The picture is partially participated by ai, manually modified, and the animation is manually produced
- Creator
- 网瘾少年合作社
- 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.
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The picture is partially participated by ai, manually modified, and the animation is manually produced
I used AI tools during development to help with code optimization, solve problems like pathfinding and mathematical formulas, and assist with English translation and proofreading.
Steam page banner was genearted using AI. But no more than that.
I added scenes and images improved with Generative Artificial Intelligence. They are locally generated using Stable diffusion, without resorting to paying any generative AI company. Although paying them could have given me better tools and results, I decided not to pay for their use to support the claim of artists for fair royalties. (It is not possible to discuss such a complex issue here, but I will consider opening a discussion on the topic in the game forum, follow my game to be notified if it is created) Most of the artistic content in the game, mainly music, is compensated in various ways depending on the case to its artists. My original content is registered, but the images generated by AI are essentially treated as 'creative commons' and I consider them fanarts of my characters. All added scenes and backgrounds are of high quality and maintain good coherence, avoiding deformities in hands, eyes, etc., and without annoying or confusing shapes. All AI-generated images are generated, selected, and edited exclusively by me, the creator of the game, to reflect my original vision, previously inaccessible due to high costs. I have sought to include only select content that enriches the narrative and immersion of the game.
Some game assets and chat translations are created using generative AI tools.
1. We used ChatGPT-4 to make some custom javascript plugins. 2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu.
Main characters are hand-drawn. AI was used for some backgrounds, poses, and a few music tracks, which were later refined.
Some images are generated using AI.
*This game used AI for Soundtracks. AIVA: 2019 ~ 2024 Suno: 2024 ~
We use AI for some of the in-game character portraits
AI is only used for background images and some artworks. Prompts used do not contain any names and references to any artists.
This game has utilized materials generated by Adobe Firefly for both marketing banners on the store page and also the Ablockalypse game title logo.
Political Arena is being produced by a small team on a tight budget. We’re proud to have worked with a number of gifted artists, designers, developers and other creators on many of our core systems and assets. We have employed AI art assets only when it exceeds our budget capacity to provide fair wages for our team. We have employed AI to create or modify specialized, low-frequency art assets including art for certain event windows. Nearly all of our game’s most visible art assets, including its UI, backgrounds and character art were all produced by experienced artists.
The preliminary version of some audio sound effects and soundtracks were generated by generative AI before being refined to the final version.
Used to create some visual assets for subsequent refinement by the artist.
AI is only used in some 2D icons and images.
Image generation used for the store page only
Generative AI was used for the background of the store page capsule art.
We use prerendered AI generated voices for in-game voice overs for dialogue. It is a paid asset on the Unity Asset Store: https://assetstore.unity.com/packages/tools/generative-ai/deepvoice-ai-text-to-voice-251738
The Store Page' game front cover(ie marketing material) made use of AI tools during its creation process.
I use Grok to help render background images for Scenes and the stores in order to set the tone/atmosphere.
- Some of the background assets were generated using AI and then manually modified. - The BGM was generated using AI.
The game's store promotional images and some in-game scene asset are generated by AI
I used AI to make the images for each Fruit
AI generated art
Community items are created with the help of AI
A majority of the static image content, the character portrait animations in the Character Select screen, and some flavor text on playable cards, had AI play a role in their development. Some notable exceptions to this are: The card frame artwork for all cards, which were created by a contracted artist. Our capsule and header images, which were created by a contracted artist. Some enemy portraits. Marketing materials which include artwork from the capsule and header. All narrative and dialogue text, which was written by the team. We would like to extend a special thank you to the select family and friends who volunteered their likenesses for use as models for some of our main characters. It is deeply appreciated and we enjoyed working with you.
I will not directly provide any AI services, but plan to only retain the interface for external AI to take over the game logic in the game. Users can use their own trained language models, and they can only solve problems such as computing power by themselves. I plan to not allow users to enter text in the game, so that users have no chance of inducing language model generation. However, some overfitting language models will ignore the prompts and output nfsw. At the same time, I used two methods: 1. Limit the output length and suppress it from the root. 2. Keyword check to see if nfsw content exists. If someone tries to report it, he should report it to the person who gave him the language model. If the user enables AI, I will change the name of the enabled AI service into a game watermark to prove that it is the user's own problem.
The game contains about 2,000 unique pre-rendered player portraits that were algorithmically generated and (badly) touched up by me, a human. The stadium backdrop image used in promotional material and on the home screen is likewise generated.
Some sound and artwork were made with ai assistance
-some pictures for puzzles created using AI -some marketing materials for puzzles created using AI
Creation of fantasy player pictures Creation of fantasy club crests
To create in game picture assets
Parts of the trading cards artwork and profile backgrounds artwork were helped or enhanced by artificial intelligence.
There are two A.I. Minds within BQ. The first mind creates the content/visuals. The second mind interacts with the player in the form of attackable NPCs or friendly NPCs. But both minds never communicate with each other, and the first mind never communicates with the player.
2D generated ai images. ( Characters, map)
For ideation and references only.
1.Some maps use artificial intelligence 2.Some characters use artificial intelligence
The original narrative of "My Poodle's Diary" is inspired by true events. AI was utilized to enhance the text, generate visual artwork, and provide narration, ensuring a polished and engaging experience. Despite this technological integration, each chapter has been meticulously crafted by hand to preserve the authenticity and emotional depth of the story.
The game and Steam store page both use translations generated by Ai. All other content and the complete devlopment process do not feature any Ai content or assistance.
AI was used for generating of heroes' portraits
Promotional content for the game can include AI generated content.
The game includes several textures that were initially generated using AI and subsequently refined through manual editing. There aren't many such objects in the game.
Some visual and written elements—such as portraits, item icons, and quest text—were created or enhanced with the help of AI tools. These were based on original hand-drawn assets and carefully refined to match the game's overall style. The majority of in-game visuals remain fully handcrafted.
AI was utilized as a tool during the creative process to enhance the storytelling and dialogue. All other aspects of the game’s content were created manually.
The game used AI-assisted background generation — all AI drafts were later refined and hand-painted by the artist.
AI was used to translate text from English to other languages.
Community items were generated using artificial intelligence.
Remastered and restyled versions of card images
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
独行旅者 In-game content art | The picture is partially participated by ai, manually modified, and the animation is manually produced | 网瘾少年合作社 | - | Mar 18, 2026 | |
Story of Nararale Dev only codetext | I used AI tools during development to help with code optimization, solve problems like pathfinding and mathematical formulas, and assist with English translation and proofreading. | NPCs | - | Mar 18, 2026 | |
Tank Golfing general | Steam page banner was genearted using AI.
But no more than that. | Ofer Rubinstein | - | Mar 18, 2026 | |
Artificial Life 2061, Episode 2: Raising The Nieradroid. In-game content art | I added scenes and images improved with Generative Artificial Intelligence.
They are locally generated using Stable diffusion, without resorting to paying any generative AI company. Although paying them could have given me better tools and results, I decided not to pay for their use to support the claim of artists for fair royalties. (It is not possible to discuss such a complex issue here, but I will consider opening a discussion on the topic in the game forum, follow my game to be notified if it is created)
Most of the artistic content in the game, mainly music, is compensated in various ways depending on the case to its artists.
My original content is registered, but the images generated by AI are essentially treated as 'creative commons' and I consider them fanarts of my characters.
All added scenes and backgrounds are of high quality and maintain good coherence, avoiding deformities in hands, eyes, etc., and without annoying or confusing shapes.
All AI-generated images are generated, selected, and edited exclusively by me, the creator of the game, to reflect my original vision, previously inaccessible due to high costs.
I have sought to include only select content that enriches the narrative and immersion of the game. | Joseph Sanz | - | Mar 18, 2026 | |
Subspace Discovery In-game content arttext | Some game assets and chat translations are created using generative AI tools. | FLICK Comp GmbH | 131 | Mar 18, 2026 | |
Star Shift Origins In-game content artcode | 1. We used ChatGPT-4 to make some custom javascript plugins.
2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu. | Psychronic Game Studios | 69 | Mar 18, 2026 | |
Scottside In-game content artaudio | Main characters are hand-drawn. AI was used for some backgrounds, poses, and a few music tracks, which were later refined. | Plotline Games | 103 | Mar 18, 2026 | |
世族演义 Unclear art | Some images are generated using AI. | Xuan | - | Mar 18, 2026 | |
Project: Vaccine A In-game content audio | *This game used AI for Soundtracks.
AIVA: 2019 ~ 2024
Suno: 2024 ~ | Birb Games | 47 | Mar 18, 2026 | |
Astonishing Baseball Manager In-game content art | We use AI for some of the in-game character portraits | Aerilys | 83 | Mar 18, 2026 | |
Rhythmetallic In-game content art | AI is only used for background images and some artworks.
Prompts used do not contain any names and references to any artists. | Garrison Gate Games | 43 | Mar 18, 2026 | |
Ablockalypse Store/marketing art | This game has utilized materials generated by Adobe Firefly for both marketing banners on the store page and also the Ablockalypse game title logo. | Color It Company | - | Mar 18, 2026 | |
Political Arena In-game content art | Political Arena is being produced by a small team on a tight budget. We’re proud to have worked with a number of gifted artists, designers, developers and other creators on many of our core systems and assets.
We have employed AI art assets only when it exceeds our budget capacity to provide fair wages for our team. We have employed AI to create or modify specialized, low-frequency art assets including art for certain event windows.
Nearly all of our game’s most visible art assets, including its UI, backgrounds and character art were all produced by experienced artists. | Wayside Press | 66 | Mar 18, 2026 | |
Apopia: Sugar Coated Tale In-game content audio | The preliminary version of some audio sound effects and soundtracks were generated by generative AI before being refined to the final version. | Quillo Entertainment Limited | 13 | Mar 18, 2026 | |
Rhythm Story In-game content art | Used to create some visual assets for subsequent refinement by the artist. | Relax & Play | - | Mar 18, 2026 | |
Developer Daily In-game content art | AI is only used in some 2D icons and images. | Mehan Games | - | Mar 18, 2026 | |
Nemesis - FDT Store/marketing art | Image generation used for the store page only | Ismylife | - | Mar 18, 2026 | |
Relicwar Store/marketing art | Generative AI was used for the background of the store page capsule art. | Violent Candle Studios | - | Mar 18, 2026 | |
Out of Sight In-game content audio | We use prerendered AI generated voices for in-game voice overs for dialogue.
It is a paid asset on the Unity Asset Store: https://assetstore.unity.com/packages/tools/generative-ai/deepvoice-ai-text-to-voice-251738 | Mainframe Games | - | Mar 18, 2026 | |
DoomBreaker Store/marketing art | The Store Page' game front cover(ie marketing material) made use of AI tools during its creation process. | wildlogicgames | - | Mar 18, 2026 | |
Tales of Arcrath Store/marketing art | I use Grok to help render background images for Scenes and the stores in order to set the tone/atmosphere. | Codex Games USA | - | Mar 18, 2026 | |
The Haunted House : Dark Island In-game content artaudio | - Some of the background assets were generated using AI and then manually modified.
- The BGM was generated using AI. | Dave Studio | - | Mar 18, 2026 | |
ACE Overheat 空战:过热 In-game content art | The game's store promotional images and some in-game scene asset are generated by AI | Gumou | 12 | Mar 18, 2026 | |
Fruits In-game content art | I used AI to make the images for each Fruit | Studio Gygax | 80 | Mar 18, 2026 | |
City Of Stolen Worlds Unclear art | AI generated art | Michael Rfdshir | - | Mar 18, 2026 | |
Dark frame In-game content art | Community items are created with the help of AI | Nimos Games | 53 | Mar 18, 2026 | |
Mori Carta In-game content arttext | A majority of the static image content, the character portrait animations in the Character Select screen, and some flavor text on playable cards, had AI play a role in their development.
Some notable exceptions to this are:
The card frame artwork for all cards, which were created by a contracted artist.
Our capsule and header images, which were created by a contracted artist.
Some enemy portraits.
Marketing materials which include artwork from the capsule and header.
All narrative and dialogue text, which was written by the team.
We would like to extend a special thank you to the select family and friends who volunteered their likenesses for use as models for some of our main characters. It is deeply appreciated and we enjoyed working with you. | Nevergreen Games | 73 | Mar 18, 2026 | |
新世界 general | I will not directly provide any AI services, but plan to only retain the interface for external AI to take over the game logic in the game. Users can use their own trained language models, and they can only solve problems such as computing power by themselves. I plan to not allow users to enter text in the game, so that users have no chance of inducing language model generation. However, some overfitting language models will ignore the prompts and output nfsw. At the same time, I used two methods: 1. Limit the output length and suppress it from the root. 2. Keyword check to see if nfsw content exists. If someone tries to report it, he should report it to the person who gave him the language model. If the user enables AI, I will change the name of the enabled AI service into a game watermark to prove that it is the user's own problem. | ZIWord Soft | - | Mar 18, 2026 | |
Squiggle Football In-game content art | The game contains about 2,000 unique pre-rendered player portraits that were algorithmically generated and (badly) touched up by me, a human. The stadium backdrop image used in promotional material and on the home screen is likewise generated. | Max Barry | 127 | Mar 18, 2026 | |
Lust for Speed In-game content artaudio | Some sound and artwork were made with ai assistance | KG/AM | 57 | Mar 18, 2026 | |
Master of Pieces © Jigsaw Puzzle In-game content art | -some pictures for puzzles created using AI
-some marketing materials for puzzles created using AI | Graphium Studio | 56 | Mar 18, 2026 | |
Startelf - Der Fußballmanager In-game content art | Creation of fantasy player pictures
Creation of fantasy club crests | Green Pitch Gaming | - | Mar 18, 2026 | |
Poop In-game content art | To create in game picture assets | thug lifers | 299 | Mar 18, 2026 | |
Recon Control In-game content art | Parts of the trading cards artwork and profile backgrounds artwork were helped or enhanced by artificial intelligence. | Dmitry Kozlov | 93 | Mar 18, 2026 | |
Blessing Quest Live AI arttext | There are two A.I. Minds within BQ. The first mind creates the content/visuals. The second mind interacts with the player in the form of attackable NPCs or friendly NPCs. But both minds never communicate with each other, and the first mind never communicates with the player. | TGOTHIC GAMES | - | Mar 18, 2026 | |
Fruit Hoop 2 In-game content art | 2D generated ai images. ( Characters, map) | Teeter Games | - | Mar 18, 2026 | |
Northwind Unclear | For ideation and references only. | Barking Kitten Interactive | 57 | Mar 18, 2026 | |
东方永恒符卡 Live AI | 1.Some maps use artificial intelligence
2.Some characters use artificial intelligence | 东方玄域 | 25 | Mar 18, 2026 | |
My Poodle's Diary In-game content textartaudio | The original narrative of "My Poodle's Diary" is inspired by true events. AI was utilized to enhance the text, generate visual artwork, and provide narration, ensuring a polished and engaging experience. Despite this technological integration, each chapter has been meticulously crafted by hand to preserve the authenticity and emotional depth of the story. | Soyhan Yazgan | - | Mar 18, 2026 | |
Vylan In-game content text | The game and Steam store page both use translations generated by Ai. All other content and the complete devlopment process do not feature any Ai content or assistance. | Jesse Madyson | - | Mar 18, 2026 | |
eSports Manager In-game content art | AI was used for generating of heroes' portraits | defStudios | - | Mar 18, 2026 | |
Tiny Rails Store/marketing art | Promotional content for the game can include AI generated content. | Trophy Games | 565 | Mar 18, 2026 | |
Aircraft Evolution In-game content art | The game includes several textures that were initially generated using AI and subsequently refined through manual editing.
There aren't many such objects in the game. | Satur Entertainment | 214 | Mar 18, 2026 | |
Sky Is Arrows In-game content arttext | Some visual and written elements—such as portraits, item icons, and quest text—were created or enhanced with the help of AI tools. These were based on original hand-drawn assets and carefully refined to match the game's overall style. The majority of in-game visuals remain fully handcrafted. | 2,000 Damage | - | Mar 18, 2026 | |
Sentou Gakuen: Revival In-game content text | AI was utilized as a tool during the creative process to enhance the storytelling and dialogue. All other aspects of the game’s content were created manually. | gakuen.org | 31 | Mar 18, 2026 | |
Catjong 2: Pawprints in the Snow In-game content art | The game used AI-assisted background generation — all AI drafts were later refined and hand-painted by the artist. | Best Place Apps | 23 | Mar 18, 2026 | |
Winged Sakura: Endless Dream In-game content text | AI was used to translate text from English to other languages. | WINGED SAKURA GAMES | 31 | Mar 18, 2026 | |
US and THEM In-game content art | Community items were generated using artificial intelligence. | Icehole Games | 76 | Mar 18, 2026 | |
Spectromancer In-game content art | Remastered and restyled versions of card images | Apus Software | 323 | Mar 18, 2026 | |
The End of the World and Her Room 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 | 96 | Mar 18, 2026 |