The document images in this game were generated with AI assistance.
- Creator
- G-Yao
- Reviews
- -
- Added
- Jul 8, 2026
Public Steam disclosure research 26,952 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.
The document images in this game were generated with AI assistance.
The comic images in this game were generated with the assistance of AI.
Generative AI is used solely for generating initial drafts of certain static assets.
Some art assets in this game were created with the assistance of AI tools. All AI-generated content was pre-generated during development, and the game does not include any real-time AI-generated content during gameplay.
Generative AI tools were used only to assist with localization and translation drafts. All final text was reviewed and edited by the developer.
Some NPC images used AI-generated images.
Some of the store page artwork, including capsule images and promotional graphics, were created with the assistance of generative AI tools.
Pre-generated AI content: character art, backgrounds, icons and key art images, music and sound effects, and portions of the story text were created with generative AI tools (Google Gemini, fal.ai, Anthropic Claude) and were reviewed and edited by the developers. No AI content is generated at runtime.
Generative AI tools were used to help create some of the 2D store and marketing graphics (e.g. store capsule images). These assets were reviewed and finalized by the developer, who holds the rights to use them. No generative AI is used for content inside the game, and no AI-generated content is produced live during gameplay.
Gemini was used to assist in creating card art and art in backgrounds based off of a Fantasy setting from a not yet published book which is copyrighted. Sounds were created using elevenlabs for card sounds and effects including vo.
I took human-made photographs, edited them by hand, then used AI to apply a consistent art style among them in batches so they all look thematically related
During the Early Access period and onwards to launch, we will be integrating and testing AI technologies to create ongoing secondary content like daily and weekly quests, and the material surrounding those quests needed to communicate that to the gamer. We expect these to significantly enhance the user experience for gamers when used as tools under the guidance of the development team.
This game uses AI to generate some images and audio.
本游戏美术素材使用生成式AI
Some non-interactive assets in Harvest Havoc were produced with AI-assisted tools: - Background music tracks were generated via AI music synthesis models, then curated and mixed by the developer. - Sound effects were produced with AI-assisted audio generation tools. - English and Japanese in-game text was drafted with AI translation assistance and then reviewed by the developer. All gameplay code, level design, sprite art, and character animations were created by the developer without AI generation. No AI content is generated at runtime.
This game utilizes AI support solely for system programming. All other elements—such as music, illustrations, and design—are created by humans without AI assistance.
Guild's Requiem uses generative AI tools to create parts of its content during development. Visual assets — including card illustrations, character portraits, backgrounds, enemy artwork, and UI icons — were produced with AI image tools (Midjourney, Leonardo, Stable Diffusion, and DALL·E) and then reviewed, edited, and curated by the developer. Music and some sound effects were generated with AI audio tools (Udio and ElevenLabs). All AI-assisted content was checked and integrated by the developer, who has taken steps to ensure the shipped content is appropriate and does not infringe third-party rights. The game does not generate any content in real time; there is no AI running during gameplay.
Hired as an assistant for writing programming code. They weren't of much use.
AI used in the creation of some graphic resources
Some visual assets used in Organized Chaos were created with the assistance of generative artificial intelligence tools, including character art, item icons, environmental props, and promotional/game UI visuals. These assets were reviewed, selected, edited, and implemented by the developer to match the game’s intended style, readability, and gameplay needs.
This game uses pre-generated AI-assisted artwork during development, including some character illustrations, item icons, background images, and store/marketing assets. All AI-assisted assets are reviewed, selected, and edited by the development team before being included in the game. The game does not use live generative AI during gameplay and does not connect to external AI services.
Some textures and some code has been created with AI assistance.
Google AI Studio Build and Antigravity were used for coding. ChatGPT was used for design. Stable Diffusion, Gemini 3.1 Flash Image, DALLE-3, MAI-image-1, and GPT-4o were used for images. Suno was used for the BGM. ElevenLabs Sound Effects was used for the sound effects.
This game uses AI-assisted tools for the creation of some content. Certain artwork, voice lines, and sound effects are generated or assisted using third-party AI services, including ElevenLabs. All AI-assisted content is reviewed and integrated during development to ensure it fits the game’s style and overall experience.
General coding. General imagery, including character art and skill icons. All BGM. Some sound effects. General translation.
IA was used for the 2d animation that Will be on the marketing video.
We use AI tools in production for parts of the game's art, animation, voices, music, writing and translation, built on our own mech designs, music compositions, voice performances and story direction. Nothing is generated by AI while you play.
DEFLEKT uses AI-generated assets created during development ("pre-generated"): 3D models for ships, bosses and environment dioramas, background artwork, and portions of the music soundtrack were generated with AI tools and then curated, edited and integrated by the developer. Sound effects are CC0 licensed (Kenney.nl). The game does not generate any content with AI at runtime.
Generative AI was used to create promotional video content for the game's marketing materials (specifically, a cinematic trailer generated with Kling AI). The game's core assets, gameplay, artwork, and audio were created by the development team. No AI-generated content is included in the in-game experience itself.
This game uses generative AI to assist with the creation of some visual, audio, text, and localization assets. All AI-assisted content is reviewed and edited by the development team before being included in the game.
Generative AI was used to assist in creating certain visual assets and concept art. All AI-generated content was reviewed, edited, and integrated by the developer into the final game.
Some images and code were created with the assistance of generative AI.
The background images and cats pictures are pre-rendered AI art
Generative AI has been used when creating some of the images in the menu and as well as when editing some parts of the audio tracks.
Some visual assets used in the game and on the Steam store page were created with the assistance of generative AI and have been further refined and integrated into the game by the developer. No live-generated AI content is used during gameplay.
FragMend is a local video-conversion utility. The application itself contains no AI-generated content and uses no generative AI at runtime, your recordings are processed entirely on your own PC by ffmpeg, with no AI involved and nothing uploaded. Some of the text on this store page and related marketing copy was drafted with the help of a generative AI writing assistant, then reviewed and edited by the developer for accuracy. The app's logo and capsule/library artwork are generated programmatically by the developer's own code (procedural rendering), not by generative AI.
The front-end and some of the art-assets have been created with the help of AI.
AI was used to create some textures that were applied to custom 3D models such as environmental items, clothing, weapons, 3 of the player faces, and some of the 2D UI background. In other words, the model is hand crafted but the color of it is AI generated.
We used AI to assist with the development of this game, including the combat system, game packaging, FMV sequences, and sprite creation.
A small number of icons and minor graphical assets currently used in the game are temporary placeholders created with the help of AI. These assets will be replaced with original, custom-made artwork as development progresses. Our goal is to use fully original content in the final version.
This game uses generative AI during development to assist with selected visual and written content, such as concept art, placeholder materials, localization drafts, and marketing assets. All content included in the game and store materials is reviewed, edited, and approved by the development team before publication.
Generative AI was used during parts of the production process for the game’s graphics, music, and narrative content. AI-generated outputs were edited, revised, and restructured by the developer and were not used in the game without modification. The final gameplay experience, narrative structure, character portrayal, and presentation were designed, curated, and supervised by the developer.
The game's music tracks were generated using AI tools (ElevenLabs Music, on a paid commercial plan, and Stable Audio Open) and were curated and edited by the developer. Key art and some promotional images were created with AI image generation (Stable Diffusion) and reviewed by the developer. All gameplay visuals, game design, and code are original work. No AI content is generated at runtime.
During development, generative AI tools were used to assist in the creation of certain visual assets. All AI-generated content has been reviewed and curated by the development team.
AI tools were used during development to help write the game's code and store text.
Generative AI tools are used to assist the development process, including concept art generation, programming support, and localization. All final content is reviewed and edited by the developer.
Generative AI tools were used during development to assist with visual asset creation, programming support, background music generation, and writing/editing structured script data such as dialogue and localization files.
Some store page graphical assets and marketing images were created with generative AI and edited manually. The game itself does not use generative AI during gameplay.
Our team uses generative AI tools to help develop some in game assets.
AI tools were used during development as coding and asset-pipeline assistants (writing the procedural generation code for models, textures and music) and to help draft store page text. All content was reviewed by the developer. The game does not generate content with AI at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Misplaced In-game content art | The document images in this game were generated with AI assistance. | G-Yao | - | Jul 8, 2026 | |
Factor Zoo In-game content art | The comic images in this game were generated with the assistance of AI. | G-Yao | - | Jul 8, 2026 | |
The Clutch Deck In-game content art | Generative AI is used solely for generating initial drafts of certain static assets. | Maodune studio | - | Jul 8, 2026 | |
Twilight Tides : Mirage Journey In-game content art | Some art assets in this game were created with the assistance of AI tools. All AI-generated content was pre-generated during development, and the game does not include any real-time AI-generated content during gameplay. | TTMJTV | - | Jul 8, 2026 | |
Roll and Die In-game content text | Generative AI tools were used only to assist with localization and translation drafts. All final text was reviewed and edited by the developer. | Faven Games | - | Jul 8, 2026 | |
Conquest of Empires 3 In-game content art | Some NPC images used AI-generated images. | Suzhou Snail Digital Technology Co.,Ltd | - | Jul 8, 2026 | |
无尽扫雷模拟器 Store/marketing art | Some of the store page artwork, including capsule images and promotional graphics, were created with the assistance of generative AI tools. | FishForge | - | Jul 8, 2026 | |
SESTRY In-game content artaudiotext | Pre-generated AI content: character art, backgrounds, icons and key art images, music and sound effects, and portions of the story text were created with generative AI tools (Google Gemini, fal.ai, Anthropic Claude) and were reviewed and edited by the developers. No AI content is generated at runtime. | Industrial Miracle | - | Jul 8, 2026 | |
Pixel: The Challenge Store/marketing art | Generative AI tools were used to help create some of the 2D store and marketing graphics (e.g. store capsule images). These assets were reviewed and finalized by the developer, who holds the rights to use them. No generative AI is used for content inside the game, and no AI-generated content is produced live during gameplay. | pixelplenum.com | - | Jul 8, 2026 | |
Fates of Alimore In-game content artaudio | Gemini was used to assist in creating card art and art in backgrounds based off of a Fantasy setting from a not yet published book which is copyrighted. Sounds were created using elevenlabs for card sounds and effects including vo. | Haplo Takar | - | Jul 8, 2026 | |
Line Go Up Store/marketing art | I took human-made photographs, edited them by hand, then used AI to apply a consistent art style among them in batches so they all look thematically related | Daniel Cazzaniga | - | Jul 8, 2026 | |
Lord of Kensai In-game content text | During the Early Access period and onwards to launch, we will be integrating and testing AI technologies to create ongoing secondary content like daily and weekly quests, and the material surrounding those quests needed to communicate that to the gamer.
We expect these to significantly enhance the user experience for gamers when used as tools under the guidance of the development team. | WRKS Games Singapore | - | Jul 8, 2026 | |
CoAnnCo In-game content artaudio | This game uses AI to generate some images and audio. | SKONEC Entertainment | - | Jul 8, 2026 | |
夏至未来 In-game content art | 本游戏美术素材使用生成式AI | MoonEyes月眼 | - | Jul 8, 2026 | |
麦田幸存者 In-game content audiotext | Some non-interactive assets in Harvest Havoc were produced with AI-assisted tools:
- Background music tracks were generated via AI music synthesis models, then curated and mixed by the developer.
- Sound effects were produced with AI-assisted audio generation tools.
- English and Japanese in-game text was drafted with AI translation assistance and then reviewed by the developer.
All gameplay code, level design, sprite art, and character animations were created by the developer without AI generation. No AI content is generated at runtime. | XiaoyaoStudio | - | Jul 8, 2026 | |
DELTA REVERSI Dev only code | This game utilizes AI support solely for system programming.
All other elements—such as music, illustrations, and design—are created by humans without AI assistance. | XEXTRA JAPAN | - | Jul 8, 2026 | |
Guild's Requiem In-game content artaudio | Guild's Requiem uses generative AI tools to create parts of its content during development. Visual assets — including card illustrations, character portraits, backgrounds, enemy artwork, and UI icons — were produced with AI image tools (Midjourney, Leonardo, Stable Diffusion, and DALL·E) and then reviewed, edited, and curated by the developer. Music and some sound effects were generated with AI audio tools (Udio and ElevenLabs). All AI-assisted content was checked and integrated by the developer, who has taken steps to ensure the shipped content is appropriate and does not infringe third-party rights. The game does not generate any content in real time; there is no AI running during gameplay. | HAGOPA Studio | - | Jul 8, 2026 | |
Rolling Star Dev only code | Hired as an assistant for writing programming code. They weren't of much use. | Atelier Nuclear | - | Jul 8, 2026 | |
To Home Store/marketing art | AI used in the creation of some graphic resources | Hoon Arcade | - | Jul 7, 2026 | |
Organized Chaos In-game content art | Some visual assets used in Organized Chaos were created with the assistance of generative artificial intelligence tools, including character art, item icons, environmental props, and promotional/game UI visuals. These assets were reviewed, selected, edited, and implemented by the developer to match the game’s intended style, readability, and gameplay needs. | Alena Mangusheva | - | Jul 7, 2026 | |
仓王 In-game content art | This game uses pre-generated AI-assisted artwork during development, including some character illustrations, item icons, background images, and store/marketing assets. All AI-assisted assets are reviewed, selected, and edited by the development team before being included in the game. The game does not use live generative AI during gameplay and does not connect to external AI services. | Skyofmine Studio | - | Jul 7, 2026 | |
It Could Be Worse In-game content artcode | Some textures and some code has been created with AI assistance. | Gasoline Taste Studios | - | Jul 7, 2026 | |
Stall Quest In-game content artaudiocode | Google AI Studio Build and Antigravity were used for coding.
ChatGPT was used for design.
Stable Diffusion, Gemini 3.1 Flash Image, DALLE-3, MAI-image-1, and GPT-4o were used for images.
Suno was used for the BGM.
ElevenLabs Sound Effects was used for the sound effects. | こぐわらのAIゲーム開発部 | 16 | Jul 7, 2026 | |
Idiots Stealing Things In-game content artaudio | This game uses AI-assisted tools for the creation of some content. Certain artwork, voice lines, and sound effects are generated or assisted using third-party AI services, including ElevenLabs. All AI-assisted content is reviewed and integrated during development to ensure it fits the game’s style and overall experience. | BlackScale | - | Jul 7, 2026 | |
DmonMaster In-game content artaudiotext | General coding. General imagery, including character art and skill icons. All BGM. Some sound effects. General translation. | Harusame | 21 | Jul 7, 2026 | |
Bounty Hunters: The 4th Dimension Store/marketing art | IA was used for the 2d animation that Will be on the marketing video. | AntiCodec | - | Jul 7, 2026 | |
Bravemech: The Century War In-game content artaudiotext | We use AI tools in production for parts of the game's art, animation, voices, music, writing and translation, built on our own mech designs, music compositions, voice performances and story direction. Nothing is generated by AI while you play. | Bravemech Studio | - | Jul 7, 2026 | |
DEFLEKT In-game content artaudio | DEFLEKT uses AI-generated assets created during development ("pre-generated"): 3D models for ships, bosses and environment dioramas, background artwork, and portions of the music soundtrack were generated with AI tools and then curated, edited and integrated by the developer. Sound effects are CC0 licensed (Kenney.nl). The game does not generate any content with AI at runtime. | Mayd-It Games | - | Jul 7, 2026 | |
Turdventure In-game content art | Generative AI was used to create promotional video content for the game's marketing materials (specifically, a cinematic trailer generated with Kling AI). The game's core assets, gameplay, artwork, and audio were created by the development team. No AI-generated content is included in the in-game experience itself. | Turdventure | - | Jul 7, 2026 | |
帮助老婆谈恋爱NTR In-game content artaudiotext | This game uses generative AI to assist with the creation of some visual, audio, text, and localization assets. All AI-assisted content is reviewed and edited by the development team before being included in the game. | HIBOX | - | Jul 7, 2026 | |
What Was That?! In-game content art | Generative AI was used to assist in creating certain visual assets and concept art. All AI-generated content was reviewed, edited, and integrated by the developer into the final game. | Oleksandra Dotsenko | - | Jul 7, 2026 | |
Stella Echoes Dev only codeart | Some images and code were created with the assistance of generative AI. | digsteel | - | Jul 7, 2026 | |
Chronime Puzzle: Cats In-game content art | The background images and cats pictures are pre-rendered AI art | Quantum Quiver Games | - | Jul 7, 2026 | |
Giraffe Champion 3: Halloween Party & The Ghost Guitar In-game content artaudio | Generative AI has been used when creating some of the images in the menu and as well as when editing some parts of the audio tracks. | John Ramstedt | - | Jul 7, 2026 | |
RT In-game content art | Some visual assets used in the game and on the Steam store page were created with the assistance of generative AI and have been further refined and integrated into the game by the developer. No live-generated AI content is used during gameplay. | Supanova | - | Jul 7, 2026 | |
FragMend Store/marketing textart | FragMend is a local video-conversion utility. The application itself contains no AI-generated content and uses no generative AI at runtime, your recordings are processed entirely on your own PC by ffmpeg, with no AI involved and nothing uploaded.
Some of the text on this store page and related marketing copy was drafted with the help of a generative AI writing assistant, then reviewed and edited by the developer for accuracy. The app's logo and capsule/library artwork are generated programmatically by the developer's own code (procedural rendering), not by generative AI. | Ericksoft | - | Jul 7, 2026 | |
Gods of the Grid In-game content art | The front-end and some of the art-assets have been created with the help of AI. | Apollon Games | - | Jul 7, 2026 | |
Summer Party Slaughter In-game content art | AI was used to create some textures that were applied to custom 3D models such as environmental items, clothing, weapons, 3 of the player faces, and some of the 2D UI background. In other words, the model is hand crafted but the color of it is AI generated. | asmr mr wolf | - | Jul 7, 2026 | |
Caribbean Side Quests In-game content artcode | We used AI to assist with the development of this game, including the combat system, game packaging, FMV sequences, and sprite creation. | TechsolJa Interactive Limited | - | Jul 7, 2026 | |
Retail Rivals In-game content art | A small number of icons and minor graphical assets currently used in the game are temporary placeholders created with the help of AI. These assets will be replaced with original, custom-made artwork as development progresses. Our goal is to use fully original content in the final version. | DreamStudios | - | Jul 7, 2026 | |
Grenadier Command In-game content arttext | This game uses generative AI during development to assist with selected visual and written content, such as concept art, placeholder materials, localization drafts, and marketing assets. All content included in the game and store materials is reviewed, edited, and approved by the development team before publication. | kratijun | - | Jul 7, 2026 | |
Living on Plain Pasta In-game content artaudiotext | Generative AI was used during parts of the production process for the game’s graphics, music, and narrative content.
AI-generated outputs were edited, revised, and restructured by the developer and were not used in the game without modification.
The final gameplay experience, narrative structure, character portrayal, and presentation were designed, curated, and supervised by the developer. | Granité Works | - | Jul 7, 2026 | |
NOVAE: Last Light In-game content audioart | The game's music tracks were generated using AI tools (ElevenLabs Music, on a paid commercial plan, and Stable Audio Open) and were curated and edited by the developer. Key art and some promotional images were created with AI image generation (Stable Diffusion) and reviewed by the developer. All gameplay visuals, game design, and code are original work. No AI content is generated at runtime. | GrazuleX | - | Jul 7, 2026 | |
Feastfall In-game content art | During development, generative AI tools were used to assist in the creation of certain visual assets. All AI-generated content has been reviewed and curated by the development team. | Yuzuki Game Studio | - | Jul 7, 2026 | |
CARNEVALE: Blades in the Crowd Dev only codetext | AI tools were used during development to help write the game's code and store text. | Racc PG | - | Jul 7, 2026 | |
KlikBee In-game content artcodetext | Generative AI tools are used to assist the development process, including concept art generation, programming support, and localization. All final content is reviewed and edited by the developer. | BynxitBit | - | Jul 7, 2026 | |
Unorthodox Rules In-game content artaudiotext | Generative AI tools were used during development to assist with visual asset creation, programming support, background music generation, and writing/editing structured script data such as dialogue and localization files. | Merrick Games | - | Jul 7, 2026 | |
NULLVECTOR Store/marketing art | Some store page graphical assets and marketing images were created with generative AI and edited manually. The game itself does not use generative AI during gameplay. | cesogames | - | Jul 7, 2026 | |
Call of Duty®: Black Ops 6 In-game content art | Our team uses generative AI tools to help develop some in game assets. | Treyarch | 8.7k | Jul 7, 2026 | |
Datacenter Simulator In-game content codeartaudiotext | AI tools were used during development as coding and asset-pipeline assistants (writing the procedural generation code for models, textures and music) and to help draft store page text. All content was reviewed by the developer. The game does not generate content with AI at runtime. | Jelle | - | Jul 7, 2026 |