I have used 3d modeling AI to generate meshes and character models. Additionality, I used TTS to generate audio files.
- Creator
- Ethan Medjuck
- Reviews
- -
- Added
- Mar 18, 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.
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.
I have used 3d modeling AI to generate meshes and character models. Additionality, I used TTS to generate audio files.
Game contains images generated by AI.
Some character portraits were created with the assistance of generative AI and subsequently edited by hand. All game systems, writing, and design are made entirely by humans.
I only used C# coding during game development, as I cannot consider myself an experienced programmer.
Using AI tools to create illustrations.
The music in the trailer, title screen graphics, game over screen graphics, bouncy ball graphic, and airplane graphic were all generated with AI. Everything else was produced by the people who helped develop this product.
Utilized generative AI to create background image assets for portions of the UI.
Some character portraits and textures were created with the assistance of AI tools and then manually edited. Other assets, including the logo and additional textures, were fully manually created.
Some visual assets, including character portraits, game environment art and promotional materials, were created with the assistance of artificial intelligence.
During the development of this game, artificial intelligence was used to create some of the content: 🎨 A portion of the images and illustrations 🎵 The soundtrack 📝 Some in-game texts and localizations All AI-generated content was carefully curated and reviewed to ensure high quality and alignment with the game's vision. AI was used as a tool in the creative process, but the final artistic oversight and approval of all content was performed by the game's author.
AI tools used during development are used for generating some textures like faces of the characters, Voice generators for converting speaking style to appropriate and animations from mixamo for better experience of physics of the characters. Code generation tools are used to fix and analyze parts of code to provide simpleness and make development faster to deliver more products and assets.
Some secondary visual assets in this game were created with the assistance of AI tools. This includes certain in-game illustrations and marketing materials.
This game used generative AI as an assistive tool during development to expand the scope of content production and improve workflow efficiency. The specific areas of use are as follows: Art: AI was used to create most of the background images that establish the game’s historical atmosphere, to enhance the quality of the main character concept art, to create extra character images, and to produce UI icons. All AI-generated visual assets were retouched and edited by artists to match the game’s direction and visual tone. Text and Localization: AI was used to draft large volumes of newspaper articles, public reactions, and text used in minigames. AI was also used to assist with proofreading, context checking, and drafting or reviewing some localized text. All AI-generated or AI-assisted results were reviewed, edited, and adjusted directly by the development team before being used in the game.
No AI has been used to generate game art or code. Some marketing materials use generated textures.
This game uses AI-generated music and sound effects. These are created using licensed tools and reviewed by the development team for quality and originality. No external AI services are connected during gameplay.
Some visual assets, including banners and promotional materials, were created with the assistance of artificial intelligence. All dialogue is generated in real time by artificial intelligence, making each interaction unique and dynamic.
AI has been used in art and music creation.
All game code has been written with the assistance of artificial intelligence tools. Additionally, AI-assisted workflows were used in the creation of visual assets for both the in-game content and the Steam store page.
As a solo developer, I utilized AI technology during development to speed up the generation of art assets. However, please rest assured that all AI-generated content underwent my strict hand-picking, refinement, and optimization. The final game's art style, art direction, and all creative decisions were entirely led, controlled, and are the sole responsibility of me, the developer. Sincerely thank you for your understanding and support!
Some store assets are put together by human hands but use images generated by AI. All in-game assets, screenshots, and videos are human-made with love. Some in-game assets are purchased from artists on itch.io, the rest are handmade.
Some code and design decisions, aswell as store page assets were lightly assisted by AI tools. All game logic and implementation were written, reviewed, and tested by the developer.
In this game, some of the artwork assets have been generated using AI. However, each illustration has been carefully modified by hand to ensure quality and uniqueness. We hope you enjoy the visual experience!
Chibi Wars: Deep State currently uses 3d models and images (such as posters) that have been generated using AI. Our goal is with funding to replace all aspects of models or images produced by AI with products created by real people. I suck at art, so until I can pay someone to make it for me (no one works for free) I have to use AI models and posters (decals).
Game logo and menu logo made with ai tools
Use Ollama to assess the situation and publish in-game current affairs commentary based on it.
Some models are completed with the assistance of AI
Embassy Says No uses a local LLM to generate unique replies for every player and enables you to interview the visa applicant via the chat function.
Some images, music and text-to-speech.
During the development of the game, we used AI as an auxiliary tool in the early stages. Artificial intelligence assisted with background generation, but all elements were significantly reworked and refined by our team. We focused on details, style, and quality to ensure a unique and polished visual aesthetic for the game.
Some of the visuals and music were generated by AI to serve as placeholders before the full release.
The game contains articles, photo and video materials partly or completely generated by artifitial intelligence. All AI generated material has special ingame marking.
Image Generation, Music Generation
The storepage's artwork as well as some of the game art is AI-Generated by me. I am not an artist unfortunately, and cannot afford to hire one, but I did my best to make it look realistic and visually appealing to audiences :)
Some 2D visuals in the game, such as dream sequences or hallucinations, may be AI-generated to create surreal or distorted imagery. However, all gameplay mechanics, writing, and core assets are manually designed
Some textures and sound effects had their source as an AI generation.
This game utilizes pre-generated AI content in its development. The background music tracks were composed using AI music generation tools (Suno). Additionally, some 2D visual assets and illustrations were created with AI assistance (Gemini) and manually refined to fit the game's artistic style. Coding assistance (ChatGPT) was used during the development process.
I use AI-Generated pictures for the game art, as well as the store page. I am unfortunately not a graphical artist. Also, the fake images of the women you can spend time with are AI-Generated, and don't resemble real people. There are AI-Generated paintings in the game that are of a comedic/bromance nature, that I created.
Game logo and menu image is made with ai software.
We used AI to create the capsules for the game's store page.
Museums of History uses AI technology to enhance the visual quality of menu background images. These backgrounds showcase beautifully rendered scenes from the game environment, offering players an engaging preview of the historical settings they’ll explore. By using AI to refine and generate these visuals, we ensure stunning and immersive artwork that sets the tone for the game, while maintaining a focus on historical accuracy and aesthetic appeal.
The images on the store page.
Our graphical novel game features visually captivating art brought to life with the help of AI-powered tools. By combining the creativity of our team with advanced AI technology, we've crafted rich, immersive environments and expressive character designs that enhance the storytelling experience. Dive into a world where art and innovation meet, creating a unique visual journey for players. Additionally, the AI technologies utilized in the game are credited.
The game contains some images, such as terrain types, generated by AI.
In this work, AI-generated images are primarily used for character design and as reference sketches for the following characters: Deeba Buddy City Official Joslinbell’s wheelchair The procedure is as follows: Based on detailed world-building settings, prompts are created and input into Dall-E 3 to generate images multiple times. A single output image—or a combination of several output images—is then used as a reference sketch to create pixel art. In addition, except for some parts, the map background images are also generated by creating prompts from the world-building settings and inputting them into Dall-E 3. The resulting images are then used as reference sketches to produce pixel art. By following this method, while we leverage AI-generated images, the final designs are all completed as pixel art by human hands. Regarding Intellectual Property We respect intellectual property rights and are committed to providing an original, high-quality gaming experience. If, by any chance, there is any content that may infringe on someone’s rights or cause confusion for players, please contact us through comments or messages. We promise to promptly review the situation and make any necessary corrections.
AI has been used in the game for the creation of some background assets like the wallpaper. The images have been edited and altered. Other than backgrounds nothing else is AI generated.
Images created using Photoshop's “Generate Fill” function and music arranged by Suno
Voices of NPC characters are generated by AI via Eleven Labs, No other AI generated content but that. All pictures are human made original, and all text and story is human made as well.
Character portraits and voices are AI generated
We use the AI to generate the concept arts, and some place holders for steamstore for ex. We do not use any kind of AI ingame.
The game contains character and landscape illustrations generated by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Bias Brawlers In-game content artaudio | I have used 3d modeling AI to generate meshes and character models. Additionality, I used TTS to generate audio files. | Ethan Medjuck | - | Mar 18, 2026 | |
Quill & Sword: Fate of Eryndor In-game content art | Game contains images generated by AI. | gunesustunalp | - | Mar 18, 2026 | |
Rise to Power: Banana Republic In-game content art | Some character portraits were created with the assistance of generative AI and subsequently edited by hand. All game systems, writing, and design are made entirely by humans. | Pizza OK Games | - | Mar 18, 2026 | |
Snemovna code | I only used C# coding during game development, as I cannot consider myself an experienced programmer. | Richard Haraším | - | Mar 18, 2026 | |
Noir Tycoon Store/marketing art | Using AI tools to create illustrations. | Joybyte Games | - | Mar 18, 2026 | |
Israel vs. Iran: IRON DOME Store/marketing art | The music in the trailer, title screen graphics, game over screen graphics, bouncy ball graphic, and airplane graphic were all generated with AI. Everything else was produced by the people who helped develop this product. | Michael Blair | - | Mar 18, 2026 | |
BRUTAL WAR : The Fall of Great Han In-game content art | Utilized generative AI to create background image assets for portions of the UI. | 1K+ STUDIO | - | Mar 18, 2026 | |
Royal Verdict In-game content art | Some character portraits and textures were created with the assistance of AI tools and then manually edited. Other assets, including the logo and additional textures, were fully manually created. | LestGames Studio | - | Mar 18, 2026 | |
Not Suitable For Screening In-game content art | Some visual assets, including character portraits, game environment art and promotional materials, were created with the assistance of artificial intelligence. | Room 607 Interactive | - | Mar 18, 2026 | |
T*RIFF U!! In-game content artaudiotext | During the development of this game, artificial intelligence was used to create some of the content:
🎨 A portion of the images and illustrations
🎵 The soundtrack
📝 Some in-game texts and localizations
All AI-generated content was carefully curated and reviewed to ensure high quality and alignment with the game's vision. AI was used as a tool in the creative process, but the final artistic oversight and approval of all content was performed by the game's author. | drill | - | Mar 18, 2026 | |
Psycho Partisans: Officer 'Nirvana' In-game content artaudiocode | AI tools used during development are used for generating some textures like faces of the characters, Voice generators for converting speaking style to appropriate and animations from mixamo for better experience of physics of the characters. Code generation tools are used to fix and analyze parts of code to provide simpleness and make development faster to deliver more products and assets. | FritzAndMoses | - | Mar 18, 2026 | |
Shadow Division: Spymaster In-game content art | Some secondary visual assets in this game were created with the assistance of AI tools. This includes certain in-game illustrations and marketing materials. | Asterism Games | - | Mar 18, 2026 | |
The Newspapers of the day In-game content arttext | This game used generative AI as an assistive tool during development to expand the scope of content production and improve workflow efficiency. The specific areas of use are as follows:
Art: AI was used to create most of the background images that establish the game’s historical atmosphere, to enhance the quality of the main character concept art, to create extra character images, and to produce UI icons. All AI-generated visual assets were retouched and edited by artists to match the game’s direction and visual tone.
Text and Localization: AI was used to draft large volumes of newspaper articles, public reactions, and text used in minigames. AI was also used to assist with proofreading, context checking, and drafting or reviewing some localized text.
All AI-generated or AI-assisted results were reviewed, edited, and adjusted directly by the development team before being used in the game. | divingstudio | - | Mar 18, 2026 | |
Flux Commander In-game content art | No AI has been used to generate game art or code. Some marketing materials use generated textures. | Semiterrestrial | - | Mar 18, 2026 | |
Silent Authority: Blood & Bourbon In-game content audio | This game uses AI-generated music and sound effects. These are created using licensed tools and reviewed by the development team for quality and originality. No external AI services are connected during gameplay. | Complex Universe | - | Mar 18, 2026 | |
Civil Purgatory Live AI arttext | Some visual assets, including banners and promotional materials, were created with the assistance of artificial intelligence. All dialogue is generated in real time by artificial intelligence, making each interaction unique and dynamic. | AIGround | 20 | Mar 18, 2026 | |
百日任期 In-game content artaudio | AI has been used in art and music creation. | DK | - | Mar 18, 2026 | |
Life in Jasskia: a Coffee Shop In-game content artcode | All game code has been written with the assistance of artificial intelligence tools.
Additionally, AI-assisted workflows were used in the creation of visual assets for both the in-game content and the Steam store page. | Ak Ene Entertainment | - | Mar 18, 2026 | |
真相剪辑师(Redacted) In-game content art | As a solo developer, I utilized AI technology during development to speed up the generation of art assets. However, please rest assured that all AI-generated content underwent my strict hand-picking, refinement, and optimization. The final game's art style, art direction, and all creative decisions were entirely led, controlled, and are the sole responsibility of me, the developer.
Sincerely thank you for your understanding and support! | 始于空006(SYK006) | - | Mar 18, 2026 | |
Harwell In-game content art | Some store assets are put together by human hands but use images generated by AI. All in-game assets, screenshots, and videos are human-made with love.
Some in-game assets are purchased from artists on itch.io, the rest are handmade. | Caleb Houlding | - | Mar 18, 2026 | |
Iron Revenge 3D Store/marketing codeart | Some code and design decisions, aswell as store page assets were lightly assisted by AI tools. All game logic and implementation were written, reviewed, and tested by the developer. | Steelbyte Labs | - | Mar 18, 2026 | |
GlobalQuarantine In-game content art | In this game, some of the artwork assets have been generated using AI. However, each illustration has been carefully modified by hand to ensure quality and uniqueness. We hope you enjoy the visual experience! | Contagio Games | - | Mar 18, 2026 | |
Chibi Wars: Deep State In-game content art | Chibi Wars: Deep State currently uses 3d models and images (such as posters) that have been generated using AI. Our goal is with funding to replace all aspects of models or images produced by AI with products created by real people. I suck at art, so until I can pay someone to make it for me (no one works for free) I have to use AI models and posters (decals). | Brat Gaming | - | Mar 18, 2026 | |
Trump Trade War In-game content art | Game logo and menu logo made with ai tools | Tero Lunkka | 13 | Mar 18, 2026 | |
Electoral Empire: Vote to Rule, Lie to Shine Unclear | Use Ollama to assess the situation and publish in-game current affairs commentary based on it. | Water Wood Games | - | Mar 18, 2026 | |
The Presidential Assassins Unclear | Some models are completed with the assistance of AI | Kun Game | - | Mar 18, 2026 | |
Embassy Says No Live AI text | Embassy Says No uses a local LLM to generate unique replies for every player and enables you to interview the visa applicant via the chat function. | Appelmoes | - | Mar 18, 2026 | |
Elon Musk Saves Britain Unclear artaudiotext | Some images, music and text-to-speech. | Julian Henley | - | Mar 18, 2026 | |
Mr. Billion: Idle Rich Tycoon In-game content art | During the development of the game, we used AI as an auxiliary tool in the early stages. Artificial intelligence assisted with background generation, but all elements were significantly reworked and refined by our team. We focused on details, style, and quality to ensure a unique and polished visual aesthetic for the game. | U Master | 84 | Mar 18, 2026 | |
Trade Empire In-game content artaudio | Some of the visuals and music were generated by AI to serve as placeholders before the full release. | Valengate | - | Mar 18, 2026 | |
1992: Rasputie art | The game contains articles, photo and video materials partly or completely generated by artifitial intelligence. All AI generated material has special ingame marking. | A2B games | - | Mar 18, 2026 | |
Get'TRUMP`ed Trivia Unclear artaudio | Image Generation, Music Generation | OutLandishly Crafted | - | Mar 18, 2026 | |
HANGMAN.exe In-game content art | The storepage's artwork as well as some of the game art is AI-Generated by me. I am not an artist unfortunately, and cannot afford to hire one, but I did my best to make it look realistic and visually appealing to audiences :) | Luke Grayson | - | Mar 18, 2026 | |
The Devil’s Gun Market In-game content art | Some 2D visuals in the game, such as dream sequences or hallucinations, may be AI-generated to create surreal or distorted imagery. However, all gameplay mechanics, writing, and core assets are manually designed | Engincan Çiçek | - | Mar 18, 2026 | |
Bolsheviktion 3D In-game content artaudio | Some textures and sound effects had their source as an AI generation. | Pelican Blue Software | 37 | Mar 18, 2026 | |
The Fruit Merchant's Diary In-game content audioartcode | This game utilizes pre-generated AI content in its development. The background music tracks were composed using AI music generation tools (Suno). Additionally, some 2D visual assets and illustrations were created with AI assistance (Gemini) and manually refined to fit the game's artistic style. Coding assistance (ChatGPT) was used during the development process. | Ofizu Games | - | Mar 18, 2026 | |
Trump Simulator 2025 In-game content art | I use AI-Generated pictures for the game art, as well as the store page. I am unfortunately not a graphical artist.
Also, the fake images of the women you can spend time with are AI-Generated, and don't resemble real people.
There are AI-Generated paintings in the game that are of a comedic/bromance nature, that I created. | Trump Games | 95 | Mar 18, 2026 | |
Trump Tariff Store/marketing art | Game logo and menu image is made with ai software. | Valkeala Software | 21 | Mar 18, 2026 | |
PUBLIC TOILET SIMULATOR Store/marketing art | We used AI to create the capsules for the game's store page. | OneiGames | - | Mar 18, 2026 | |
Museums of History In-game content art | Museums of History uses AI technology to enhance the visual quality of menu background images. These backgrounds showcase beautifully rendered scenes from the game environment, offering players an engaging preview of the historical settings they’ll explore.
By using AI to refine and generate these visuals, we ensure stunning and immersive artwork that sets the tone for the game, while maintaining a focus on historical accuracy and aesthetic appeal. | Zaid Wajid | - | Mar 18, 2026 | |
The Fable of Fairy Glen Store/marketing art | The images on the store page. | Jason Bowen | - | Mar 18, 2026 | |
Transregnum In-game content art | Our graphical novel game features visually captivating art brought to life with the help of AI-powered tools. By combining the creativity of our team with advanced AI technology, we've crafted rich, immersive environments and expressive character designs that enhance the storytelling experience. Dive into a world where art and innovation meet, creating a unique visual journey for players. Additionally, the AI technologies utilized in the game are credited. | Yunus Emre Aydar | - | Mar 18, 2026 | |
Age of History II Definitive Edition In-game content art | The game contains some images, such as terrain types, generated by AI. | Łukasz Jakowski | 1.8k | Mar 18, 2026 | |
Shoestrings Story In-game content art | In this work, AI-generated images are primarily used for character design and as reference sketches for the following characters:
Deeba
Buddy
City Official
Joslinbell’s wheelchair
The procedure is as follows:
Based on detailed world-building settings, prompts are created and input into Dall-E 3 to generate images multiple times.
A single output image—or a combination of several output images—is then used as a reference sketch to create pixel art.
In addition, except for some parts, the map background images are also generated by creating prompts from the world-building settings and inputting them into Dall-E 3. The resulting images are then used as reference sketches to produce pixel art.
By following this method, while we leverage AI-generated images, the final designs are all completed as pixel art by human hands.
Regarding Intellectual Property
We respect intellectual property rights and are committed to providing an original, high-quality gaming experience.
If, by any chance, there is any content that may infringe on someone’s rights or cause confusion for players, please contact us through comments or messages. We promise to promptly review the situation and make any necessary corrections. | KITTYPOOL | - | Mar 18, 2026 | |
Government Contractors: Arms of Influence In-game content art | AI has been used in the game for the creation of some background assets like the wallpaper. The images have been edited and altered. Other than backgrounds nothing else is AI generated. | Dan K. | - | Mar 18, 2026 | |
紅蜘蛛外伝:暗花 In-game content artaudio | Images created using Photoshop's “Generate Fill” function and music arranged by Suno | studio wasp | 12 | Mar 18, 2026 | |
Hopepunk City In-game content audiotext | Voices of NPC characters are generated by AI via Eleven Labs, No other AI generated content but that. All pictures are human made original, and all text and story is human made as well. | Date Ariane Games | - | Mar 18, 2026 | |
Election FighterZ: Kamala vs trump In-game content artaudio | Character portraits and voices are AI generated | Steven Silverstein | - | Mar 18, 2026 | |
Redline Express Store/marketing art | We use the AI to generate the concept arts, and some place holders for steamstore for ex. We do not use any kind of AI ingame. | SandZ Studio | - | Mar 18, 2026 | |
Crime Lords In-game content art | The game contains character and landscape illustrations generated by AI. | Cosca Interactive | - | Mar 18, 2026 |