Pictures and sound
- Creator
- GraveBound Studios
- Reviews
- -
- 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.
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.
Pictures and sound
This game uses generative AI to assist with localization and translation between Japanese and English.
Generative AI was used throughout the development process. It was utilized alongside humans to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure quality and consistency.
Some assets in this game were generated using AI.
This game was developed with AI collaboration. Visual assets including unit sprites, tile textures, and promotional artwork were created with the assistance of generative AI. Game code was developed with AI pair programming. All AI-generated content was reviewed, curated, and refined by the developer. No AI content is produced dynamically during gameplay — all assets and code are pre-made and shipped with the game.
Some image assets in this game are generated by AI.
This product uses AI tools to assist in generating code, art assets, and other content. All AI-generated materials have been significantly edited, modified, and polished by human developers to ensure originality, quality, and compliance with copyright regulations.
Some marketing assets and store page artwork were created with the assistance of AI image generation tools.
in-game illustrations and event card artwork were created with the assistance of AI image generation tools. These are static, pre-rendered assets and do not change during gameplay.
This game uses AI to create assets(in game assets and steam shop) and vibe coding
Code, text, and image generation
A pre-generated AI tool was used during development to help create the main menu background image. The final selected image was curated and integrated by the developer. No live AI-generated content is present in gameplay.
Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it. Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it. Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself: - Coding assistance while writing the game's GDScript. - An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions. - Assistance in building linters (Valve YAML sheets) that check the project's text. - Drafting and summarizing the release notes (patch notes) from the project's changelog. None of this creates any of the writing, art, audio, or design inside the game. Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows.
Stellar Hustler uses generative AI tools to help create in game assets. All output is reviewed, edited and refined by the developer before shipping.
During development of this game AI was used for code completion, art generation, text descriptions and a psychological/motivational/emotional support as well as release planning. Pretty much at every step of this game dev journey the AI was part of it.
This game uses AI-generated images for all in-game graphics, promotional materials, and store page assets (with the exception of some licensed UI icons). All generated graphics have been manually reviewed. Additionally, AI (Google Gemini) was used as a development tool to assist with writing code and designing game mechanics. However, the final game runs entirely offline and does not contain any live-generating AI systems.
The in-game character sprites and 2D scene graphics are created using AI and subsequently refined in post-production. They have been labeled during the game review process. Please exercise caution when making purchases.
Some in-game 3D assets were created using AI-assisted tools and have been reviewed and modified by the developer before being included in the game.
This game used AI in code and UI development
Texture mapping and music sound effects use a little bit of AI
The text has been translated using AI, and some of the images were generated by AI.
This game includes AI-assisted visual content, including character portraits and promotional assets. All content has been significantly modified, reviewed, and curated by the developer to ensure originality and avoid resemblance to any real individuals. The game does not depict or reference real persons.
This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music.
Some AI was used in generating the art used as background in various "personal journal" sequences throughout the game's story arc.
AI-generated images were used during the concept and reference phase. All final in-game artwork, including card illustrations, backgrounds, UI elements, and promotional materials, was hand-crafted and finalized by the developer.
Generative AI was used to assist in the creation of visual assets, such as textures and UI backgrounds. Additionally, in-game text was refined and localized with the help of AI to ensure grammatical accuracy and a natural flow in English
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
This game uses AI to generate the background images used in game.
Character portraits, battle scene backgrounds, and promotional artwork were created using AI image generation (Midjourney). All game design, narrative, code, and music are human-created.
The game's code is written with the help of AI. Every other gameplay aspects and assets, i.e. Art, Audio, etc., is human produced, with love and care sprinkled in.
This game uses generative AI to create various pre-rendered 2D visual assets, such as user interface elements, backgrounds, and item icons. Some pre-rendered audio and sound effects were also generated using AI tools. There is no live-generation of AI content while playing the game.
I used AI-assisted tools to help create and animate characters, manually refining and adapting them to fit the game's art style. All other content, including world-building, UI, SFX, VFX, was either licensed from professional artists or created traditionally.
background music tracks were created with the assistance of generative AI. No AI-generated content is created during gameplay.
This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer. All language translations were done using Claude. If there are any mistranslations, please contact me to fix them!
AI is used to create codes for the game, also used to create some graphical elements, like usage of upscayl to create larger map, some character may also created with ai. Texture etc is hand made, (see full disclosure in credits page within the game, this page also available in demo)
This game was developed with the assistance of generative AI tools. Character and background artwork was created using Scenario.com. Sound effects were generated using ElevenLabs, and background music was composed using Lyria 2. These tools were used to support the creative vision of a solo indie developer.
Some visual assets used in this game were created with the help of AI-assisted tools during development. AI-assisted tools were also used for parts of the programming process. No AI is used during gameplay, and the game does not generate live content for players.
AI-generated imagery was used for the game's logo and store page assets. No AI content is generated during gameplay.
Store page AI translation done in the following languages: Chinese (Simplified), Japanese, Korean, Thai, Russian, Spanish, German, Portugese (Brazilian), Turkish, Polish.
An AI was consulted for ideas on how an AI would act if taking over the world. Game logo image was generated using generative artificial intelligence. Music before remixing/producing created with generative AI.
This game uses generative AI tools during development to assist with the creation of certain art assets, text, and programming content. The gameplay design and final integration are completed by the developer. All such content has been manually reviewed, refined, and approved by the developer to ensure it fits the game's design goals and remains consistent with the materials presented on the store page.
Some background music in the game was composed with the assistance of generative AI tools. These tracks were subsequently edited, mixed, and refined by the developer to ensure alignment with the game's sci-fi aesthetic.
Dominoir uses generative artificial intelligence as a supporting tool during development. AI was used to assist in the creation of certain audio elements and early visual concepts, including parts of the game’s music and logo. All assets were curated, edited, and finalized by the developer to ensure consistency with the game’s handcrafted art direction and overall quality. Generative AI is not used during gameplay, and no player data is processed by AI systems.
Some in-game images and sounds are generated by Generative Artificial Intelligence.
AI tools were used to assist in creating some store page artwork and visual assets.
Artwork, Storytelling are made with the help of AI
Some of the images in this game are created using artificial intelligence.
The title screen video, as well as some character portraits and battle graphics, were created using AI generation tools.
【AI Generated Content Disclosure】Art and animation assets in this game are created with AI assistance
Only the original artwork was created using AI generation tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Omen of the Godless Unclear artaudio | Pictures and sound | GraveBound Studios | - | May 23, 2026 | |
tombolo In-game content text | This game uses generative AI to assist with localization and translation between Japanese and English. | ISHIHARA MGF | - | May 23, 2026 | |
Box Office Mayhem: Theatre Tycoon In-game content arttext | Generative AI was used throughout the development process. It was utilized alongside humans to assist with tasks. Notably: debugging, localization, asset creation, and marketing materials. All AI-generated content was reviewed, edited, and integrated by the developer to ensure quality and consistency. | Tidefall Interactive | 16 | May 23, 2026 | |
MoeArmy vs SuArmy In-game content | Some assets in this game were generated using AI. | KumiLGames | - | May 23, 2026 | |
GridLock In-game content artcode | This game was developed with AI collaboration. Visual assets including unit sprites, tile textures, and promotional artwork were created with the assistance of generative AI. Game code was developed with AI pair programming. All AI-generated content was reviewed, curated, and refined by the developer. No AI content is produced dynamically during gameplay — all assets and code are pre-made and shipped with the game. | Mr. Phil Games | - | May 23, 2026 | |
决战-勋章 In-game content art | Some image assets in this game are generated by AI. | SOT烈 | - | May 23, 2026 | |
Prism Age In-game content artcode | This product uses AI tools to assist in generating code, art assets, and other content. All AI-generated materials have been significantly edited, modified, and polished by human developers to ensure originality, quality, and compliance with copyright regulations. | IceStar | - | May 23, 2026 | |
TriVictor Store/marketing art | Some marketing assets and store page artwork were created with the assistance of AI image generation tools. | Armez Studio | - | May 23, 2026 | |
Bull Run In-game content art | in-game illustrations and event card artwork were created with the assistance of AI image generation tools. These are static, pre-rendered assets and do not change during gameplay. | Steve Games | - | May 23, 2026 | |
均灵牌 In-game content artcode | This game uses AI to create assets(in game assets and steam shop) and vibe coding | IndieCain | - | May 23, 2026 | |
The Sage's Seven Unclear codetextart | Code, text, and image generation | Wit & Logic Lab | - | May 23, 2026 | |
The King Must Fall In-game content art | A pre-generated AI tool was used during development to help create the main menu background image. The final selected image was curated and integrated by the developer. No live AI-generated content is present in gameplay. | Cinderleaf Games Studio | - | May 23, 2026 | |
Dead Reckoning: The Long Drift In-game content codetext | Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it.
Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it.
Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself:
- Coding assistance while writing the game's GDScript.
- An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions.
- Assistance in building linters (Valve YAML sheets) that check the project's text.
- Drafting and summarizing the release notes (patch notes) from the project's changelog.
None of this creates any of the writing, art, audio, or design inside the game.
Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows. | Garan Lorn | 100 | May 23, 2026 | |
Stellar Hustler In-game content artaudiotextcode | Stellar Hustler uses generative AI tools to help create in game assets. All output is reviewed, edited and refined by the developer before shipping. | Cenrellia Studios | - | May 23, 2026 | |
Castle Wars: Legacy In-game content arttextcode | During development of this game AI was used for code completion, art generation, text descriptions and a psychological/motivational/emotional support as well as release planning. Pretty much at every step of this game dev journey the AI was part of it. | Proclive | - | May 23, 2026 | |
Tactilite In-game content artcode | This game uses AI-generated images for all in-game graphics, promotional materials, and store page assets (with the exception of some licensed UI icons). All generated graphics have been manually reviewed. Additionally, AI (Google Gemini) was used as a development tool to assist with writing code and designing game mechanics. However, the final game runs entirely offline and does not contain any live-generating AI systems. | Eloori Interactive | - | May 23, 2026 | |
华夏立志传:战国 In-game content art | The in-game character sprites and 2D scene graphics are created using AI and subsequently refined in post-production. They have been labeled during the game review process. Please exercise caution when making purchases. | TP Interactive | - | May 23, 2026 | |
Last Crown Gambit In-game content art | Some in-game 3D assets were created using AI-assisted tools and have been reviewed and modified by the developer before being included in the game. | Feona Games | - | May 23, 2026 | |
Politisim Dev only code | This game used AI in code and UI development | OateyGames | - | May 23, 2026 | |
Ant Idea In-game content artaudio | Texture mapping and music sound effects use a little bit of AI | Castan Studio | - | May 23, 2026 | |
神速扫雷:技能觉醒 In-game content textart | The text has been translated using AI, and some of the images were generated by AI. | 青索 | - | May 23, 2026 | |
SIM Election USA In-game content art | This game includes AI-assisted visual content, including character portraits and promotional assets. All content has been significantly modified, reviewed, and curated by the developer to ensure originality and avoid resemblance to any real individuals. The game does not depict or reference real persons. | SunsixStudios | - | May 23, 2026 | |
Three Kingdoms : Alias In-game content artaudiocode | This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music. | Plotrick | 333 | May 23, 2026 | |
Aether Oblivion In-game content art | Some AI was used in generating the art used as background in various "personal journal" sequences throughout the game's story arc. | Ex Nihilo Entertainment | - | May 23, 2026 | |
Vaethorn: Realm of Legends In-game content art | AI-generated images were used during the concept and reference phase. All final in-game artwork, including card illustrations, backgrounds, UI elements, and promotional materials, was hand-crafted and finalized by the developer. | yankuu games | - | May 23, 2026 | |
Arkansas 2125 In-game content arttext | Generative AI was used to assist in the creation of visual assets, such as textures and UI backgrounds. Additionally, in-game text was refined and localized with the help of AI to ensure grammatical accuracy and a natural flow in English | Marcin4001 | - | May 23, 2026 | |
Primus In-game content artaudiocode | AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing. | Ethan Clarke | - | May 23, 2026 | |
Echoes of the Spire In-game content art | This game uses AI to generate the background images used in game. | Seven province | - | May 23, 2026 | |
Parting Shadows In-game content art | Character portraits, battle scene backgrounds, and promotional artwork were created using AI image generation (Midjourney). All game design, narrative, code, and music are human-created. | Blake Wunderle | - | May 23, 2026 | |
Simon and Friends Dev only code | The game's code is written with the help of AI.
Every other gameplay aspects and assets, i.e. Art, Audio, etc., is human produced, with love and care sprinkled in. | Captain Iceblock | - | May 23, 2026 | |
Ascension: The Infinite Descent In-game content artaudio | This game uses generative AI to create various pre-rendered 2D visual assets, such as user interface elements, backgrounds, and item icons. Some pre-rendered audio and sound effects were also generated using AI tools. There is no live-generation of AI content while playing the game. | Zerith | - | May 23, 2026 | |
Solo Grinding In-game content art | I used AI-assisted tools to help create and animate characters, manually refining and adapting them to fit the game's art style.
All other content, including world-building, UI, SFX, VFX, was either licensed from professional artists or created traditionally. | SoloGearGames | - | May 23, 2026 | |
Guild of Three In-game content audio | background music tracks were created with the assistance of generative AI.
No AI-generated content is created during gameplay. | BlueTale | - | May 23, 2026 | |
Rogue Mate In-game content text | This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer.
All language translations were done using Claude. If there are any mistranslations, please contact me to fix them! | MiThiKaL Productions | - | May 23, 2026 | |
Region at War: The Shogun's Tale of War In-game content artcode | AI is used to create codes for the game, also used to create some graphical elements, like usage of upscayl to create larger map, some character may also created with ai. Texture etc is hand made, (see full disclosure in credits page within the game, this page also available in demo) | ngotak game studio | - | May 23, 2026 | |
Talisman Codes In-game content artaudio | This game was developed with the assistance of generative AI tools.
Character and background artwork was created using Scenario.com.
Sound effects were generated using ElevenLabs, and background music
was composed using Lyria 2. These tools were used to support the
creative vision of a solo indie developer. | Wearablock Inc. | - | May 23, 2026 | |
am I STILL me In-game content artcode | Some visual assets used in this game were created with the help of AI-assisted tools during development. AI-assisted tools were also used for parts of the programming process. No AI is used during gameplay, and the game does not generate live content for players. | Sakuta Games | - | May 23, 2026 | |
Mercatoria Store/marketing art | AI-generated imagery was used for the game's logo and store page assets. No AI content is generated during gameplay. | Groundwork Studio | - | May 23, 2026 | |
Billion Citizens In-game content text | Store page AI translation done in the following languages: Chinese (Simplified), Japanese, Korean, Thai, Russian, Spanish, German, Portugese (Brazilian), Turkish, Polish. | Sucre Discret | - | May 23, 2026 | |
Provisional Authority: An AI Governance Simulation In-game content artaudiotext | An AI was consulted for ideas on how an AI would act if taking over the world. Game logo image was generated using generative artificial intelligence. Music before remixing/producing created with generative AI. | Synthetic Mandate | - | May 23, 2026 | |
裸辞修仙传 In-game content arttextcode | This game uses generative AI tools during development to assist with the creation of certain art assets, text, and programming content. The gameplay design and final integration are completed by the developer. All such content has been manually reviewed, refined, and approved by the developer to ensure it fits the game's design goals and remains consistent with the materials presented on the store page. | Infans Games | - | May 23, 2026 | |
Circuit Defense In-game content audio | Some background music in the game was composed with the assistance of generative AI tools. These tracks were subsequently edited, mixed, and refined by the developer to ensure alignment with the game's sci-fi aesthetic. | LUO JUNLIN | - | May 23, 2026 | |
Dominoir In-game content audioart | Dominoir uses generative artificial intelligence as a supporting tool during development. AI was used to assist in the creation of certain audio elements and early visual concepts, including parts of the game’s music and logo.
All assets were curated, edited, and finalized by the developer to ensure consistency with the game’s handcrafted art direction and overall quality.
Generative AI is not used during gameplay, and no player data is processed by AI systems. | WeinGames | - | May 23, 2026 | |
Pawn Within: Two Fates In-game content artaudio | Some in-game images and sounds are generated by Generative Artificial Intelligence. | Jin Yang | - | May 23, 2026 | |
Election Train Store/marketing art | AI tools were used to assist in creating some store page artwork and visual assets. | Martes Game Studio | - | May 23, 2026 | |
Vetternwirtschaft für Deutschland In-game content arttext | Artwork, Storytelling are made with the help of AI | Zwetan Letschew | - | May 23, 2026 | |
Wriggle apple 4 In-game content art | Some of the images in this game are created using artificial intelligence. | WormWorld Studios | 11 | May 23, 2026 | |
逆战勇士团 ReconBraves In-game content art | The title screen video, as well as some character portraits and battle graphics, were created using AI generation tools. | ZhengKesheng | - | May 23, 2026 | |
节奏象棋:黑白终局 In-game content art | 【AI Generated Content Disclosure】Art and animation assets in this game are created with AI assistance | 嘤嘤点灯工作室 | - | May 23, 2026 | |
翻翻卡 Store/marketing art | Only the original artwork was created using AI generation tools. | 上海万宿朝元网络科技有限公司 | - | May 23, 2026 |