The English voices in the game were generated using a text-to-speech tool.
- Creator
- SUPER AC
- Reviews
- 111
- 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.
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The English voices in the game were generated using a text-to-speech tool.
About 98% of the art assets in this game are human authored. 100% are human edited. Which assets used ai: -7 pro logos that could not be satisfied with dev skills or outsourcing -The purple images in the SportsZone intro. These were generated because no public domain photos of 1990s era football players exist and pixel art or digital art were not appropriate. -The studio background and suit. -The store page assets used public domain images which then received minor ai changes, colors, hair, text, etc. This was done because they needed to look like real photos rather than obvious composites.
Generative AI music
Localization and Steam art assets were AI generated
Some art assets were implemented using AI.
We used AI tools during development to assist with localization. We also used AI-based tools in the production of some cutscene videos. All outputs included in the game were reviewed and edited by our development team.
AI-Generated Content Disclosure The developer provides the following information regarding the use of AI-generated content in this game: Some elements, such as character illustration animations and certain minor character illustrations, include content created using commercially available generative AI tools.
AI was used to help with localizing texts and voice lines.
AI image generation tools were used to create the store page assets, the start screen, and the character portraits for this game.
Several bugs have been fixed and visual improvements have been implemented.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
AI was used to translate the following languages: -Japanese -Russian -French -Portuguese
AI was used assist in the creation of certain sound and visual elements.
Localisations, artwork, quiz content.
Some scenery/environment visual elements (map backgrounds) were created with the assistance of generative AI tools during development and were later reviewed, edited, and integrated manually by the team. All other game content — characters, UI, icons, gameplay sprites, tilesets, audio and text — was produced without generative AI, using original artwork and/or licensed third-party assets.
Some languages include text that was initially generated using machine translation as a base, with partial revisions and feedback incorporated by translation contributors. Additionally, this response itself has been translated from Japanese using generative AI.
User for developer tooling, programming and code.
Some (not all) icons were generated with AI.
We used AI to localize the text, as well as to enhance some of the graphical assets on the Steam store page. AI is not used in the game content itself.
Generative AI is used solely during development for supplemental, non-essential purposes, including design ideation, code production support, or localization assistance. These AI-generated outputs are limited in scope, reviewed by our development team, and never substitute human creative or technical decision-making. All final core assets and game content are created by Wargaming’s artists and developers.
Some of the game art and game trailers were generated with the aid of AI tools
We have added support for Chinese, German, French, and Portuguese using AI-based translation to make the game more accessible to a wider audience.
AI was used to help generate marketing materials and give better descriptions for the Steam Store page
Some translations and text are AI generated
Some artworks were generated with AI tools and edited.
The cyborg HUD AI assistant voice is voiced by AI. Can be disabled in the options.
AI Tools have been used during the development in both artwork and code.
Several post-release languages (specifically Bulgarian, Hungarian, Ukrainian, Slovak, and Latin) were experimentally translated using an AI model. The quality of these translations is not guaranteed, and they may contain mistakes. All other languages were translated by a team of human translators.
Cover art and localizations were made with the help of generative artificial intelligence.
The loading and main menu background picture was generated by AI.
Some background music in this game was created with the assistance of AI music generation tools.
AI is used to create Steam page art.
This game uses AI-generated content for some of its art assets.
Some in-game artwork, including silver and gold tier chess pieces, game boards, and character upgrade images, were created using AI image generation tools.
Many characters and images in the game are AI-Generated
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
The main menu image is AI generated
Use of Generative AI This game makes selective use of generative AI tools as part of its development pipeline. Generative AI has been used to assist in the creation of certain visual elements, including concept art, some 3D environment assets, NPC prototyping, and promotional/store imagery. These tools are integrated as part of a broader creative workflow. The core design, gameplay systems, level design, programming, balancing, and a significant portion of the art and world-building have been handcrafted and developed directly by the creator using industry-standard tools. Generative AI is used as a complementary tool to enhance productivity and support creative iteration, while maintaining full creative direction and artistic control.
AI was used to generate some of the 2D assets and portraits. I have personally selected and verified all generated content to ensure it fits the game's historical theme.
I used AI to generate many of the images in this game.
A single static menu background image was created using generative AI during development. No live-generated AI is used in gameplay.
Some Menu items that I had trouble with re doing again
Generative artificial intelligence was used in a limited capacity during development. Specifically, AI tools were used only for generating and refining certain in-game text elements. All gameplay design, mechanics, art, and core creative direction were created and implemented by the development team.
Some of the visuals in the game were created using AI.
- some UI Icons have been generated using AI Tools and were hand-edited by a human artist
Some visual assets and promotional materials for Slotbound were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
We use AI for some of our images. All generated images are manually corrected, retouched, and processed by our developers before being integrated into the final game assets. We use AI to assist in-game logic and algorithms.
Game uses AI for assets such as characters, music, and sound bytes.
I was the archaic and fragmented DNA in the amber bound insect. AI was the frog DNA. Original Card Game: All card art is original, hand painted on canvas and physically printed on real cards (5,000 in total). The face images are scans of those pained canvas prints/ cards. AI was used to generate the card's backs and some of the playing surfaces/backgrounds. Coding: While I on and off experience in JavaScript since 2002, AI was used to help generate and debug portions of the code. I especially used AI when predicting potential conflicts and integration problems (especially Steam integration) before implementing new code. I found it very helpful when changing long sets of repetitive blocks of code. The volume of human error that was cut down was tremendous. Localization: Localization will be finalized in Beta. Initial translations were done with AI. Corrections and finalization will be done after input from the community (new game, some new terms). Music: We are Streamer first. Streamer need background music that won't affect their monetization. From the beginning, music that was all original, was critical to me. I wanted Streamers to have no worries when letting our background music play for hours. Musicians want astronomical payments and deals that will leave me perpetually paying them. I generated all of our music in Suno and own it all. I plan on releasing more, in two hour blocks, that will be available as free DLC's. All AI I used was after human talent quoted cost ineffective numbers or outright turned me down. This is a simple card game. A vehicle for a game and art I have made. I set out to make an affordable, sturdy, reliable, user focused game. AI helped me make the best product I could.
Some in game art was AI generated.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
PROHIBEAST In-game content audio | The English voices in the game were generated using a text-to-speech tool. | SUPER AC | 111 | May 23, 2026 | |
Gridiron Masters '98 In-game content art | About 98% of the art assets in this game are human authored. 100% are human edited.
Which assets used ai:
-7 pro logos that could not be satisfied with dev skills or outsourcing
-The purple images in the SportsZone intro. These were generated because no public domain photos of 1990s era football players exist and pixel art or digital art were not appropriate.
-The studio background and suit.
-The store page assets used public domain images which then received minor ai changes, colors, hair, text, etc. This was done because they needed to look like real photos rather than obvious composites. | Software98 | 22 | May 23, 2026 | |
Rustic Defense Unclear audio | Generative AI music | Lasot Interactive | 28 | May 23, 2026 | |
Semantigon In-game content textart | Localization and Steam art assets were AI generated | Four Wren Games | - | May 23, 2026 | |
Celestial of Dolls In-game content art | Some art assets were implemented using AI. | KumaPaw | - | May 23, 2026 | |
Gunship Battle Total Warfare In-game content textart | We used AI tools during development to assist with localization. We also used AI-based tools in the production of some cutscene videos. All outputs included in the game were reviewed and edited by our development team. | JOYCITY | 192 | May 23, 2026 | |
神殺しの蒼銀 In-game content art | AI-Generated Content Disclosure
The developer provides the following information regarding the use of AI-generated content in this game:
Some elements, such as character illustration animations and certain minor character illustrations, include content created using commercially available generative AI tools. | Sword_Guild | 28 | May 23, 2026 | |
Euro3v3 In-game content textaudio | AI was used to help with localizing texts and voice lines. | Epoch Games Palma | 286 | May 23, 2026 | |
삼국연의 : 한조재흥의 꿈 In-game content art | AI image generation tools were used to create the store page assets, the start screen, and the character portraits for this game. | Playnauts | - | May 23, 2026 | |
Global Transit Manager Dev only | Several bugs have been fixed and visual improvements have been implemented. | OBT Studios | - | May 23, 2026 | |
Parallel TCG Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Parallel Studios | 45 | May 23, 2026 | |
Cube Kingdoms In-game content text | AI was used to translate the following languages:
-Japanese
-Russian
-French
-Portuguese | GamingPugsStudios | 23 | May 23, 2026 | |
Coloniser In-game content artaudio | AI was used assist in the creation of certain sound and visual elements. | Cantos Games | - | May 23, 2026 | |
World Capitals Quizzer In-game content textart | Localisations, artwork, quiz content. | Supergonk Ltd. | 105 | May 23, 2026 | |
Legacy of Allard In-game content art | Some scenery/environment visual elements (map backgrounds) were created with the assistance of generative AI tools during development and were later reviewed, edited, and integrated manually by the team. All other game content — characters, UI, icons, gameplay sprites, tilesets, audio and text — was produced without generative AI, using original artwork and/or licensed third-party assets. | Fernit Studios | - | May 23, 2026 | |
日本式打天九 In-game content text | Some languages include text that was initially generated using machine translation as a base, with partial revisions and feedback incorporated by translation contributors.
Additionally, this response itself has been translated from Japanese using generative AI. | Castle Box Games | 11 | May 23, 2026 | |
Tug of War Dev only code | User for developer tooling, programming and code. | Daha | - | May 23, 2026 | |
Miramar In-game content art | Some (not all) icons were generated with AI. | Beach Hut Games | - | May 23, 2026 | |
Eternal Mist In-game content textart | We used AI to localize the text, as well as to enhance some of the graphical assets on the Steam store page. AI is not used in the game content itself. | Rionix | - | May 23, 2026 | |
World of Tanks: HEAT In-game content codetext | Generative AI is used solely during development for supplemental, non-essential purposes, including design ideation, code production support, or localization assistance. These AI-generated outputs are limited in scope, reviewed by our development team, and never substitute human creative or technical decision-making. All final core assets and game content are created by Wargaming’s artists and developers. | Wargaming Group Limited | 2k | May 23, 2026 | |
Arcana Rift Store/marketing art | Some of the game art and game trailers were generated with the aid of AI tools | Pixcelz Studios | - | May 23, 2026 | |
Veterum In-game content text | We have added support for Chinese, German, French, and Portuguese using AI-based translation to make the game more accessible to a wider audience. | Crasleen Games | 135 | May 23, 2026 | |
Quantum Conquest Store/marketing text | AI was used to help generate marketing materials and give better descriptions for the Steam Store page | adoa.games | - | May 23, 2026 | |
Spellmasons In-game content text | Some translations and text are AI generated | Octavia Blue | 1.1k | May 23, 2026 | |
Tree House Colony In-game content art | Some artworks were generated with AI tools and edited. | Jens P. Behrens | - | May 23, 2026 | |
District Steel Live AI audio | The cyborg HUD AI assistant voice is voiced by AI. Can be disabled in the options. | Barricade Studio | 72 | May 23, 2026 | |
Rune Rally Dev only artcode | AI Tools have been used during the development in both artwork and code. | Octagon Interactive LLC | - | May 23, 2026 | |
Arma 3 In-game content text | Several post-release languages (specifically Bulgarian, Hungarian, Ukrainian, Slovak, and Latin) were experimentally translated using an AI model. The quality of these translations is not guaranteed, and they may contain mistakes.
All other languages were translated by a team of human translators. | Bohemia Interactive | 111.2k | May 23, 2026 | |
Islandustry Store/marketing textart | Cover art and localizations were made with the help of generative artificial intelligence. | Proper Puppy | - | Mar 18, 2026 | |
Hus: 4-Row Mancala Store/marketing art | The loading and main menu background picture was generated by AI. | Mycostax | - | Mar 18, 2026 | |
Pixelords In-game content audio | Some background music in this game was created with the assistance of AI music generation tools. | BBokGames | - | Mar 18, 2026 | |
Totem TD Store/marketing art | AI is used to create Steam page art. | Mario Korov | - | Mar 18, 2026 | |
抽号小队 In-game content art | This game uses AI-generated content for some of its art assets. | ACE-Block | - | Mar 18, 2026 | |
Chess AI In-game content art | Some in-game artwork, including silver and gold tier chess pieces, game boards, and character upgrade images, were created using AI image generation tools. | General Turtle | - | Mar 18, 2026 | |
Kritical McCoy In-game content art | Many characters and images in the game are AI-Generated | Krysez | - | Mar 18, 2026 | |
Tyrants Store/marketing art | In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process. | Artifex Parvus | - | Mar 18, 2026 | |
Ratnik Store/marketing art | The main menu image is AI generated | Vitezi Games | - | Mar 18, 2026 | |
QDFracture In-game content art | Use of Generative AI
This game makes selective use of generative AI tools as part of its development pipeline.
Generative AI has been used to assist in the creation of certain visual elements, including concept art, some 3D environment assets, NPC prototyping, and promotional/store imagery. These tools are integrated as part of a broader creative workflow.
The core design, gameplay systems, level design, programming, balancing, and a significant portion of the art and world-building have been handcrafted and developed directly by the creator using industry-standard tools.
Generative AI is used as a complementary tool to enhance productivity and support creative iteration, while maintaining full creative direction and artistic control. | Mariano Miguel Lanzi | - | Mar 18, 2026 | |
Crown & Coin: The Hundred Years In-game content art | AI was used to generate some of the 2D assets and portraits. I have personally selected and verified all generated content to ensure it fits the game's historical theme. | MUZINA GAMES | - | Mar 18, 2026 | |
奉先勇者:我爹是魔王? In-game content art | I used AI to generate many of the images in this game. | 梦华 | - | Mar 18, 2026 | |
Tower Defense Ultimate: Crashfall Protocol In-game content art | A single static menu background image was created using generative AI during development. No live-generated AI is used in gameplay. | Thonus Digital | - | Mar 18, 2026 | |
Portable Ops 2 general | Some Menu items that I had trouble with re doing again | Outlaw Games | - | Mar 18, 2026 | |
Formula 2026: Rise of Legends In-game content text | Generative artificial intelligence was used in a limited capacity during development. Specifically, AI tools were used only for generating and refining certain in-game text elements. All gameplay design, mechanics, art, and core creative direction were created and implemented by the development team. | Eclipse Interactive | - | Mar 18, 2026 | |
Kings Archer VR In-game content art | Some of the visuals in the game were created using AI. | OTTO Games | - | Mar 18, 2026 | |
Starwing Tactics In-game content art | - some UI Icons have been generated using AI Tools and were hand-edited by a human artist | Forward Thrust Works | - | Mar 18, 2026 | |
Slotbound Store/marketing art | Some visual assets and promotional materials for Slotbound were created with the assistance of generative AI tools.
All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. | Optima Arch | - | Mar 18, 2026 | |
サイコローグ In-game content art | We use AI for some of our images. All generated images are manually corrected, retouched, and processed by our developers before being integrated into the final game assets.
We use AI to assist in-game logic and algorithms. | monotos | - | Mar 18, 2026 | |
Chug Master Chuck In-game content artaudio | Game uses AI for assets such as characters, music, and sound bytes. | Coil Entertainment | - | Mar 18, 2026 | |
Godisnje In-game content artcodetextaudio | I was the archaic and fragmented DNA in the amber bound insect. AI was the frog DNA.
Original Card Game: All card art is original, hand painted on canvas and physically printed on real cards (5,000 in total). The face images are scans of those pained canvas prints/ cards. AI was used to generate the card's backs and some of the playing surfaces/backgrounds.
Coding: While I on and off experience in JavaScript since 2002, AI was used to help generate and debug portions of the code. I especially used AI when predicting potential conflicts and integration problems (especially Steam integration) before implementing new code. I found it very helpful when changing long sets of repetitive blocks of code. The volume of human error that was cut down was tremendous.
Localization: Localization will be finalized in Beta. Initial translations were done with AI. Corrections and finalization will be done after input from the community (new game, some new terms).
Music: We are Streamer first. Streamer need background music that won't affect their monetization. From the beginning, music that was all original, was critical to me. I wanted Streamers to have no worries when letting our background music play for hours. Musicians want astronomical payments and deals that will leave me perpetually paying them. I generated all of our music in Suno and own it all. I plan on releasing more, in two hour blocks, that will be available as free DLC's.
All AI I used was after human talent quoted cost ineffective numbers or outright turned me down. This is a simple card game. A vehicle for a game and art I have made. I set out to make an affordable, sturdy, reliable, user focused game. AI helped me make the best product I could. | New Zadar Studios LLC | - | Mar 18, 2026 | |
Galdromeda In-game content art | Some in game art was AI generated. | rediskdev | - | Mar 18, 2026 |