Some promotional images and game art are generated by AI
- Creator
- 阿郎
- Reviews
- 64
- Added
- May 23, 2026
Public Steam disclosure research 25,394 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.
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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 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.
"Generative AI tools were used to create the static character sprites and background images for this visual novel."
AI tools were used to assist with writing game narrative and event text during development. All style guides directing tone, humor, and historical relevance were created by the developer and all content was reviewed, edited, and curated by the developer.
AI is currently used for translated text.
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.
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.
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.
AI-generated paintings were used in the game prototype to populate the manor’s interiors.
This game currently includes a few 2D Image AI-generated assets (those include 5 of the slot machine's icons, 7 character portraits displayed on the main hallway, the main menu background image & current thumbnail) used as placeholders during the Early Access phase. These assets are scheduled to be replaced with original, non-AI artwork in a future content update. No AI tools are used for live, runtime content generation.
仅用AI生成了极少数,用于装饰作用的美术素材
AI is used for translation purposes only. It has not been used in any way for graphics, 3D models, or other assets.
Music and some visual assets used in this experience were AI generated
Generative AI was used during development to draft initial art concepts and assist with the foundation of text localization. All final in-game visual assets were manually refined, edited, and finished in Photoshop to ensure a high-quality, hand-crafted aesthetic. Localization was human-reviewed to ensure accuracy for players.
AI is only used to create art assets, backgrounds, and visual materials during the development of the game. It is not used for any in-game mechanics, NPC behaviors, or real-time interactions with players.
Some background scenes, supporting character artwork, music, and localization text in this game were created with the assistance of AI generation tools. All main character artwork, UI design, and core visual assets were created by human artists.
This game has a minor amount of AI assets that have been highly modified or only used as a base to be turned into original work.
The game features a multilingual system, with some languages processed using AI. Some UI elements and game scene components were designed with AI assistance. Game plugin code was processed using AI. Some game music, sound effects, and trailer music were also processed using AI.
Using AI for individual sentence translation and image resources.
We use AI for localization for the store page.
Generative AI was used during the development process to enhance and diversify the variety of card assets and narrative content. This technology allowed for the creation of a more expansive and unique library of scenarios, ensuring a richer and more varied gameplay experience for the player.
This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds. All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights.
Some parts of the image asset production and adjustment process involved the auxiliary use of technologies including generative AI.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
This game includes content generated by generative AI. Content created using generative AI: BGM (in-game) Advertisement images (in-game) Translations (in-game) Promotional video BGM (store page) Advertisement images behind the logo (store page) Translations of the game description (store page)
游戏的自由模式部分交互提供了实时生成的AI文字聊天选项
To ensure that the story and atmosphere resonate perfectly with players across all languages, AI was used in the game's localization process.
The in-game graphics and sound are generated by AI and then modified and adjusted by creators before being used. In World End Dystopia, AI technology is used as a supplementary tool in certain parts of the production process. AI supports tasks such as prototyping, comparison, and organization, while the worldbuilding, narrative, game design, and all final expressions and decisions are created entirely by human hands. Just as the AI “EDEN” depicted in the game exists to support human choice, AI in the real-world development process is likewise limited to an assistive role—supporting human understanding and judgment rather than replacing creativity or decision-making.
We use AI tools during development to speed up routine work, but all final decisions are made by the team. Text translation AI helps with draft translations of UI and in‑game texts, which are then reviewed and edited by human translators to keep the tone and meaning consistent. Code generation AI is used to generate boilerplate code and suggest improvements, while core systems, gameplay logic, optimization and security are always designed, reviewed and tested by developers.
God is not scripted. Every conversation is generated in real time by Claude, Anthropic's large language model — the same technology behind some of the most advanced AI assistants in the world. No two playthroughs are ever the same. All AI interactions are governed by Anthropic's strict safety guidelines and an additional in-game moderation layer. Visual elements crafted with generative tools.
The promotional banner located in the "About This Game" section of the store page was created using AI-generative tools. This illustration was specifically crafted by referencing the game's actual in-game assets and visuals to represent the game's atmosphere. Please note that there is no AI-generated content or assets present within the actual gameplay of 'ANGLE'.
Our game includes the use of AI-assisted visual content. Certain CG (cutscene) images in the game were generated with the assistance of AI tools, based on keyframes and visual direction created by our art team. These assets are pre-generated during development and are not created dynamically. All AI-assisted content is limited to visual presentation only. It is optional, and does not affect gameplay systems, player interaction, progression, or game logic. All core gameplay design, narrative structure, and interactive content are fully created and implemented by the development team.
I use generation AI for some original assets during the production process. Less than 1% of the total.
Proofreading text content
his game uses pre-generated AI tools to assist in the creation of some background music tracks and specific image assets, such as [background art / illustrations]. All AI-generated audio and visual contents were pre-generated during development, manually reviewed, and modified by the developer to ensure they fit the game's intended atmosphere. There is no live-generated AI content during gameplay.
AI-Assisted Development Disclosure This game constructs a sprawling metropolis encompassing hundreds of locations and nearly 2,000 characters. To realize this scope, we have employed AI-assisted creation tools. AI generation contributed to: character portraits and environmental artwork; portions of dialogue and translated text; and select musical assets. We firmly believe AI serves as a means to build more ambitious worlds and richer content. With AI assistance, our vision of simulating a living, breathing city has become achievable. We hope for your understanding and support.
部分场景、特效由ai生成
All image resources (excluding UI) in this game are generated using AI.
During the development process, we utilized generative AI to assist in creating preliminary assets for backgrounds, characters, UI concepts, as well as initial drafts for music and video elements. All related assets were subsequently refined and manually adjusted by our professional art, sound, and video teams to ensure they align perfectly with the game’s unique artistic style and meet our high-quality standards.
This game uses AI to generate some images.
100% Live-Action footage shot on location. AI limited to 2D UI elements and specific photograph props.
During development, this game used generative AI tools to help brainstorm, expand, and polish narrative and dialogue text, and to assist with in-editor organization in the development stage (for example, using novel/story-related plugins to structure plot outlines). All such material was reviewed, rewritten, and unified by the team; the final in-game text is based on the version approved by the team. If a game build includes dialogue or text generated in real time by a large language model (for example, online responses from a third-party AI service), we will update this disclosure with the specific scope when that feature goes live. In the currently public version, the experience is primarily based on pre-written, human-reviewed story content. We did not use generative AI to replace basic fact-checking for historical subject matter; statements involving history and historical figures remain guided by design intent and human oversight.
As a micro independent team, we utilized AI tools to assist in creating minor graphical assets. This allowed our super limited resources to remain focused entirely on the core gameplay mechanics, coding, and storytelling that define the experience.
We use generative AI as an assistive tool in the following areas of development: Art (Character Portraits) — AI is used to generate initial draft sketches for character portraits. All AI-generated drafts are manually refined, redrawn, and finalized by our artists to meet our quality and style standards. Art (UI Icons) — AI is used to generate a portion of UI icons for the game interface., All AI-generated outputs are reviewed, modified, and approved by our team before inclusion in the final product. We ensure that no AI-generated content infringes on third-party intellectual property rights.
During the game's Early Access (EA) phase, we used AI to quickly build gameplay prototypes, including some art assets. These assets will be iteratively replaced upon the official 1.0 release.
About localization Please note:The English localization is AI-assisted and human-verified. We are continuously refining the text, so please feel free to join us and share any feedback !
I have used AI tools to produce code, images and music for the game.
some voices are generated
During the development period, AI generated concept art was used to speed up our process.
I use AI in this project for generation of some static art assets such as title screens, UI elements, Steam store assets, item images in inventory, and the large world map. AI is NOT used for generating the engine-rendered gameplay, with exception of an image of an item dropped to the ground. All environment tiles, objects and decorations, as well as animated entities (humans, monsters, etc) are generated by human artists. This is a very demanding project; should I get more money and access to artists, ideally I would replace all AI assets. Ideally...
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
万世剑冢 Store/marketing art | Some promotional images and game art are generated by AI | 阿郎 | 64 | 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 | |
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 | |
Vested In-game content text | AI tools were used to assist with writing game narrative and event text during development. All style guides directing tone, humor, and historical relevance were created by the developer and all content was reviewed, edited, and curated by the developer. | Paper Wasp Games | - | May 23, 2026 | |
ワンダーランドに帰らないで In-game content text | AI is currently used for translated text. | Krachware | - | 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 | |
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 | |
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 | |
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 | |
Gambling Simulator - Win it All or Lose it All In-game content art | This game currently includes a few 2D Image AI-generated assets (those include 5 of the slot machine's icons, 7 character portraits displayed on the main hallway, the main menu background image & current thumbnail) used as placeholders during the Early Access phase. These assets are scheduled to be replaced with original, non-AI artwork in a future content update. No AI tools are used for live, runtime content generation. | NG Games | - | May 23, 2026 | |
夜酌星河:吧台物语 Store/marketing art | 仅用AI生成了极少数,用于装饰作用的美术素材 | 星络鲸游戏 | - | May 23, 2026 | |
Daydream Drifters In-game content text | AI is used for translation purposes only.
It has not been used in any way for graphics, 3D models, or other assets. | loloop | - | May 23, 2026 | |
Esqapes Voyages In-game content audioart | Music and some visual assets used in this experience were AI generated | AVCV | - | May 23, 2026 | |
Sin And Serve In-game content arttext | Generative AI was used during development to draft initial art concepts and assist with the foundation of text localization. All final in-game visual assets were manually refined, edited, and finished in Photoshop to ensure a high-quality, hand-crafted aesthetic. Localization was human-reviewed to ensure accuracy for players. | Forgotten Cartridge | - | May 23, 2026 | |
Island of mech 机械岛 In-game content art | AI is only used to create art assets, backgrounds, and visual materials during the development of the game. It is not used for any in-game mechanics, NPC behaviors, or real-time interactions with players. | xhhgames | - | May 23, 2026 | |
Echoes of Ash In-game content artaudiotext | Some background scenes, supporting character artwork, music, and localization text in this game were created with the assistance of AI generation tools. All main character artwork, UI design, and core visual assets were created by human artists. | Ash Studio | - | May 23, 2026 | |
Robust Island In-game content art | This game has a minor amount of AI assets that have been highly modified or only used as a base to be turned into original work. | Cornerstone Ministry | - | May 23, 2026 | |
The Rule of Adult In-game content textartaudio | The game features a multilingual system, with some languages processed using AI.
Some UI elements and game scene components were designed with AI assistance.
Game plugin code was processed using AI.
Some game music, sound effects, and trailer music were also processed using AI. | HaiBin Studio | - | May 23, 2026 | |
终末执棋者 In-game content textart | Using AI for individual sentence translation and image resources. | Sublime Studio | - | May 23, 2026 | |
The Warden's Rite In-game content text | We use AI for localization for the store page. | Storyforge Games | - | May 23, 2026 | |
Throne of Decisions In-game content arttext | Generative AI was used during the development process to enhance and diversify the variety of card assets and narrative content. This technology allowed for the creation of a more expansive and unique library of scenarios, ensuring a richer and more varied gameplay experience for the player. | Five Punch Studio | - | May 23, 2026 | |
Funeral Flowers Lament: Helena In-game content art | This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds.
All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights. | Kiseki Kobo Games | - | May 23, 2026 | |
葦原のアニマ Unclear art | Some parts of the image asset production and adjustment process involved the auxiliary use of technologies including generative AI. | July Lab. | - | May 23, 2026 | |
Balorizon In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | 25 | May 23, 2026 | |
Add Flyers To Dreams In-game content audioarttext | This game includes content generated by generative AI.
Content created using generative AI:
BGM (in-game)
Advertisement images (in-game)
Translations (in-game)
Promotional video BGM (store page)
Advertisement images behind the logo (store page)
Translations of the game description (store page) | KakeiA | - | May 23, 2026 | |
请神 Live AI text | 游戏的自由模式部分交互提供了实时生成的AI文字聊天选项 | largeland | - | May 23, 2026 | |
Liminal:Childhood Memories In-game content text | To ensure that the story and atmosphere resonate perfectly with players across all languages, AI was used in the game's localization process. | Threshold Interactive | - | May 23, 2026 | |
World End Dystopia In-game content artaudio | The in-game graphics and sound are generated by AI and then modified and adjusted by creators before being used.
In World End Dystopia, AI technology is used as a supplementary tool in certain parts of the production process. AI supports tasks such as prototyping, comparison, and organization, while the worldbuilding, narrative, game design, and all final expressions and decisions are created entirely by human hands.
Just as the AI “EDEN” depicted in the game exists to support human choice, AI in the real-world development process is likewise limited to an assistive role—supporting human understanding and judgment rather than replacing creativity or decision-making. | GRAVITY GAME ARISE Co., Ltd. | - | May 23, 2026 | |
MECH OPS 2092 In-game content codetext | We use AI tools during development to speed up routine work, but all final decisions are made by the team.
Text translation
AI helps with draft translations of UI and in‑game texts, which are then reviewed and edited by human translators to keep the tone and meaning consistent.
Code generation
AI is used to generate boilerplate code and suggest improvements, while core systems, gameplay logic, optimization and security are always designed, reviewed and tested by developers. | Tech Guys | - | May 23, 2026 | |
9 MINUTES AND 59 SECONDS TO HEAVEN Live AI textart | God is not scripted. Every conversation is generated in real time by Claude, Anthropic's large language model — the same technology behind some of the most advanced AI assistants in the world. No two playthroughs are ever the same. All AI interactions are governed by Anthropic's strict safety guidelines and an additional in-game moderation layer. Visual elements crafted with generative tools. | Fake Carbonara | - | May 23, 2026 | |
ANGLE In-game content art | The promotional banner located in the "About This Game" section of the store page was created using AI-generative tools. This illustration was specifically crafted by referencing the game's actual in-game assets and visuals to represent the game's atmosphere. Please note that there is no AI-generated content or assets present within the actual gameplay of 'ANGLE'. | V.B.B | - | May 23, 2026 | |
集墨聚场™:三国(单机版) In-game content art | Our game includes the use of AI-assisted visual content.
Certain CG (cutscene) images in the game were generated with the assistance of AI tools, based on keyframes and visual direction created by our art team. These assets are pre-generated during development and are not created dynamically.
All AI-assisted content is limited to visual presentation only. It is optional, and does not affect gameplay systems, player interaction, progression, or game logic.
All core gameplay design, narrative structure, and interactive content are fully created and implemented by the development team. | JiMoYou | 27 | May 23, 2026 | |
WIRED TOKYO In-game content artaudiotextcode | I use generation AI for some original assets during the production process. Less than 1% of the total. | Daikichi_EMP | - | May 23, 2026 | |
Crystal Vein Unclear text | Proofreading text content | Plus Alpha | - | May 23, 2026 | |
Red Experience In-game content audioart | his game uses pre-generated AI tools to assist in the creation of some background music tracks and specific image assets, such as [background art / illustrations]. All AI-generated audio and visual contents were pre-generated during development, manually reviewed, and modified by the developer to ensure they fit the game's intended atmosphere. There is no live-generated AI content during gameplay. | Clusion Games | - | May 23, 2026 | |
钩心与斗角 In-game content arttextaudio | AI-Assisted Development Disclosure
This game constructs a sprawling metropolis encompassing hundreds of locations and nearly 2,000 characters. To realize this scope, we have employed AI-assisted creation tools. AI generation contributed to: character portraits and environmental artwork; portions of dialogue and translated text; and select musical assets.
We firmly believe AI serves as a means to build more ambitious worlds and richer content. With AI assistance, our vision of simulating a living, breathing city has become achievable. We hope for your understanding and support. | Dreamer Gene | - | May 23, 2026 | |
对不起,我是警察 In-game content art | 部分场景、特效由ai生成 | intiny | 622 | May 23, 2026 | |
Runren Simulator In-game content art | All image resources (excluding UI) in this game are generated using AI. | K.K. | 59 | May 23, 2026 | |
The Legend of Fancy Realm Remake In-game content artaudio | During the development process, we utilized generative AI to assist in creating preliminary assets for backgrounds, characters, UI concepts, as well as initial drafts for music and video elements. All related assets were subsequently refined and manually adjusted by our professional art, sound, and video teams to ensure they align perfectly with the game’s unique artistic style and meet our high-quality standards. | USERJOY Technology Co.,Ltd. | - | May 23, 2026 | |
Who Am I Unclear art | This game uses AI to generate some images. | PantsSmell | - | May 23, 2026 | |
Wordless Forest In-game content art | 100% Live-Action footage shot on location. AI limited to 2D UI elements and specific photograph props. | Dogus Cagrici | 36 | May 23, 2026 | |
朕,不想死! In-game content text | During development, this game used generative AI tools to help brainstorm, expand, and polish narrative and dialogue text, and to assist with in-editor organization in the development stage (for example, using novel/story-related plugins to structure plot outlines). All such material was reviewed, rewritten, and unified by the team; the final in-game text is based on the version approved by the team.
If a game build includes dialogue or text generated in real time by a large language model (for example, online responses from a third-party AI service), we will update this disclosure with the specific scope when that feature goes live. In the currently public version, the experience is primarily based on pre-written, human-reviewed story content.
We did not use generative AI to replace basic fact-checking for historical subject matter; statements involving history and historical figures remain guided by design intent and human oversight. | 四方格工作室 | - | May 23, 2026 | |
The Night Job: Hotel In-game content art | As a micro independent team, we utilized AI tools to assist in creating minor graphical assets. This allowed our super limited resources to remain focused entirely on the core gameplay mechanics, coding, and storytelling that define the experience. | Osem Production | 20 | May 23, 2026 | |
星火燎原 In-game content art | We use generative AI as an assistive tool in the following areas of development:
Art (Character Portraits) — AI is used to generate initial draft sketches for character portraits. All AI-generated drafts are manually refined, redrawn, and finalized by our artists to meet our quality and style standards.
Art (UI Icons) — AI is used to generate a portion of UI icons for the game interface.,
All AI-generated outputs are reviewed, modified, and approved by our team before inclusion in the final product. We ensure that no AI-generated content infringes on third-party intellectual property rights. | Ignicorvus Studios | 212 | May 23, 2026 | |
妖刀传 In-game content art | During the game's Early Access (EA) phase, we used AI to quickly build gameplay prototypes, including some art assets. These assets will be iteratively replaced upon the official 1.0 release. | 余愿制作组 | - | May 23, 2026 | |
明镜江湖行:朔风起 In-game content text | About localization
Please note:The English localization is AI-assisted and human-verified.
We are continuously refining the text, so please feel free to join us and share any feedback ! | 九芽川 Ninth Leaf | 443 | May 23, 2026 | |
Angels Die In-game content artaudiocode | I have used AI tools to produce code, images and music for the game. | Simulators Mainly | - | May 23, 2026 | |
The Great Serpent Beholds In-game content audio | some voices are generated | Zorge Lab | - | May 23, 2026 | |
Krodha Store/marketing art | During the development period, AI generated concept art was used to speed up our process. | notHOW Game Studio | - | May 23, 2026 | |
Offland In-game content art | I use AI in this project for generation of some static art assets such as title screens, UI elements, Steam store assets, item images in inventory, and the large world map.
AI is NOT used for generating the engine-rendered gameplay, with exception of an image of an item dropped to the ground.
All environment tiles, objects and decorations, as well as animated entities (humans, monsters, etc) are generated by human artists.
This is a very demanding project; should I get more money and access to artists, ideally I would replace all AI assets. Ideally... | Second Variety Games | - | May 23, 2026 |