This game uses GeminiAPI for conversations and features some photorealistic images.
- Creator
- dankhearts
- Reviews
- 19
- Added
- May 23, 2026
Public Steam disclosure research 25,981 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.
This game uses GeminiAPI for conversations and features some photorealistic images.
Chess Master Quest was developed by a solo developer with assistance from generative AI tools during development. • Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer. • Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer. No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay.
Some assets in this game were generated or enhanced using AI.
Generative AI tools were used during development for portions of the game's code, visuals, and audio. All outputs were reviewed and edited by the developer.
Art and music
Some visual and audio assets were partially generated with the help of AI tools. These elements represent a small portion of the overall content and were further edited and integrated by the developer. AI was also used to assist with minor code optimization and to translate all in-game dialogue.
Some of the Material Textures
Statement Regarding the Use of AI in Development We maintain a strict and transparent policy regarding the use of AI in our creative process: 【100% Original Human Artistry】 Every character illustration and original soundtrack (BGM) in the game is handcrafted and composed by our development team. These core assets are created "stroke by stroke" and "note by note," with absolutely no AI generation involved. 【Precision Application of AI Technology】 The use of AI is strictly limited to "Game Backgrounds." To ensure a consistent artistic style across diverse real-world locations, we utilize AI solely for stylistic harmonization and animation processing. 【From Reality to Virtual Worlds】 Every background is rooted in reality. Our team personally traveled to each location for on-site photography. These original photos serve as the foundation, which are then stylized via AI to ensure a seamless blend between real-world scenery and our hand-drawn characters. Players can view the original reference photos in the in-game Media Library.
During the Early Access versions of the game AI has and will be used as placeholders, primarily for music and text, that will slowly be phased out over time. The game will be completely AI free upon the games full version release.
Some localization and code were generated via AI
Some promotional images and game art are generated by AI
AI was used for some Chinese and Japanese translations, as well as for certain cutscenes and icons.
AI image generation tools were used to create store page artwork (capsule images, banners). AI was also used to assist with localization for 12 supported languages. All AI-generated content was reviewed and edited by the developer. No AI was used for in-game visual assets, sound effects, or music.
"Generative AI tools were used to create the static character sprites and background images for this visual novel."
I got help from artificial intelligence to create some fictional in-game images.
AI was used to assist in creating the animation of the open sea, the title screen, and the environment images in the Items tab of the pause menu.
A part of the in-game sprites and item art in this game were generated using AI. As a solo developer, generative AI tools allow me to create a breadth of visual content that would otherwise not have been possible. All assets were carefully selected, curated, and integrated to ensure they align with the game's vision and quality.
Some art and localization were aided by AI.
Generative AI tools were used during development to help create early drafts of some game-related content (for example, concept ideas and text drafts). All such content was reviewed, edited, and approved by the developer before release. The shipped game does not generate AI content during gameplay and does not use any external AI services at runtime.
Some of the art assets were made using gen AI and retouched by a human artist. Some of the translations were made using gen AI and reviewed by a human native speaker.
Some in-game artwork, including game logo, studio logo and final screen, were created using AI image generation tools.
AI-assisted creation of graphics AI-assisted creation of music AI-assisted localization
AI was used only for creating a small number of store page promotional images (capsule and marketing visuals). All in-game content, including gameplay, visuals, and assets, was created manually by the developer or uses properly licensed assets. No AI is used during gameplay.
The graphical elements on the steam page is generated by AI. The images in the game is generated by AI, but the goal is to change them in the future.
Wallpaper Animator uses generative AI. Your prompt creates a still image, which you can then animate into a looping video. Both run on third-party AI services.
This game makes extensive use of generative artificial intelligence tools during development from concepting, writing support, assets prototyping, animation and sound design. All AI-assisted content is curated, modified, refined, and integrated by the developer to ensure artistic cohesion, gameplay integrity, and thematic consistency. The final gameplay experience is not dynamically generated by AI at runtime. The game does not use generative AI to create player-specific content during live play, and no player data is used to train AI systems. Generative AI tools were used as creative and production accelerators within a human-directed development process.
The vast majority of assets in this game were created from scratch by our team, including hand-crafted models, textures, animations, environments, and gameplay systems. However, to support our creative process and speed up certain production stages, we used generative AI tools for a limited portion of the assets. This includes some 2D/3D art elements (via AI art models), a selection of animation sequences, and certain text inscriptions or UI elements. All AI-generated content was carefully reviewed, edited, and integrated by our team to ensure quality, consistency, and compliance with our vision. No live AI generation occurs during gameplay. We remain committed to delivering a polished, human-directed experience.
Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game.
This game is made by just one person and uses artificial intelligence to create the images in order to optimize the game's development.
Automatic translation (google translate) tools are used for the translation of long texts.
This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text. This game contains ai (grok) generated graphic assets.
The Steam library and store pages use AI generated graphic elements, but the game itself doesn't. All graphics in the game are hand made, created by our graphics designer in our self developed editor.
During the period from Early Access to Launch this title may use AI for voice in quest dialog as placeholders, prior to launch all AI elements shall be removed should they have existed and replaced.
Certain early-stage visual or audio assets were created using generative AI tools as part of the development workflow. All such content has been manually edited and integrated by the developer. The game does not generate AI content during gameplay.
Background images and BGM are generated using AI.
Generative AI was used during development to help create some game artwork, store page text, translations, capsule images, and marketing materials. All final materials were reviewed, edited, and approved by the developer. No AI-generated content is created during gameplay, and the game does not connect to external AI services while running.
Generative AI was used to create several environmental textures (such as stone and ground textures), some ui elements (such as buttons and icons), Capsule and Library images in Steam. All AI-generated content was manually reviewed and refined by the developer to ensure quality and compliance.
The vast majority of the art and audio assets was manually crafted, planned and designed. Some textures, particle systems and shaders have been generated with the assistance of artificial intelligence.
All assets in this project are handcrafted, the only usage of generative AI is locally run LLM (Large Language Models), TTS (Text To Speech), and STT (Speech To Text) systems used for the optional feature of live conversation with the user created character.
AI was used in coding tools, placeholder art, and marketing mockups.
Some visible in-game assets, including but not limited to cutscenes, characters, environments, and UI elements, were created or visually enhanced with the help of AI, including generation based on white model references. Some store page assets were also created or visually enhanced with the help of AI, including generation based on white model references. Some music and sound effects were generated with the help of AI. Some localized language content was translated with the help of AI.
Some development assistance tools based on generative AI were used during the creation of this game, including help with programming and text drafting. No AI-generated content is produced during gameplay.
AI-generated paintings were used in the game prototype to populate the manor’s interiors.
AI coding tools were used during development. All visual assets, music, writing, and narrative content are human-made. An alternative wireframe visual mode is also available.
Using AI tools to generate translated text and image textures.
Generative AI used for background music and some art assets (backgrounds and a few textures)
This game uses AI to assist in generating [art assets/localized text/voice dubbing]. All AI-generated content has been manually reviewed and modified to ensure compliance with regulations and the game's world setting.
"The game uses AI to control zombie behavior, including movement, attack patterns, and spawning. All AI calculations happen before and during gameplay to create dynamic challenge for players."
We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget. Here is exactly how we utilized generative AI in our game: • We used generative AI during the prototyping and concept art phases. Every AI-generated image was manually modified, iterated upon, and finalized by our artist. • The sea shanties in the game feature AI-generated vocals and music, but the lyrics are original and written by our team. • Certain voice-over (VO) lines were generated using AI.
Generative AI was used to create certain 2D background assets within the game world. This includes some family group photographs used as props, visuals shown on in-game television screens, and decorative wall posters. These AI-generated elements are static environmental assets only and were not used for in-game cinematics, character models, or animations.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Digital Anima: Virtual Lifeform Care Kit Live AI textart | This game uses GeminiAPI for conversations and features some photorealistic images. | dankhearts | 19 | May 23, 2026 | |
Chess Master Quest - Idle In-game content textcode | Chess Master Quest was developed by a solo developer with assistance from generative AI tools during development.
• Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer.
• Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer.
No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay. | LearnTech Games | - | May 23, 2026 | |
Kankao in Action In-game content | Some assets in this game were generated or enhanced using AI. | Inonimatos Games | - | May 23, 2026 | |
FTS: Frontline Tank Survivor In-game content artaudiocode | Generative AI tools were used during development for portions of the game's code, visuals, and audio. All outputs were reviewed and edited by the developer. | Rookie 7 Studio | - | May 23, 2026 | |
Sisters' Aegis Unclear artaudio | Art and music | Macroverse | - | May 23, 2026 | |
El Cipitío: Las Leyendas Cuscatlecas In-game content artaudiotextcode | Some visual and audio assets were partially generated with the help of AI tools. These elements represent a small portion of the overall content and were further edited and integrated by the developer. AI was also used to assist with minor code optimization and to translate all in-game dialogue. | ILLUSION GAMES | - | May 23, 2026 | |
Mystery Egg Shop Simulator - Prologue Unclear art | Some of the Material Textures | Rocinante Games | 28 | May 23, 2026 | |
我們的蜂狂人生 In-game content art | Statement Regarding the Use of AI in Development
We maintain a strict and transparent policy regarding the use of AI in our creative process:
【100% Original Human Artistry】
Every character illustration and original soundtrack (BGM) in the game is handcrafted and composed by our development team. These core assets are created "stroke by stroke" and "note by note," with absolutely no AI generation involved.
【Precision Application of AI Technology】
The use of AI is strictly limited to "Game Backgrounds." To ensure a consistent artistic style across diverse real-world locations, we utilize AI solely for stylistic harmonization and animation processing.
【From Reality to Virtual Worlds】
Every background is rooted in reality. Our team personally traveled to each location for on-site photography. These original photos serve as the foundation, which are then stylized via AI to ensure a seamless blend between real-world scenery and our hand-drawn characters. Players can view the original reference photos in the in-game Media Library. | 陳政傑 | - | May 23, 2026 | |
Eterno In-game content audiotext | During the Early Access versions of the game AI has and will be used as placeholders, primarily for music and text, that will slowly be phased out over time. The game will be completely AI free upon the games full version release. | Solitude Gaming Studios | - | May 23, 2026 | |
Hardware Tycoon In-game content textcode | Some localization and code were generated via AI | NordCode | 24 | May 23, 2026 | |
万世剑冢 Store/marketing art | Some promotional images and game art are generated by AI | 阿郎 | 72 | May 23, 2026 | |
Where the Echo Sleeps In-game content textart | AI was used for some Chinese and Japanese translations, as well as for certain cutscenes and icons. | SANHO GAMES | - | May 23, 2026 | |
Orbitmine In-game content arttext | AI image generation tools were used to create store page artwork (capsule images, banners). AI was also used to assist with localization for 12 supported languages. All AI-generated content was reviewed and edited by the developer. No AI was used for in-game visual assets, sound effects, or music. | vibemaker1 | 490 | May 23, 2026 | |
Touhou: Beyond Gensokyo In-game content art | "Generative AI tools were used to create the static character sprites and background images for this visual novel." | FUF Games | 22 | May 23, 2026 | |
Smoke & Lottery Simulator In-game content art | I got help from artificial intelligence to create some fictional in-game images. | EdenStudio | 47 | May 23, 2026 | |
Ziii In-game content art | AI was used to assist in creating the animation of the open sea, the title screen, and the environment images in the Items tab of the pause menu. | Foil Games | - | May 23, 2026 | |
The Outcast Bloom In-game content art | A part of the in-game sprites and item art in this game were generated using AI. As a solo developer, generative AI tools allow me to create a breadth of visual content that would otherwise not have been possible. All assets were carefully selected, curated, and integrated to ensure they align with the game's vision and quality. | SteelSnakes Studios | - | May 23, 2026 | |
Fresh Food Merge In-game content arttext | Some art and localization were aided by AI. | MIR GAMES | - | May 23, 2026 | |
Cat Adventure Dev only text | Generative AI tools were used during development to help create early drafts of some game-related content (for example, concept ideas and text drafts). All such content was reviewed, edited, and approved by the developer before release. The shipped game does not generate AI content during gameplay and does not use any external AI services at runtime. | Shamaka | - | May 23, 2026 | |
Idle Isekai Mining In-game content arttext | Some of the art assets were made using gen AI and retouched by a human artist.
Some of the translations were made using gen AI and reviewed by a human native speaker. | bitVillain | - | May 23, 2026 | |
Dispel Dark In-game content art | Some in-game artwork, including game logo, studio logo and final screen, were created using AI image generation tools. | Cronostase | - | May 23, 2026 | |
RINO RUSH In-game content artaudiotext | AI-assisted creation of graphics
AI-assisted creation of music
AI-assisted localization | AHU Entertainment | 46 | May 23, 2026 | |
Farewell to my Playground In-game content art | AI was used only for creating a small number of store page promotional images (capsule and marketing visuals).
All in-game content, including gameplay, visuals, and assets, was created manually by the developer or uses properly licensed assets.
No AI is used during gameplay. | Sloped Armour Games | - | May 23, 2026 | |
NorthHold In-game content art | The graphical elements on the steam page is generated by AI.
The images in the game is generated by AI, but the goal is to change them in the future. | Wobblegoat | - | May 23, 2026 | |
Wallpaper Animator Store/marketing art | Wallpaper Animator uses generative AI. Your prompt creates a still image, which you can then animate into a looping video. Both run on third-party AI services. | Kinett | 62 | May 23, 2026 | |
Nocturnal Terror In-game content artaudiotext | This game makes extensive use of generative artificial intelligence tools during development from concepting, writing support, assets prototyping, animation and sound design. All AI-assisted content is curated, modified, refined, and integrated by the developer to ensure artistic cohesion, gameplay integrity, and thematic consistency.
The final gameplay experience is not dynamically generated by AI at runtime. The game does not use generative AI to create player-specific content during live play, and no player data is used to train AI systems.
Generative AI tools were used as creative and production accelerators within a human-directed development process. | Whaabek | - | May 23, 2026 | |
BLOODY RAVE In-game content arttext | The vast majority of assets in this game were created from scratch by our team, including hand-crafted models, textures, animations, environments, and gameplay systems. However, to support our creative process and speed up certain production stages, we used generative AI tools for a limited portion of the assets. This includes some 2D/3D art elements (via AI art models), a selection of animation sequences, and certain text inscriptions or UI elements. All AI-generated content was carefully reviewed, edited, and integrated by our team to ensure quality, consistency, and compliance with our vision. No live AI generation occurs during gameplay. We remain committed to delivering a polished, human-directed experience. | Black Manticores | - | May 23, 2026 | |
火の言伝 In-game content art | Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game. | 紺ノトバリ / Konno Tobari | - | May 23, 2026 | |
Dama e Dungeons: 2D In-game content art | This game is made by just one person and uses artificial intelligence to create the images in order to optimize the game's development. | José Leonardo Silva Guerreiro | - | May 23, 2026 | |
Farm the Fame In-game content text | Automatic translation (google translate) tools are used for the translation of long texts. | Longthread | - | May 23, 2026 | |
UNDEFINED: ILS Live AI arttext | This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text.
This game contains ai (grok) generated graphic assets. | Kamekichi | - | May 23, 2026 | |
Stan the Dumpling Store/marketing art | The Steam library and store pages use AI generated graphic elements, but the game itself doesn't. All graphics in the game are hand made, created by our graphics designer in our self developed editor. | Roland Földes | - | May 23, 2026 | |
Grim Pulse: The First Blood In-game content audiotext | During the period from Early Access to Launch this title may use AI for voice in quest dialog as placeholders, prior to launch all AI elements shall be removed should they have existed and replaced. | Grim Pulse Studio | - | May 23, 2026 | |
Ionhaven: Battery Heist In-game content artaudio | Certain early-stage visual or audio assets were created using generative AI tools as part of the development workflow. All such content has been manually edited and integrated by the developer. The game does not generate AI content during gameplay. | NullFusion | - | May 23, 2026 | |
ERROR CODE - ウイルス消去パズル In-game content artaudio | Background images and BGM are generated using AI. | SENTIMENTUM | - | May 23, 2026 | |
Domino Titan In-game content arttext | Generative AI was used during development to help create some game artwork, store page text, translations, capsule images, and marketing materials. All final materials were reviewed, edited, and approved by the developer. No AI-generated content is created during gameplay, and the game does not connect to external AI services while running. | Carlos Natale Salvatore | - | May 23, 2026 | |
Rootbound Enigma In-game content art | Generative AI was used to create several environmental textures (such as stone and ground textures), some ui elements (such as buttons and icons), Capsule and Library images in Steam. All AI-generated content was manually reviewed and refined by the developer to ensure quality and compliance. | AppLossStudio | - | May 23, 2026 | |
Pachinko Realms: Tiki-Taka In-game content art | The vast majority of the art and audio assets was manually crafted, planned and designed. Some textures, particle systems and shaders have been generated with the assistance of artificial intelligence. | Box of Rats | - | May 23, 2026 | |
Confide Live AI text | All assets in this project are handcrafted, the only usage of generative AI is locally run LLM (Large Language Models), TTS (Text To Speech), and STT (Speech To Text) systems used for the optional feature of live conversation with the user created character. | Osfoor | - | May 23, 2026 | |
Hulljackers Store/marketing codeart | AI was used in coding tools, placeholder art, and marketing mockups. | Dan Ouellette | - | May 23, 2026 | |
The Unfinished Melody: Prologue In-game content artaudiotext | Some visible in-game assets, including but not limited to cutscenes, characters, environments, and UI elements, were created or visually enhanced with the help of AI, including generation based on white model references.
Some store page assets were also created or visually enhanced with the help of AI, including generation based on white model references.
Some music and sound effects were generated with the help of AI.
Some localized language content was translated with the help of AI. | Peanut Bear Studio | - | May 23, 2026 | |
Make 24 Dev only codetext | Some development assistance tools based on generative AI were used during the creation of this game, including help with programming and text drafting.
No AI-generated content is produced during gameplay. | Rosie | - | May 23, 2026 | |
Illusionary Manor In-game content art | AI-generated paintings were used in the game prototype to populate the manor’s interiors. | ALAMID Games | - | May 23, 2026 | |
Stella Nova Dev only codeart | AI coding tools were used during development. All visual assets, music, writing, and narrative content are human-made. An alternative wireframe visual mode is also available. | Dave | - | May 23, 2026 | |
Ninety Nine Dungeons In-game content textart | Using AI tools to generate translated text and image textures. | Donnie Lee | - | May 23, 2026 | |
Mega Bunny Blast 3D In-game content audioart | Generative AI used for background music and some art assets (backgrounds and a few textures) | FortressSoft | - | May 23, 2026 | |
时间花园 In-game content arttextaudio | This game uses AI to assist in generating [art assets/localized text/voice dubbing]. All AI-generated content has been manually reviewed and modified to ensure compliance with regulations and the game's world setting. | Shanghai Tri-Core Workshop Network Technology Co., Ltd. | - | May 23, 2026 | |
防线:末日尸潮 Live AI | "The game uses AI to control zombie behavior, including movement, attack patterns, and spawning. All AI calculations happen before and during gameplay to create dynamic challenge for players." | https://steamcommunity.com/groups/windchasingboy | 13 | May 23, 2026 | |
The Pirate: Republic of Nassau In-game content artaudiotext | We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget.
Here is exactly how we utilized generative AI in our game:
• We used generative AI during the prototyping and concept art phases. Every AI-generated image was manually modified, iterated upon, and finalized by our artist.
• The sea shanties in the game feature AI-generated vocals and music, but the lyrics are original and written by our team.
• Certain voice-over (VO) lines were generated using AI. | Home Net Games | 23 | May 23, 2026 | |
Ashes of Torment In-game content art | Generative AI was used to create certain 2D background assets within the game world. This includes some family group photographs used as props, visuals shown on in-game television screens, and decorative wall posters. These AI-generated elements are static environmental assets only and were not used for in-game cinematics, character models, or animations. | Frostfire Entertainment | - | May 23, 2026 |