Generative AI was used to assist in creating a limited amount of pre-rendered visual content, including decorative in-game images, minor visual assets, and prologue background artwork.
- Creator
- Orthrus
- Reviews
- -
- Added
- Jun 5, 2026
Public Steam disclosure research 25,394 disclosures tracked
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used to assist in creating a limited amount of pre-rendered visual content, including decorative in-game images, minor visual assets, and prologue background artwork.
AI tools were used to assist with the English localization of texts and dialogues. Additionally, some sound effects in the current Demo are AI-generated placeholders, which will be completely replaced with custom audio in the final release.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
Some of the sound designs we used partial ai sound effects and after we adjusted.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
Some artworks on the gameplay to explain the story are generated by A.I with the developer's own detailed ideas. Other works like coding, sound effects, map design, character design are by the developers. Some designs use A.I to support of the creation, but they are customized, re-designed by the develooper. The game DOES NOT include live-generated AI systems, chatbots, player-facing AI generation, or runtime generation of text, images, audio, or dialogue.
AI was used in the creation of decorative paintings in the game. Some model assets were generated using AI before being reworked.
This game uses AI-generated music and sound effects created with Suno and ElevenLabs. All visual assets and code are handcrafted by the developer.
Some visual and written content in this game was created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not include live-generated AI features, and players cannot generate content during gameplay.
Some visual assets in 50 Days are fully or partially AI-generated, then edited, refined and integrated into the game by the developer.
This game includes limited use of artificial intelligence in the creation process. Some translations, and a small number of voice lines may have been assisted, refined, or generated using AI tools. Most voice-acted dialogue was recorded traditionally, and the core narrative, writing, and overall creative direction were created by the development team.
Backgrounds and Icon created by AI.
A few icons in the game are in made by taking a screenshot and adding a filter over the screenshot.
Grok, Suno, and PixelLab were used in the creation of this game.
Used for creating the game banner
Built solo with Cursor AI, Realmlords is a one-developer passion project: an action roguelite forged through rapid iteration, creative experimentation, and nonstop refinement from a single creator’s vision. Over 2 years in the making.
This game use ai for music, voices and main menu background
This game includes limited use of generative AI for certain pre-rendered visual assets, specifically selected UI icons and selected store page images. No live-generated AI content is present in the game. All AI-assisted content has been reviewed, modified where necessary, and approved by the developer.
The game's artwork and music content are partially generated by AI. However, extensive manual adjustments have been made to ensure a comfortable experience for you.
Generative AI was used only for pre-generation of some content. It was used to create some marketing materials for the store page, as well as music and some sound effects. All such content was reviewed, selected, and finalized by the developer before being included in the game or published on the store page. The game does not utilize real-time generative AI. Generative AI does not contribute to the story, enemy behavior, gameplay, dialogue, or any other interaction with the player during gameplay.
Game logo and headers made with ai tools. Also game menu and loading screen widget made with ai tools
Some localization in this game was done with the help of AI tools.
AI was used to translate the game into Japanese and to correct any English mistakes.
Some character dance music tracks were created using generative AI tools. These tracks are pre-generated audio assets and are not generated dynamically during gameplay.
Al were used to assist with translating text into multiple languages.
The things the player sees are mostly made manually by humans. But some visuals, like a couple of seamless textures that are used in the environment, were AI-generated and then modified by hand. AI was used to boost productivity generally, so it was used in a lot of workflows here and there to be finish tasks faster.
Some graphics (including certain illustrations and character elements) were created using generative AI
人物语言使用了AI配音
Use AI to generate images or code
Generative AI was used for certain programming elements in this game, including moving platforms and parts of the enemy AI behavior.
I used AI to create the Steam header and library capsules; along with the simple loading animation when the game starts after the player clicks play.
The game itself is made entirely by human hands. All in-game art, music, sound design, and writing are created or directed by human authors without generative AI. All gameplay footage shown on this store page is real, captured from the actual game. Generative AI is used for some marketing materials — including promotional images, social media assets, and capsule art — to support a small independent studio's marketing within budget constraints. These AI-generated images are intended to represent the game's existing hand-made art style. No AI-generated content is shipped inside the game itself. If Echo Pandemic recovers its development costs, capsule images and marketing material will be replaced with commissioned human work.
Some backgrounds and UI styles are generated by AI
This game uses AI tools to assist with some translation, programming, and asset creation.
Sprawl Life uses AI generated artwork, music, sound effects, story, and development tools.
AI was used to generate background music, English voice-over, a video featuring the team logo, and a small portion of textures.
Some background environments and character animations in this game were created with the assistance of AI generation tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure quality and consistency with the game's artistic vision.
关于商店页面部分资源使用了AI辅助
Intro music only.
Some of the code required for the game to run is generated by AI.
Ingame textures and images.
AI was used to generate a few minor quest item icons. All other assets, code, and character designs are handcrafted or licensed.
Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay.
Some cinematic sequences in this trailer were created with AI assistance. All in-game content is handcrafted by humans.
We used both to create the images on the Steam page, as well as to create the music and sound in the game.
The English voice acting was created using generative AI technology
Generative AI tools were used to assist in the creation of certain promotional images, store page artwork and trailer visuals. All gameplay systems, game design decisions, implementation and final game content were created, reviewed and integrated by the developer.
An AI tool was used for the background images, along with translation tools such as Google Translate.
Logo generation
Certain store page promotional assets were created with assistance from generative AI tools and subsequently modified by the developer. The game does not use live-generated AI, and no AI-generated content is produced during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Labyrinth's Depths In-game content art | Generative AI was used to assist in creating a limited amount of pre-rendered visual content, including decorative in-game images, minor visual assets, and prologue background artwork. | Orthrus | - | Jun 5, 2026 | |
Bloodsalt In-game content textaudio | AI tools were used to assist with the English localization of texts and dialogues. Additionally, some sound effects in the current Demo are AI-generated placeholders, which will be completely replaced with custom audio in the final release. | LUKISGAMES | - | Jun 4, 2026 | |
Cold Site In-game content artcode | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | Jun 4, 2026 | |
SCAVENGE PROTOCOL In-game content audio | Some of the sound designs we used partial ai sound effects and after we adjusted. | GORILLA DEV | - | Jun 4, 2026 | |
Cypherpunk In-game content artcode | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | Jun 4, 2026 | |
Oleander-X In-game content art | Some artworks on the gameplay to explain the story are generated by A.I with the developer's own detailed ideas.
Other works like coding, sound effects, map design, character design are by the developers.
Some designs use A.I to support of the creation, but they are customized, re-designed by the develooper.
The game DOES NOT include live-generated AI systems, chatbots, player-facing AI generation, or runtime generation of text, images, audio, or dialogue. | Jason Nguyen | - | Jun 4, 2026 | |
Spirimonz In-game content art | AI was used in the creation of decorative paintings in the game. Some model assets were generated using AI before being reworked. | Featherworks Studio | - | Jun 4, 2026 | |
Mortis Loop In-game content audio | This game uses AI-generated music and sound effects created with Suno and ElevenLabs. All visual assets and code are handcrafted by the developer. | Red Panda | - | Jun 4, 2026 | |
Bleaklands In-game content arttext | Some visual and written content in this game was created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not include live-generated AI features, and players cannot generate content during gameplay. | weacon | - | Jun 4, 2026 | |
50 Days In-game content art | Some visual assets in 50 Days are fully or partially AI-generated, then edited, refined and integrated into the game by the developer. | BrauersGame | - | Jun 4, 2026 | |
Backrooms Dream with Tung Tung Tung Sahur In-game content textaudio | This game includes limited use of artificial intelligence in the creation process. Some translations, and a small number of voice lines may have been assisted, refined, or generated using AI tools. Most voice-acted dialogue was recorded traditionally, and the core narrative, writing, and overall creative direction were created by the development team. | Source Byte | - | Jun 3, 2026 | |
Wild Climbers Peak Panic In-game content art | Backgrounds and Icon created by AI. | DeepFra | - | Jun 3, 2026 | |
Lorne In-game content art | A few icons in the game are in made by taking a screenshot and adding a filter over the screenshot. | Lorne Studios | - | Jun 3, 2026 | |
Ethral Unclear | Grok, Suno, and PixelLab were used in the creation of this game. | Vessel Interactive Studio | - | Jun 3, 2026 | |
PixelBoss: Shattered Depths Store/marketing art | Used for creating the game banner | Quacky Games | 147 | Jun 3, 2026 | |
Realmlords Dev only code | Built solo with Cursor AI, Realmlords is a one-developer passion project: an action roguelite forged through rapid iteration, creative experimentation, and nonstop refinement from a single creator’s vision. Over 2 years in the making. | UltraPwned Gaming | - | Jun 3, 2026 | |
Medieval thieves academy In-game content audioart | This game use ai for music, voices and main menu background | Awarth | - | Jun 3, 2026 | |
Project Hunt In-game content art | This game includes limited use of generative AI for certain pre-rendered visual assets, specifically selected UI icons and selected store page images. No live-generated AI content is present in the game. All AI-assisted content has been reviewed, modified where necessary, and approved by the developer. | Mind Mythic | 141 | Jun 3, 2026 | |
Rift Protocol In-game content artaudio | The game's artwork and music content are partially generated by AI. However, extensive manual adjustments have been made to ensure a comfortable experience for you. | Infinite Pixel | - | Jun 3, 2026 | |
BeaconBound In-game content audioart | Generative AI was used only for pre-generation of some content. It was used to create some marketing materials for the store page, as well as music and some sound effects. All such content was reviewed, selected, and finalized by the developer before being included in the game or published on the store page.
The game does not utilize real-time generative AI. Generative AI does not contribute to the story, enemy behavior, gameplay, dialogue, or any other interaction with the player during gameplay. | SMAR Studio | - | Jun 3, 2026 | |
Assassin Of Spider 2: 2099 In-game content art | Game logo and headers made with ai tools. Also game menu and loading screen widget made with ai tools | Saylor games | - | Jun 3, 2026 | |
Anabiosis In-game content text | Some localization in this game was done with the help of AI tools. | WaterDizzyDay | - | Jun 3, 2026 | |
PekoDownhillHurl In-game content text | AI was used to translate the game into Japanese and to correct any English mistakes. | atachibanadev | - | Jun 3, 2026 | |
The Hidden Camp In-game content audio | Some character dance music tracks were created using generative AI tools. These tracks are pre-generated audio assets and are not generated dynamically during gameplay. | E and B Games | - | Jun 3, 2026 | |
暗面 Dark Side Void In-game content text | Al were used to assist with translating text into multiple languages. | Beyond The Light Cone | - | Jun 3, 2026 | |
Horizon Reef In-game content art | The things the player sees are mostly made manually by humans. But some visuals, like a couple of seamless textures that are used in the environment, were AI-generated and then modified by hand. AI was used to boost productivity generally, so it was used in a lot of workflows here and there to be finish tasks faster. | Huckflesh Games | - | Jun 3, 2026 | |
Dungeon Monster Master Store/marketing art | Some graphics (including certain illustrations and character elements) were created using generative AI | Jin Studio | - | Jun 3, 2026 | |
凡灵百态训练篇(The Comprehensive Training of All Spirits) In-game content audio | 人物语言使用了AI配音 | 王小豪 | - | Jun 3, 2026 | |
Stock Shock Unclear artcode | Use AI to generate images or code | めてお | - | Jun 3, 2026 | |
魔導少女イバラ In-game content code | Generative AI was used for certain programming elements in this game, including moving platforms and parts of the enemy AI behavior. | Halenill | - | Jun 3, 2026 | |
I FORGOT TO TAKE THE CHICKEN OUT OF THE FREEZER Store/marketing art | I used AI to create the Steam header and library capsules; along with the simple loading animation when the game starts after the player clicks play. | Yomen Tohmaz | - | Jun 3, 2026 | |
Echo Pandemic Store/marketing art | The game itself is made entirely by human hands. All in-game art, music, sound design, and writing are created or directed by human authors without generative AI. All gameplay footage shown on this store page is real, captured from the actual game.
Generative AI is used for some marketing materials — including promotional images, social media assets, and capsule art — to support a small independent studio's marketing within budget constraints. These AI-generated images are intended to represent the game's existing hand-made art style.
No AI-generated content is shipped inside the game itself. If Echo Pandemic recovers its development costs, capsule images and marketing material will be replaced with commissioned human work. | Fooldog Studios | - | Jun 3, 2026 | |
我的修仙日志 In-game content art | Some backgrounds and UI styles are generated by AI | GameRich | 20 | Jun 3, 2026 | |
The Organ Woman | 臓器女 In-game content textcodeart | This game uses AI tools to assist with some translation, programming, and asset creation. | RAYBIS GAMES | - | Jun 3, 2026 | |
Sprawl Life In-game content artaudiotext | Sprawl Life uses AI generated artwork, music, sound effects, story, and development tools. | Hologram Nation | - | Jun 3, 2026 | |
The Son of Stone In-game content audioart | AI was used to generate background music, English voice-over, a video featuring the team logo, and a small portion of textures. | Team Revolution | - | Jun 3, 2026 | |
Aspectless One In-game content art | Some background environments and character animations in this game were created with the assistance of AI generation tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure quality and consistency with the game's artistic vision. | Omnia | - | Jun 3, 2026 | |
铁血霸业传奇 Store/marketing art | 关于商店页面部分资源使用了AI辅助 | 铁血霸业传奇 | - | Jun 3, 2026 | |
Moon Rocks and Slimes In-game content audio | Intro music only. | Voided Pixels Studio | - | Jun 3, 2026 | |
DYLIA Dev only code | Some of the code required for the game to run is generated by AI. | Davy Lee | - | Jun 3, 2026 | |
Tales of Tiolis In-game content art | Ingame textures and images. | Omne Lab | - | Jun 3, 2026 | |
Crown Of Blight In-game content art | AI was used to generate a few minor quest item icons. All other assets, code, and character designs are handcrafted or licensed. | Nyammkatan | - | Jun 3, 2026 | |
The Lumberjack's Routine In-game content art | Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay. | Aleksandr Pogrebitskii | 46 | Jun 3, 2026 | |
银发冒险家 Old But Gold In-game content art | Some cinematic sequences in this trailer were created with AI assistance. All in-game content is handcrafted by humans. | 橘子皮 | - | Jun 3, 2026 | |
Breeze Of Adventure In-game content artaudio | We used both to create the images on the Steam page, as well as to create the music and sound in the game. | Carpe Diem Studio | - | Jun 3, 2026 | |
IT NEVER LEAVES YOU In-game content audio | The English voice acting was created using generative AI technology | Dominik Wolfram | - | Jun 3, 2026 | |
DAIMIENS TOWN OF WITCHES In-game content art | Generative AI tools were used to assist in the creation of certain promotional images, store page artwork and trailer visuals. All gameplay systems, game design decisions, implementation and final game content were created, reviewed and integrated by the developer. | RPG JESPIL STUDIO | - | Jun 3, 2026 | |
Project:Taco In-game content arttext | An AI tool was used for the background images, along with translation tools such as Google Translate. | Gamelive.Studio | - | Jun 3, 2026 | |
The Few Store/marketing art | Logo generation | Indub | - | Jun 3, 2026 | |
Streamchat: Horror Live Store/marketing art | Certain store page promotional assets were created with assistance from generative AI tools and subsequently modified by the developer. The game does not use live-generated AI, and no AI-generated content is produced during gameplay. | Hikma Maulana | - | Jun 3, 2026 |