AI-generated assets have been reviewed and curated by the developer.
This game has used Generative AI to make the artwork, music that is used in game and also to create logos, icons, posters and trailers.
Social Feed post templates created with the help of AI.
Some in-game 3D assets were created using AI-assisted tools and have been reviewed and modified by the developer before being included in the game.
Music tracks were generated using Suno AI. All other game content (code, visuals, UI, localization) was created by the developer. No AI-generated content is used in real-time during gameplay.
This game uses AI only for a limited portion of background images and certain artwork in Story Mode.
Hellforged utilizes generative AI for some of the in-game icons.
This game features AI-generated voice acting for the characters.
This project was developed using advanced AI-assisted tools across visual assets, audio design, and core system implementation, with all elements carefully refined and adjusted to ensure a cohesive and polished gameplay experience.
Generative AI has been used to create some music and a small number of textures (in a limited way). It has also been used for translations and character voices.
I’m a solo developer and I use my own cat photography in the game. Some of those photos were transformed into in-game card art with generative AI. Both my original photography and the card art based on it are included in the game. Voice lines in the intro cinematic were also generated with AI. Generative AI is also used when generating stylized weapon & power-up cards. Final assets were selected and edited by the developer.
Some visual assets in this game were created with the assistance of generative AI tools, specifically the store page capsule artwork and the title sequence logo image. All gameplay, level design, code, and audio were created by the developer.
AI is used to generate some Steam store page assets, as well as some in-game icons and typography. All 3D assets and visual effects in the game are handcrafted and contain no AI-generated content.
All images and sounds used in the game were created with generative AI, and some help was received for the internal code logic.
Texture mapping and music sound effects use a little bit of AI
本游戏的部分美术资源(角色立绘、场景背景)使用了 AI 辅助生成,所有素材均经过人工筛选和调整。游戏运行时不包含实时 AI 生成内容。
The game uses some AI images for placeholder purposes.
This game features AI-generated content in its store assets and logos.
Voice synthesis. All informant dialogue is voiced using Google Cloud Text-to-Speech. Each of the 27 informants has a distinct voice selected to reflect their regional background. Story illustrations. Discovery images were generated using AI image generation and curated by the developer. Game content. Story text, discovery descriptions, and informant dialogue were drafted with AI assistance and edited by the developer. No AI-generated content is produced live during gameplay. All content is pre-rendered and reviewed before shipping.
This product uses pre-generated AI content during development. Some store page promotional images and some pre-rendered in-game video assets were created or edited with generative AI tools, including ChatGPT image tools and Veo. All such assets were reviewed and edited by the developer before being included in the final product. No AI content is generated live during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Budget Renovation Simulator In-game content art | AI-generated art object | Paradigm Lust | - | May 23, 2026 | |
Bounce on it! In-game content art | The Icon for this game was created by AI and modified by humans after creation | Raccola | - | May 23, 2026 | |
Paper Carnival In-game content arttext | Generative AI tools were used to assist in the conceptual design of the game's logo, as well as for translating and polishing in-game text and store page descriptions into multiple languages. All core visual assets, including the pixel art, character designs, and cover illustrations, are strictly and entirely hand-crafted by the human developer. | Sagalrashore | - | May 23, 2026 | |
Silicon Souls In-game content art | A few images have been generated, where it make sense that the AI in the game would use generic stock photos, but the overwhelming majority of art is handmade. | Power Struggle Games | - | May 23, 2026 | |
REWIND In-game content art | The final staff subtitle background image uses an AI filter. Game icon, background textures for some 3D models. Promotional image. | Damian_Zhao | 355 | May 23, 2026 | |
The King Must Fall In-game content art | A pre-generated AI tool was used during development to help create the main menu background image. The final selected image was curated and integrated by the developer. No live AI-generated content is present in gameplay. | Cinderleaf Games Studio | - | May 23, 2026 | |
落樱 In-game content audioart | 人工智能(AI)内容标识
游戏部分音效,配音,美术资产由AI生成 | 无尽创意MCUNC | - | May 23, 2026 | |
Veil Phane - Path to Redemption In-game content arttext | Artificial Intelligence was used as a supportive tool in the creative process to generate or refine certain 2D graphical elements, such as UI icons, background textures, and concept art. All assets have been manually reviewed, edited, and finalized by the development team to ensure quality and artistic consistency.
Translation and Localization: Parts of the text localization were processed with the assistance of AI-based translation tools. Every text string was subsequently reviewed by human editors to ensure terminological accuracy, proper grammar, and cultural adaptation. | cc-gamedev | - | May 23, 2026 | |
Rotten Chamber In-game content art | Some visual assets (store artwork, in-game portraits, backgrounds) were created using AI generation tools. | Onement Games | - | May 23, 2026 | |
Marginalia In-game content audio | AI - assisted voice processing is used in the promotional material. No AI - generated content is used in gameplay. | Worn Spine Studio | - | May 23, 2026 | |
Five Nights at Carson's In-game content art | Some Images have been ran through a generative AI program for finalization. | GiraffeFuneral | - | May 23, 2026 | |
Dispell In-game content codetext | This project leverages generative AI to assist in software development and documentation processing, covering data retrieval and synthesis, localization, modular script implementation, and code logic optimization. By utilizing AI for cross-disciplinary knowledge integration and performance refactoring, all outputs undergo manual review and adjustment. This ensures that core creativity remains developer-led while enhancing development efficiency under the premise of maintaining system stability. | OneDown | - | May 23, 2026 | |
SkyChart: Airline Executive In-game content text | AI is being used to do automated testing and code review. AI and Google Translate were used to generate the initial set of translations. There are currently people working on localization - it is just going to take time. If you would like to help with the localization please see: https://weblate.kuhnflix.app/ (I would appreciate your assistance!) | Casey Jones Labs | - | May 23, 2026 | |
The Apostle's Ascent In-game content text | AI tools assisted with game design documentation, initial draft text content, and development planning. The initial AI-generated in-game texts have been replaced with hand-written translations (German complete; English replacement in progress). All in-game content is reviewed and curated by the developer. No AI is used during gameplay. | CyberSanctum Games | - | May 23, 2026 | |
Archmage Idle In-game content codeart | This game was built by a solo developer using AI-assisted coding tools throughout development, including for generating SVG code that was rendered into game icons. All creative direction, game design, and visual style decisions were made by the developer. No AI image generation models were used to create artwork. | TopCog | 117 | May 23, 2026 | |
Dead Reckoning: The Long Drift In-game content codetext | Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it.
Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it.
Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself:
- Coding assistance while writing the game's GDScript.
- An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions.
- Assistance in building linters (Valve YAML sheets) that check the project's text.
- Drafting and summarizing the release notes (patch notes) from the project's changelog.
None of this creates any of the writing, art, audio, or design inside the game.
Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows. | Garan Lorn | 100 | May 23, 2026 | |
Lunaris In-game content art | Some of the images in the library, as well as in the store, were generated by AI
Some sprites and icons were created with AI | Flacher | - | May 23, 2026 | |
Stellar Hustler In-game content artaudiotextcode | Stellar Hustler uses generative AI tools to help create in game assets. All output is reviewed, edited and refined by the developer before shipping. | Cenrellia Studios | - | May 23, 2026 | |
逆仙录:音心劫 In-game content arttext | This game only uses AI tools to assist in generating part of the art materials and plot copy during the development stage. All AI-generated content has been fully manually reviewed, secondary modified and compliance checked. There is no real-time AI interaction function in the game, and no real-time AI response or usage scenarios for players. | 奇点边界工作室 | - | May 23, 2026 | |
Mis 4 noches: Puerta 1 In-game content arttext | AI was used solely as a productivity tool for creating a few seamless wall textures (background wallpapers) and assisted in the initial translation of game texts. All core environment design, 3D modeling, level layouts, lighting, and art direction were created manually from scratch by the developer to ensure a unique visual style. | GutierrezGames | 12 | May 23, 2026 | |
His Last Film In-game content text | Generative AI tools were used during the development of this game to assist in the localization of in-game text and store page descriptions into multiple languages. All AI-assisted content has been thoroughly reviewed and curated by the developer to ensure it meets the creative vision and quality standards of the project. | Static Frame | - | May 23, 2026 | |
MetaHustle One In-game content artaudio | Some in-game wall art, AI-assisted voice alteration and music composition tools were used in development. | Foxburrow labs | - | May 23, 2026 | |
Digital Footprint: Cyber Investigation In-game content textart | Some parts of the game content were created with the assistance of artificial intelligence.
AI tools were used during the writing process of certain cases to support idea generation and narrative structuring. All content was reviewed, edited, and finalized by the developer.
Additionally, some visual assets found in the in-game gallery were generated using AI-based tools and curated to match the game's style and atmosphere. | Tangent Trace Studio | - | May 23, 2026 | |
Game of Runs In-game content art | Some graphics were generated using AI | Pickle Jar Games | - | May 23, 2026 | |
Stamped : Visa Officer In-game content artcode | Artificial intelligence tools were used during the development of this game.
AI-assisted tools were utilized in certain parts of the coding process and for generating some visual assets.
All AI-generated content has been reviewed, modified, and integrated by the developer to ensure consistency and quality. | Dogukan Demirkilic | - | May 23, 2026 | |
Castle Wars: Legacy In-game content arttextcode | During development of this game AI was used for code completion, art generation, text descriptions and a psychological/motivational/emotional support as well as release planning. Pretty much at every step of this game dev journey the AI was part of it. | Proclive | - | May 23, 2026 | |
Zoo Party In-game content textartaudio | AI is used to generate localizations, some textures and sounds. | Markigames | - | May 23, 2026 | |
Tactilite In-game content artcode | This game uses AI-generated images for all in-game graphics, promotional materials, and store page assets (with the exception of some licensed UI icons). All generated graphics have been manually reviewed. Additionally, AI (Google Gemini) was used as a development tool to assist with writing code and designing game mechanics. However, the final game runs entirely offline and does not contain any live-generating AI systems. | Eloori Interactive | - | May 23, 2026 | |
华夏立志传:战国 In-game content art | The in-game character sprites and 2D scene graphics are created using AI and subsequently refined in post-production. They have been labeled during the game review process. Please exercise caution when making purchases. | TP Interactive | - | May 23, 2026 | |
We Believe in No Gods In-game content artcode | This game combines AI-assisted tools with original development work. Some art and code were created using AI for assisted illustration and polishing. | JIMIJIMI19 | - | May 23, 2026 | |
Farmnana Defence In-game content art | This game's art assets, including sprites, UI elements, and visual designs, were created with the assistance of generative AI tools. Audio and gameplay programming were developed without AI-generated content. All AI-generated assets have been reviewed and curated by the developer. | JAI | - | May 23, 2026 | |
GameBuilder Puzzle Platformer In-game content artaudio | This game has used Generative AI to make the artwork, music that is used in game and also to create logos, icons, posters and trailers. | Jignaben Shah | - | May 23, 2026 | |
War Room Football In-game content text | Social Feed post templates created with the help of AI. | Tanish Jagtap | 59 | May 23, 2026 | |
Last Crown Gambit In-game content art | Some in-game 3D assets were created using AI-assisted tools and have been reviewed and modified by the developer before being included in the game. | Feona Games | - | May 23, 2026 | |
VOID WARD In-game content audio | Music tracks were generated using Suno AI. All other game content (code, visuals, UI,
localization) was created by the developer. No AI-generated content is used in real-time
during gameplay. | Aurus Games | - | May 23, 2026 | |
Project YH In-game content art | This game uses AI only for a limited portion of background images and certain artwork in Story Mode. | Creamel Studio | - | May 23, 2026 | |
Hellforged In-game content art | Hellforged utilizes generative AI for some of the in-game icons. | Moonpyre | - | May 23, 2026 | |
Socrates Ragebait In-game content audio | This game features AI-generated voice acting for the characters. | Brewed by Papi | - | May 23, 2026 | |
NEXUS CHESS In-game content artaudiocode | This project was developed using advanced AI-assisted tools across visual assets, audio design, and core system implementation, with all elements carefully refined and adjusted to ensure a cohesive and polished gameplay experience. | Guy's Games | - | May 23, 2026 | |
Hashiko In-game content audioarttext | Generative AI has been used to create some music and a small number of textures (in a limited way). It has also been used for translations and character voices. | Chaotic KrafterZ | - | May 23, 2026 | |
Codex Solis: Purrgatorium In-game content artaudio | I’m a solo developer and I use my own cat photography in the game. Some of those photos were transformed into in-game card art with generative AI. Both my original photography and the card art based on it are included in the game. Voice lines in the intro cinematic were also generated with AI. Generative AI is also used when generating stylized weapon & power-up cards. Final assets were selected and edited by the developer. | Illusoric Games | - | May 23, 2026 | |
EraPuzzle: Grid & Glory In-game content art | Some visual assets in this game were created with the assistance of generative AI tools, specifically the store page capsule artwork and the title sequence logo image. All gameplay, level design, code, and audio were created by the developer. | JakeMakesGames | - | May 23, 2026 | |
Crystal Ascend In-game content art | AI is used to generate some Steam store page assets, as well as some in-game icons and typography. All 3D assets and visual effects in the game are handcrafted and contain no AI-generated content. | Zodiac GameLab | - | May 23, 2026 | |
History of Kingdoms: Three Kingdoms In-game content artaudio | All images and sounds used in the game were created with generative AI, and some help was received for the internal code logic. | Uncle GoodBen | 28 | May 23, 2026 | |
Ant Idea In-game content artaudio | Texture mapping and music sound effects use a little bit of AI | Castan Studio | - | May 23, 2026 | |
团战不能输 In-game content art | 本游戏的部分美术资源(角色立绘、场景背景)使用了 AI 辅助生成,所有素材均经过人工筛选和调整。游戏运行时不包含实时 AI 生成内容。 | 弈人 | - | May 23, 2026 | |
Driftkill: Repurpose Protocol In-game content art | The game uses some AI images for placeholder purposes. | Azluun | - | May 23, 2026 | |
Grimwave In-game content art | This game features AI-generated content in its store assets and logos. | Moonriftgames | - | May 23, 2026 | |
Alien History In-game content audiotextart | Voice synthesis. All informant dialogue is voiced using Google Cloud Text-to-Speech. Each of the 27 informants has a distinct voice selected to reflect their regional background.
Story illustrations. Discovery images were generated using AI image generation and curated by the developer.
Game content. Story text, discovery descriptions, and informant dialogue were drafted with AI assistance and edited by the developer.
No AI-generated content is produced live during gameplay. All content is pre-rendered and reviewed before shipping. | Adam | - | May 23, 2026 | |
炎上回避系Vtuber〜配信終了までバカコメから生き残れ〜 In-game content art | This product uses pre-generated AI content during development. Some store page promotional images and some pre-rendered in-game video assets were created or edited with generative AI tools, including ChatGPT image tools and Veo.
All such assets were reviewed and edited by the developer before being included in the final product. No AI content is generated live during gameplay. | MATSUDA GAMES | - | May 23, 2026 |