There are some AI-generated assets used in the game.
- Creator
- Oneul Bros
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,877 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.
There are some AI-generated assets used in the game.
We use AI to generate example images, as well as to create variations of in-game assets by applying different rendering methods or artistic styles based on existing resources.
Some of the game's art and music assets were generated by AI.
Character portrait, Background image, background music
This game uses AI for some of its assets and portions of its coding.
AI was used for programming and artwork
All music in Orbit Armada is generated using AI tools. Each track is selected and curated by a human.
Generative AI was used during development to help create some pre-rendered audio, store/marketing visuals, and concept art. All such content is curated by the developer, and the game does not generate AI content at runtime. Some store page text was also drafted with AI assistance and edited by the developer.
In the development of this work, -Some of the still backgrounds include AI-generated materials that have been added and corrected. ・In addition to free illustrations and assets, AI-generated materials are included for reference for some still compositions. ・About 3 of the 19 songs included in the soundtrack, After composing by the creator himself, some of the arrangements are based on AI-generated material.
Some images and sound resources in the game are generated by AI and comply with relevant laws and regulations.
Certain code segments and visual assets in this game are created with the assistance of AI generation.
Some artwork assets were created/edited using AI tools.
AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons.
Some marketing materials and voiceovers feature AI generated content.
AI was used to translate the game into French, Spanish and Brazil Portuguese. Friends speaking these languages checked for accuracy but I will adjust any translation errors, when the community let me know about them!
AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons.
Elements of the Pictures during events, videos, character portaits, voices and some of the 3d models are generated with the assistance of AI
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
Marketing assets (Capsule Art, Headers) and in-game 2D assets (sprites, icons, UI elements, backgrounds) were conceptualized and generated using AI tools (Nano Banana Pro), then manually edited, animated, and composited by the developer. Sound Effects were generated using AI-based synthesis tools (ElevenLabs). Background Music was generated using AI composition tools (Soundraw). No AI is used for live generation during gameplay.
AI is used as an assistant for coding, writing, and translation. All AI‑generated materials are manually reviewed, and most are manually edited before inclusion in the game.
The game cover and introduction and game icons use AI
AI is partially used for translations.
As a solo indie developer, I use AI for multi-language localization. This helps me deliver a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and so on.
Some visual assets are created by AI
For the initial demo iteration, the 3D meshes for the main character and enemies were generated from a concept art made by a human artist.
The promotional trailer for this game contains AI-generated elements (video and images) mixed with real gameplay footage for storytelling purposes. The game itself does not use AI.
AI was used to generate voice acting for the game.
For this project, AI tools were used in art direction and soundtrack production. As an independent team, this has allowed us to achieve a visual and sonic scale that would otherwise be impossible. However, every asset has been manually supervised, edited, and curated to ensure the author's artistic vision and narrative remain intact. We believe in AI as a tool that amplifies the potential of independent creators.
ゲーム内背景映像にAIを使用しています。 ゲーム内音楽にAIを使用しています。 ゲーム内ソングの作曲及びボーカルにAIを使用しています。
Generative AI was used for the production of SOME art assets. Some are completely handmade, Some are almost entirely AI with additional human editing. This normally varies by game where one will have lots of AI and one will be completely handmade. Art assets refer to images and music. No AI ever runs during runtime.
We used AI to help with the translation.
The puzzle images pre-rendered AI art
The voice actors are A.I. generated.
Some visual artwork and promotional assets were generated using AI tools. All AI-generated content was reviewed, curated, and integrated into the game by the developer.
Some game images, sound effects, and music are generated and modified by AI.
Some background images, dice skin textures, and the developer logo were created with AI image generation tools. These AI-generated assets were then manually edited and refined. No AI is used during gameplay.
We use generative AI tools to create and iterate on certain marketing visuals (e.g., concept mockups and promotional graphics). These assets are reviewed and refined by our team before publication, and AI is not used to generate in-game content or gameplay-critical assets.
AI was only used to enhance images we already had, giving them a look more in line with the game’s retro ’80s theme. Its use was limited solely to images for the store page and game icons.
The images required for the game (maps, characters, zombies) were generated using AI.
In this game, we have utilized an AIGC-assisted approach to generate game assets such as map tiles, pixel animation spritesheets, and cutscene CGs.
AI was partially used in the creation of some visual assets and background music, with final adjustments and finishing touches completed by our team.
Some visual assets in this game were created with the assistance of Canva AI . AI was only used minimally to transform certain 3D models into stylized 2D artwork, such as phone contact images and small interface visuals.
Some background music in this game is produced using artificial intelligence technology
We use AI tools to assist in development strictly for: 1.Writing boilerplate code and handling repetitive tasks. 2.Adjusting and refining our original texture assets. 3.Polishing the script and text. All content is manually reviewed and finalized by the team.
The 3D models of some minions and items in the game were created using AI-generated technology.
AI technology was utilized to create initial art assets, including some icons. The final output was manually refined by artists.
I used AI helped me to design the main character; however, the final looking is vastly different then the AI generated. I also plan to use Ai to generate background music for my game.
Several placeholder 2D art pieces are generated using Stable Diffusion. In the Early Access version these are marked with the word "Placeholder" in the bottom right corner of the image and will be replaced by artist drawings during the Early Access process.
A few of the textures in the game (leaves, flesh, etc.) were generated using ai powered tools.
Generative AI was used during the development process to assist in the creation of game code and scripting. Additionally, AI tools were used to draft narrative text and dialogue, and generate 2D assets and UI elements. These were then subsequently edited and refined by humans to ensure quality and coherence. No AI is used to live-generate content during gameplay; all assets are pre-rendered and static.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
PoolooP In-game content | There are some AI-generated assets used in the game. | Oneul Bros | - | Mar 18, 2026 | |
WEAPON MASTER In-game content art | We use AI to generate example images, as well as to create variations of in-game assets by applying different rendering methods or artistic styles based on existing resources. | SAM AFEI | 14 | Mar 18, 2026 | |
Magical Girl: Final Simulation In-game content artaudio | Some of the game's art and music assets were generated by AI. | silicon foreman | - | Mar 18, 2026 | |
Mahjong Inkflow In-game content artaudio | Character portrait, Background image, background music | BunnyPippar | - | Mar 18, 2026 | |
Colored Pencil Bakery In-game content artcode | This game uses AI for some of its assets and portions of its coding. | Andymente | 30 | Mar 18, 2026 | |
Library Of Babel In-game content artcode | AI was used for programming and artwork | Tegridy Made Games | - | Mar 18, 2026 | |
Orbit Armada In-game content audio | All music in Orbit Armada is generated using AI tools.
Each track is selected and curated by a human. | Viktor Borg Grelsson | - | Mar 18, 2026 | |
The Rebellion In-game content audioarttext | Generative AI was used during development to help create some pre-rendered audio, store/marketing visuals, and concept art. All such content is curated by the developer, and the game does not generate AI content at runtime. Some store page text was also drafted with AI assistance and edited by the developer. | Cagatay Urfali | - | Mar 18, 2026 | |
ペンギンウォーズ In-game content artaudio | In the development of this work,
-Some of the still backgrounds include AI-generated materials that have been added and corrected.
・In addition to free illustrations and assets, AI-generated materials are included for reference for some still compositions.
・About 3 of the 19 songs included in the soundtrack,
After composing by the creator himself, some of the arrangements are based on AI-generated material. | しゃちクマず | 86 | Mar 18, 2026 | |
News Roll In-game content artaudio | Some images and sound resources in the game are generated by AI and comply with relevant laws and regulations. | Koma | - | Mar 18, 2026 | |
Key Clover In-game content artcode | Certain code segments and visual assets in this game are created with the assistance of AI generation. | SODA GAME STUDIO | - | Mar 18, 2026 | |
Sword of Shandar In-game content art | Some artwork assets were created/edited using AI tools. | Nexus Media | - | Mar 18, 2026 | |
Martyr In-game content art | AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons. | MM88 | - | Mar 18, 2026 | |
CINERIS IV In-game content audioart | Some marketing materials and voiceovers feature AI generated content. | Sayın Ent. | - | Mar 18, 2026 | |
Heroes Of Blight Forest In-game content text | AI was used to translate the game into French, Spanish and Brazil Portuguese.
Friends speaking these languages checked for accuracy but I will adjust any translation errors, when the community let me know about them! | DNA Fox Games | - | Mar 18, 2026 | |
DREADMARCH In-game content art | AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons. | MM88 | 21 | Mar 18, 2026 | |
Perfect Loop - Soleris In-game content artaudio | Elements of the Pictures during events, videos, character portaits, voices and some of the 3d models are generated with the assistance of AI | Soleris Games | - | Mar 18, 2026 | |
Cringe Rizz Lines In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | BRB Drama | - | Mar 18, 2026 | |
Flask & Fury In-game content artaudio | Marketing assets (Capsule Art, Headers) and in-game 2D assets (sprites, icons, UI elements, backgrounds) were conceptualized and generated using AI tools (Nano Banana Pro), then manually edited, animated, and composited by the developer.
Sound Effects were generated using AI-based synthesis tools (ElevenLabs).
Background Music was generated using AI composition tools (Soundraw).
No AI is used for live generation during gameplay. | Glass Horizon | - | Mar 18, 2026 | |
Helenland In-game content textcode | AI is used as an assistant for coding, writing, and translation.
All AI‑generated materials are manually reviewed, and most are manually edited before inclusion in the game. | KILIAS GAMES | - | Mar 18, 2026 | |
DungeonSuperAdventure In-game content art | The game cover and introduction and game icons use AI | Sword Rain Game | - | Mar 18, 2026 | |
Cozy Mining In-game content text | AI is partially used for translations. | tatsumaki games | 35 | Mar 18, 2026 | |
Little Otter's Fishing Life In-game content text | As a solo indie developer, I use AI for multi-language localization. This helps me deliver a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and so on. | ZT-Studio | - | Mar 18, 2026 | |
Lost In Alaska In-game content art | Some visual assets are created by AI | M@Tricks Studio. | - | Mar 18, 2026 | |
Void's Rage In-game content art | For the initial demo iteration, the 3D meshes for the main character and enemies were generated from a concept art made by a human artist. | Team Void's Rage | - | Mar 18, 2026 | |
Dank Armada In-game content art | The promotional trailer for this game contains AI-generated elements (video and images) mixed with real gameplay footage for storytelling purposes. The game itself does not use AI. | 918.software | - | Mar 18, 2026 | |
Escapism: The doll house In-game content audio | AI was used to generate voice acting for the game. | Motazin | - | Mar 18, 2026 | |
Second Humanity - (Capìtulo 1) In-game content artaudio | For this project, AI tools were used in art direction and soundtrack production. As an independent team, this has allowed us to achieve a visual and sonic scale that would otherwise be impossible. However, every asset has been manually supervised, edited, and curated to ensure the author's artistic vision and narrative remain intact. We believe in AI as a tool that amplifies the potential of independent creators. | SamaelCrow | - | Mar 18, 2026 | |
名探偵カヌレの事件ダイアリー In-game content artaudiotext | ゲーム内背景映像にAIを使用しています。
ゲーム内音楽にAIを使用しています。
ゲーム内ソングの作曲及びボーカルにAIを使用しています。 | シュークリームマン Studio | - | Mar 18, 2026 | |
Cambell’s Oddity Box In-game content artaudio | Generative AI was used for the production of SOME art assets. Some are completely handmade, Some are almost entirely AI with additional human editing. This normally varies by game where one will have lots of AI and one will be completely handmade.
Art assets refer to images and music.
No AI ever runs during runtime. | Cambell James Smith | - | Mar 18, 2026 | |
Salty & Slobbery In-game content text | We used AI to help with the translation. | Jovial Studios | - | Mar 18, 2026 | |
Neon Fantasy: Owls In-game content art | The puzzle images pre-rendered AI art | Quantum Quiver Games | - | Mar 18, 2026 | |
Strange Horizons In-game content audio | The voice actors are A.I. generated. | Blue Moose Games | - | Mar 18, 2026 | |
Beanos In-game content art | Some visual artwork and promotional assets were generated using AI tools. All AI-generated content was reviewed, curated, and integrated into the game by the developer. | Sinister Bread | - | Mar 18, 2026 | |
洪荒进化 Hong Huang Evolution In-game content artaudio | Some game images, sound effects, and music are generated and modified by AI. | SPsimon Games | - | Mar 18, 2026 | |
Royal Dice Bingo In-game content art | Some background images, dice skin textures, and the developer logo were created with AI image generation tools. These AI-generated assets were then manually edited and refined. No AI is used during gameplay. | Ark Factory | - | Mar 18, 2026 | |
Dead 4 Now: Escape Together In-game content art | We use generative AI tools to create and iterate on certain marketing visuals (e.g., concept mockups and promotional graphics). These assets are reviewed and refined by our team before publication, and AI is not used to generate in-game content or gameplay-critical assets. | d'Evo | - | Mar 18, 2026 | |
Diskette Dungeon In-game content art | AI was only used to enhance images we already had, giving them a look more in line with the game’s retro ’80s theme. Its use was limited solely to images for the store page and game icons. | MM88 | - | Mar 18, 2026 | |
ZombieVirusSurviveAlone In-game content art | The images required for the game (maps, characters, zombies) were generated using AI. | Dohan | - | Mar 18, 2026 | |
孤独勇者之旅 In-game content art | In this game, we have utilized an AIGC-assisted approach to generate game assets such as map tiles, pixel animation spritesheets, and cutscene CGs. | mayfly & grain | - | Mar 18, 2026 | |
Mellow Echoes:Lo-Fi Moments In-game content artaudio | AI was partially used in the creation of some visual assets and background music, with final adjustments and finishing touches completed by our team. | NEOLAVI | - | Mar 18, 2026 | |
Wanderer Wheels In-game content art | Some visual assets in this game were created with the assistance of Canva AI . AI was only used minimally to transform certain 3D models into stylized 2D artwork, such as phone contact images and small interface visuals. | Sabotage Games | - | Mar 18, 2026 | |
Misty Land In-game content audio | Some background music in this game is produced using artificial intelligence technology | Branches Games | 17 | Mar 18, 2026 | |
Wind and Pasture In-game content arttextcode | We use AI tools to assist in development strictly for:
1.Writing boilerplate code and handling repetitive tasks.
2.Adjusting and refining our original texture assets.
3.Polishing the script and text.
All content is manually reviewed and finalized by the team. | Venturis Game | - | Mar 18, 2026 | |
No Mortal Space In-game content art | The 3D models of some minions and items in the game were created using AI-generated technology. | Stellia Games | - | Mar 18, 2026 | |
Ever Flip In-game content art | AI technology was utilized to create initial art assets, including some icons. The final output was manually refined by artists. | TMA Forge | - | Mar 18, 2026 | |
Stinky Cat In-game content artaudio | I used AI helped me to design the main character; however, the final looking is vastly different then the AI generated. I also plan to use Ai to generate background music for my game. | Utterly Useless | - | Mar 18, 2026 | |
RiffHammer In-game content art | Several placeholder 2D art pieces are generated using Stable Diffusion. In the Early Access version these are marked with the word "Placeholder" in the bottom right corner of the image and will be replaced by artist drawings during the Early Access process. | Thorsten Masuch | - | Mar 18, 2026 | |
IronWood In-game content art | A few of the textures in the game (leaves, flesh, etc.) were generated using ai powered tools. | CheeseStick Studios | - | Mar 18, 2026 | |
Niji Protocol In-game content arttextcode | Generative AI was used during the development process to assist in the creation of game code and scripting. Additionally, AI tools were used to draft narrative text and dialogue, and generate 2D assets and UI elements. These were then subsequently edited and refined by humans to ensure quality and coherence. No AI is used to live-generate content during gameplay; all assets are pre-rendered and static. | Crispy Fried Tofu Studios | - | Mar 18, 2026 |