Some of the background music, the in-game translations and parts of the store text were created with the help of generative AI tools, then reviewed and edited by the developer.
- Creator
- DGSTUDIO
- Reviews
- -
- Added
- Oct 7, 2026
Public Steam disclosure research 25,376 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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Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some of the background music, the in-game translations and parts of the store text were created with the help of generative AI tools, then reviewed and edited by the developer.
Pre-generated content: some 3D models (character/boss bodies and props) were generated with AI and then cleaned up, rigged and textured by hand in Blender and Unity; some voice lines and sound effects were generated with AI voice/SFX tools; parts of the trailer footage were AI-assisted; in-game text translations for some languages were produced with AI assistance and reviewed. No content is generated live while the game is running.
HearthMoon uses AI to generate NPC dialogue during gameplay and synthesize NPC voices. Spoken input is transcribed so villagers and the dragon companion can respond to the player. AI-assisted artwork and writing are also used in development and in store-page marketing. Conversations are experimental and responses may be inconsistent.
Generative AI tools were used during development to assist in creating select assets, including a character's voiceover audio, UI design elements, and specific artwork. All generated content was manually edited, refined, and integrated by the developer to ensure quality and stylistic consistency.
Part of the game's code was generated and optimized with the assistance of AI development tools during the development process. Some store presentation materials (including the game logo, icon, and background images) were also created with the assistance of AI tools and have been manually reviewed to ensure they do not contain infringing content. All in-game art assets are legally purchased from third-party asset stores or obtained from open-source resources, and are used in accordance with the licenses provided by the respective authors.
Backdrops have been outsourced by other artists on the demo build. AI checker highlights this as being AI generated.
Some artwork used on this store page and in marketing materials (key art and capsule images), and some in-game 2D art such as item icons, was created with the help of generative AI tools and then selected, edited and composited by the developer. The game does not generate any AI content during gameplay and does not connect to any AI service.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI was used to accelerate some of the development workflow.
Some textures, images, and music tracks in Arcforge were created using generative AI.
This game used AI assistance to help arrange the store page artwork and to support programming. AI assistance was also used to write the store page text, and the multi-language localization in the current version was produced with AI assistance. All AI-related work was carried out under the direction and planning of the developer.
Pre-generated content only, nothing is generated while the game runs. Most of the pixel art for monsters, bosses, world objects (shrines, totems, traps, items), boon card art and the three hero cats was generated with PixelLab (an AI pixel-art tool) from text prompts and from our own hand-drawn references, then hand-corrected, quantized to the game's palette and animated frame by frame. The music and all sound effects are synthesized procedurally in our own code (no AI). Purchased asset packs (tiles, UI) are hand-drawn by their artists. No AI-generated text, voices or story.
I used ai for some complex implementations.
AI assistance used for some visuals.
Some scenery, creature and equipment sprites, as well as some quest texts, were created with the help of generative AI tools, then manually edited and reviewed before integration. Playable characters (Liberated Pixel Cup), music and main texts are human-created works. During play, some NPCs offer optional, private text conversations generated by external AI services through our game server. A short memory summary may be generated to help that NPC remember previous conversations with the same player. These conversations are separate from scripted quest dialogue and cannot grant quests, items or rewards. This feature has usage limits and carries no additional charge.
The store capsule artwork (and the app/shortcut icons cropped from it) was created with AI image generation tools. All in-game content — art, models, audio, writing — was not AI generated.
Generative AI was used to create the illustrations, as well as a small portion of the character artwork and dialogue. This content was created during development. The game does not generate AI content during gameplay.
Some of the music and sound effects in the game were AI-generated and subsequently manually adjusted by a human.
Generative AI tools were used to create the game logo and some promotional artwork for the Steam store page. The generated content was reviewed, cropped, edited, and arranged by the developer before publication. The game does not use generative AI to generate content during gameplay.
Inteligência artificial usada para fins de aprimoramento de código e tarefas repetitivas.
AI is used to assist with the localization and translation of the game's store page and in game text. It is also used to assist with some simple voice interactions, such as goblin growls and battle cries, as well as basic texture adjustments that fit the game's low poly visual style.
Generative AI tools were used as development assistants for selected visual assets, code, and localization drafts. All AI-assisted outputs were reviewed, edited, adapted, and integrated by the development team. The final creative direction, game design, implementation, and quality control were handled by humans. No content is generated by AI during gameplay.
Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally.
Some of the game's artwork was created from the developer's own sketches and refined using AI image tools. Some sound effects were produced with the help of AI audio tools. The in-game text was translated into the supported languages with the help of AI tools. All content is reviewed and approved by the developer before release.
Guild of Souls features artwork developed with generative AI.
Audio and music are AI generated.
Generative AI tools were used during development to create or assist with character illustrations, some character sprites and other visual assets, store and promotional artwork, background music, and portions of localized text. These assets were selected, processed and integrated by the developer. The game does not generate AI content during play and does not connect to external AI services at runtime.
Some of the game's pre-rendered assets were created with generative AI tools during development and then reviewed, edited and integrated by the developer: parts of the pixel art, parts of the sound effects, and the translations from the English original. Nothing is generated while you play: the game uses no AI at runtime and collects no player data for AI training.
Generative AI was used during development to help create some visual and audio assets, dialogue, and translations. This content was selected and edited during development and incorporated into the game. No content is generated by AI in real time during gameplay.
I used AI to help generate some of the voice acting that is used in the game.
Generative AI was used to create portions of the game’s artwork. All such content is prepared during development; no content is AI-generated during gameplay.
Some artwork and marketing assets for Fallen Crowns were created with the assistance of generative AI tools. All AI-assisted assets were reviewed and edited by the developer before inclusion. The game does not use AI to generate content live during gameplay.
本游戏有借助AI生成部分图片,比如游戏加载页,部分人物素材,其余游戏内容均为原创。
This game uses generative AI to write code.
I use generative AI tools to help develop some in-game assets.
Art Resource, BGM, Store Asset
Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases. In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it.
The Sounds and some Assets are AI-Generated
Store page capsule images and some in-game sound effects were generated using AI
Assists in localization
The direction of this game has been altered by artificial intelligence
Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people.
Generative AI has been used to help work with coding. All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought)
This game uses AI to assist in generating code and 3D models.
Frontier was conceived, designed, directed, and extensively play tested by a solo developer. Generative AI was used as the primary production tool to implement that vision, including programming, artwork, audio, writing, and other game assets. Every aspect of the game was developed through an iterative human-directed process, with the developer specifying requirements, reviewing results, requesting revisions, making design decisions, integrating systems, and personally testing and approving the final content. No generative AI is used during gameplay.
character design
Some promotional artwork on this store page was created using generative AI tools. All in-game assets (characters, environments, effects) are original or licensed third-party content.
Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc.
Translation was supported by AI tools.
Time Traveler: Divergence uses locally running generative AI to enable dynamic NPC conversations. AI-generated dialogue is constrained by the game's predefined rules, characters, world knowledge, and simulation state. AI is also used locally to generate voice-over for these dynamic conversations. No external AI service is required during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
My Own Roguelike: RPG In-game content audiotext | Some of the background music, the in-game translations and parts of the store text were created with the help of generative AI tools, then reviewed and edited by the developer. | DGSTUDIO | - | Oct 7, 2026 | |
ASTERIS In-game content artaudiotext | Pre-generated content: some 3D models (character/boss bodies and props) were generated with AI and then cleaned up, rigged and textured by hand in Blender and Unity; some voice lines and sound effects were generated with AI voice/SFX tools; parts of the trailer footage were AI-assisted; in-game text translations for some languages were produced with AI assistance and reviewed. No content is generated live while the game is running. | ARCENCIEL | - | Oct 7, 2026 | |
HearthMoon Live AI textaudio | HearthMoon uses AI to generate NPC dialogue during gameplay and synthesize NPC voices. Spoken input is transcribed so villagers and the dragon companion can respond to the player. AI-assisted artwork and writing are also used in development and in store-page marketing. Conversations are experimental and responses may be inconsistent. | EZY Studios | - | Oct 7, 2026 | |
Seven Gate : Lost Hunter In-game content audioart | Generative AI tools were used during development to assist in creating select assets, including a character's voiceover audio, UI design elements, and specific artwork. All generated content was manually edited, refined, and integrated by the developer to ensure quality and stylistic consistency. | Cyrus Games Studio | - | Oct 7, 2026 | |
无尽战斗:放置与构筑 In-game content codeart | Part of the game's code was generated and optimized with the assistance of AI development tools during the development process.
Some store presentation materials (including the game logo, icon, and background images) were also created with the assistance of AI tools and have been manually reviewed to ensure they do not contain infringing content.
All in-game art assets are legally purchased from third-party asset stores or obtained from open-source resources, and are used in accordance with the licenses provided by the respective authors. | Flow Studio | - | Oct 7, 2026 | |
Demonfall Unclear art | Backdrops have been outsourced by other artists on the demo build. AI checker highlights this as being AI generated. | Rebirth Studios | - | Oct 6, 2026 | |
HAMSTER: CLAW In-game content art | Some artwork used on this store page and in marketing materials (key art and capsule images), and some in-game 2D art such as item icons, was created with the help of generative AI tools and then selected, edited and composited by the developer. The game does not generate any AI content during gameplay and does not connect to any AI service. | PickGet | - | Oct 6, 2026 | |
Echoes of Another Sky In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 6, 2026 | |
All Machines Must Die Dev only | AI was used to accelerate some of the development workflow. | SmallIndieDev | - | Oct 6, 2026 | |
Arcforge In-game content artaudio | Some textures, images, and music tracks in Arcforge were created using generative AI. | SWKEY_GAMES | - | Oct 6, 2026 | |
Last Knight ~ Reclaim the Empire ~ In-game content arttext | This game used AI assistance to help arrange the store page artwork and to support programming. AI assistance was also used to write the store page text, and the multi-language localization in the current version was produced with AI assistance. All AI-related work was carried out under the direction and planning of the developer. | Honga Games Inc. | - | Oct 6, 2026 | |
Catacrawl In-game content art | Pre-generated content only, nothing is generated while the game runs. Most of the pixel art for monsters, bosses, world objects (shrines, totems, traps, items), boon card art and the three hero cats was generated with PixelLab (an AI pixel-art tool) from text prompts and from our own hand-drawn references, then hand-corrected, quantized to the game's palette and animated frame by frame. The music and all sound effects are synthesized procedurally in our own code (no AI). Purchased asset packs (tiles, UI) are hand-drawn by their artists. No AI-generated text, voices or story. | eedee | - | Oct 6, 2026 | |
Ashes of Animara Dev only code | I used ai for some complex implementations. | Zimix | - | Oct 4, 2026 | |
Wild Heroes: Fight Together Unclear art | AI assistance used for some visuals. | Smobu | - | Oct 4, 2026 | |
Valenya Online Live AI arttext | Some scenery, creature and equipment sprites, as well as some quest texts, were created with the help of generative AI tools, then manually edited and reviewed before integration. Playable characters (Liberated Pixel Cup), music and main texts are human-created works.
During play, some NPCs offer optional, private text conversations generated by external AI services through our game server. A short memory summary may be generated to help that NPC remember previous conversations with the same player. These conversations are separate from scripted quest dialogue and cannot grant quests, items or rewards. This feature has usage limits and carries no additional charge. | Aurélien Souville | - | Oct 4, 2026 | |
Starscar In-game content art | The store capsule artwork (and the app/shortcut icons cropped from it) was created with AI image generation tools. All in-game content — art, models, audio, writing — was not AI generated. | Mars Rover Games | - | Oct 4, 2026 | |
World of ALPA In-game content arttext | Generative AI was used to create the illustrations, as well as a small portion of the character artwork and dialogue. This content was created during development. The game does not generate AI content during gameplay. | Nater Studio | - | Oct 3, 2026 | |
文字刷宝录 Text Loot Codex In-game content audio | Some of the music and sound effects in the game were AI-generated and subsequently manually adjusted by a human. | 棱镜工作室 | - | Oct 3, 2026 | |
Unstoppable Arrow Store/marketing art | Generative AI tools were used to create the game logo and some promotional artwork for the Steam store page. The generated content was reviewed, cropped, edited, and arranged by the developer before publication. The game does not use generative AI to generate content during gameplay. | bloodyice | - | Oct 3, 2026 | |
Age Of Enoch Dev only code | Inteligência artificial usada para fins de aprimoramento de código e tarefas repetitivas. | drezitu | - | Oct 3, 2026 | |
Goblin Apocalypse: Open World Survival In-game content textaudioart | AI is used to assist with the localization and translation of the game's store page and in game text. It is also used to assist with some simple voice interactions, such as goblin growls and battle cries, as well as basic texture adjustments that fit the game's low poly visual style. | Nons Games | - | Oct 3, 2026 | |
Lootale Slash In-game content artcodetext | Generative AI tools were used as development assistants for selected visual assets, code, and localization drafts. All AI-assisted outputs were reviewed, edited, adapted, and integrated by the development team. The final creative direction, game design, implementation, and quality control were handled by humans. No content is generated by AI during gameplay. | Pesselp LTDA | - | Oct 3, 2026 | |
Ferrite Runner In-game content textart | Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally. | koh-gt | - | Oct 3, 2026 | |
Sun To Sun: Endure In-game content artaudiotext | Some of the game's artwork was created from the developer's own sketches and refined using AI image tools. Some sound effects were produced with the help of AI audio tools. The in-game text was translated into the supported languages with the help of AI tools. All content is reviewed and approved by the developer before release. | Titan L.E.M.A.R Studios | - | Oct 1, 2026 | |
Guild of Souls In-game content art | Guild of Souls features artwork developed with generative AI. | Recoil Mojo | - | Oct 1, 2026 | |
Veilborn In-game content audio | Audio and music are AI generated. | Xootic | - | Oct 1, 2026 | |
Idle Abyss Princesses In-game content artaudiotext | Generative AI tools were used during development to create or assist with character illustrations, some character sprites and other visual assets, store and promotional artwork, background music, and portions of localized text. These assets were selected, processed and integrated by the developer. The game does not generate AI content during play and does not connect to external AI services at runtime. | Peter | - | Oct 1, 2026 | |
Tiny Vessel In-game content artaudiotext | Some of the game's pre-rendered assets were created with generative AI tools during development and then reviewed, edited and integrated by the developer: parts of the pixel art, parts of the sound effects, and the translations from the English original. Nothing is generated while you play: the game uses no AI at runtime and collects no player data for AI training. | Lazy Frog Games | - | Oct 1, 2026 | |
Crimson Ark In-game content artaudiotext | Generative AI was used during development to help create some visual and audio assets, dialogue, and translations. This content was selected and edited during development and incorporated into the game. No content is generated by AI in real time during gameplay. | Gneul | - | Oct 1, 2026 | |
Threshold Zero In-game content audio | I used AI to help generate some of the voice acting that is used in the game. | Ken Henson | - | Oct 1, 2026 | |
Wizards of Elnia In-game content art | Generative AI was used to create portions of the game’s artwork. All such content is prepared during development; no content is AI-generated during gameplay. | Black Fox Games | - | Oct 1, 2026 | |
Fallen Crowns Store/marketing art | Some artwork and marketing assets for Fallen Crowns were created with the assistance of generative AI tools. All AI-assisted assets were reviewed and edited by the developer before inclusion. The game does not use AI to generate content live during gameplay. | Demonia Game Studios | - | Oct 1, 2026 | |
仙帝神兵 In-game content art | 本游戏有借助AI生成部分图片,比如游戏加载页,部分人物素材,其余游戏内容均为原创。 | 仙帝神兵工作室 | - | Oct 1, 2026 | |
go Up Dev only code | This game uses generative AI to write code. | yee | - | Oct 1, 2026 | |
SaviorS : Oath of the Blade In-game content | I use generative AI tools to help develop some in-game assets. | Ouloboros Studio | - | Oct 1, 2026 | |
Soul Stream Unclear artaudio | Art Resource, BGM, Store Asset | Enter the Game Studios | - | Oct 1, 2026 | |
After ICEY In-game content textartcode | Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases.
In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it. | TAMASHI GAMING | - | Sep 30, 2026 | |
Tiny RTS In-game content audioart | The Sounds and some Assets are AI-Generated | DiaP | - | Sep 30, 2026 | |
The Pale Sorcerer In-game content artaudio | Store page capsule images and some in-game sound effects were generated using AI | akameC | - | Sep 30, 2026 | |
Walled Project: K In-game content text | Assists in localization | Kitchan | - | Sep 30, 2026 | |
Backrooms Blocks Unclear | The direction of this game has been altered by artificial intelligence | Snarl | - | Sep 30, 2026 | |
Madame Cheng - Pirate Queen of Hong Kong In-game content art | Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people. | Hong Kong XR Museum, Inc | - | Sep 30, 2026 | |
Restless Path Dev only code | Generative AI has been used to help work with coding.
All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought) | Cotenko Games | - | Sep 30, 2026 | |
准点下班 In-game content codeart | This game uses AI to assist in generating code and 3D models. | 3AGame | - | Sep 30, 2026 | |
Frontier In-game content artaudiotextcode | Frontier was conceived, designed, directed, and extensively play tested by a solo developer. Generative AI was used as the primary production tool to implement that vision, including programming, artwork, audio, writing, and other game assets. Every aspect of the game was developed through an iterative human-directed process, with the developer specifying requirements, reviewing results, requesting revisions, making design decisions, integrating systems, and personally testing and approving the final content. No generative AI is used during gameplay. | Gunthrek | - | Sep 30, 2026 | |
Necromarch art | character design | MGM LLC | - | Sep 30, 2026 | |
Through the Void: Echoes In-game content art | Some promotional artwork on this store page was created using generative AI tools. All in-game assets (characters, environments, effects) are original or licensed third-party content. | TON | - | Sep 30, 2026 | |
Last Acre In-game content artcode | Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc. | Aftermath Development | - | Sep 30, 2026 | |
Ember Gold Valkyrie In-game content text | Translation was supported by AI tools. | cretia studio | - | Sep 30, 2026 | |
Time Traveler: Divergence Live AI textaudio | Time Traveler: Divergence uses locally running generative AI to enable dynamic NPC conversations. AI-generated dialogue is constrained by the game's predefined rules, characters, world knowledge, and simulation state. AI is also used locally to generate voice-over for these dynamic conversations. No external AI service is required during gameplay. | Fako's Studio | - | Sep 30, 2026 |