Background images, desaturated images, logo.
- Creator
- ShadowMoon Wolf Game Tech Ltd
- Reviews
- 118
- Added
- Mar 18, 2026
Public Steam disclosure research 25,882 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.
Background images, desaturated images, logo.
The following languages are supported using AI translation, with final proofreading and adjustments by the developer. English · Simplified Chinese · Traditional Chinese Some text added in updates for other languages also uses AI translation.
AI Assisted Human finished.
None of the music is AI generated. The Bard's Kingdom was built by a solo developer using AI as a creative partner. Artwork was generated with AI tools and hand-edited to fit the game's vision. Programming was done collaboratively with AI assistance, guided by over a decade of software development experience. The story, design, and heart of the game are entirely human.
In our game we using a generative AI in some visual assets to help us bring some our ideas to life.
I used it to create the base of the character's asset and animation images, which were then processed or manually edited after creation.
AI assistance was used for the visuals and music, while a large amount of hand-drawn modification was done for the artwork. On one hand, this was to enrich the game content, and on the other hand, it was due to limited personal development time and budget.
This game does not use generative artificial intelligence during gameplay and does not generate content in real time. Artificial intelligence has been used solely to create some images during development and for visual materials. All in-game content is fixed and is not generated dynamically using AI.
The songs are made by suno ai
AI tools were used as part of the development process to assist with artwork and coding. All final assets and gameplay content are human-curated and implemented.
Some 2D art and sound effects were created using limited AI-assisted drafts, then fully hand-edited and finalized by our art team. No AI runs during gameplay, and players do not generate or interact with AI content.
As a small team of 2, we used A.I. to generate references and some base materials. Every final asset was either created from scratch or extensively modified, painted over, and artistically reworked by us. We took all creative decisions.
Throughout development, we may utilize procedural and AI-driven tools to support content generation. However, the completed work ultimately represents the creative vision and authorship of our development team.
Atheris is developed by a very small independent studio. Due to limited resources, we occasionally rely on generative AI tools for specific visual elements, such as some in-game illustrations, assets and marketing materials. These tools are used thoughtfully and selectively, always under human direction, to preserve a cohesive artistic vision. We value transparency, and we encourage players to consider this information when deciding whether the game is right for them.
Generative AI is used to create Steam capsule.
The background music uses tracks from SunoAI (commercially licensed).
We use AI for some language translations in the game.
Character illustrations and background scenes were created using AI. The text was translated from Russian into other languages using AI as well.
Following is generated using AI: AI is used only to generate some pre-created assets. No AI-generated content is produced during gameplay. Store Page *The game icon was created with the help of AI tools. *The store page description was rewritten using AI assistance. In-Game Content *The tutorial voice-overs are generated using the text-to-speech service TTSFree. *The tutorial narration text was originally written in German and translated into English with DeepL, with developer review and adjustments.
AI was used to help with coding and creating concept art.
Players interview AI-generated startup founders through free-form text dialogue. All conversations are single-player and confined to fictional investment scenarios within the game.
Concept Art
Some of the art and music were generated by AI and then manually revised before being used.
There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues.
This game uses pre-rendered AI-generated audio for voice overs.
Game Torch includes pre-generated AI content created with generative AI tools during development (e.g., some audiovisual assets and text, plus copy drafted for marketing/internal curation). All outputs are reviewed by a human. Game Torch does not use live-generated AI content during gameplay (nothing is generated at runtime in response to player input).
This game utilizes Artificial Intelligence to generate dynamic text-based conversations with virtual desktop mascots, allowing them to react primarily to user input. The application supports for now local offline AI (via Ollama) A comprehensive local safety filter is implemented to prevent the generation of harmful or illegal content.
AI tools were utilized to generate art assets on the store page and in-game.
Generative AI is used for localization, coding, and remaking background graphics.
few icons
AI was employed to produce the few soundtracks featured in the game. It was also utilized to aid the translation of this store page.
This is my first game, and I used AI as a learning assistant throughout development — from understanding basic programming concepts to improving my workflow. Some visual assets were initially generated with AI and then refined by hand. I also used AI to brainstorm ideas and help navigate the process of bringing this game to Steam. All in-game content is fully controlled, reviewed, and finalized by me.
This game uses AI-generated content for team logos. AI tools were also used to assist with coding and debugging, but no live AI generation occurs during gameplay.
Some of the textures, music, and sound effects used in this application are derived from original materials generated by generative AI, followed by manual adjustment/modification and integration.
Artificial intelligence was only used to generate book covers, as there were a huge number of them and they were only used on classic books, they were not used on the remaining unique and magical books.
AI-generated images were used.
This game makes significant use of pre-generated AI content. Usage Details: Almost all visual 2D assets, specifically character sprites, enemy graphics, many environmental elements, and the title art, were created using generative AI software. The AI served as the primary tool for generating the foundational artwork. Post-Processing: The generated images were curated and selected, then brought into a consistent format, scaled to the correct size for the game, and assembled into the final sprite sheets. We confirm that all content used is free of illegal or copyright-infringing material.
The game does not generate content at runtime using AI. Generative AI tools were used only during development to assist with the creation of visual assets. All AI-assisted assets were reviewed, edited, and finalized by the development team to ensure originality and compliance with copyright laws. Players cannot generate or upload AI-generated content within the game.
The text and materials of the community store were modified using AI. The cover images were also adjusted and referenced by AI. AI was also used to detect code errors. The assets in the game were all manually created by humans.
Artificial intelligence was used to localize the store page and in-game text.
Some assets are generated by generative AI.
During development, an AI writing assistant was used to draft and polish in-game text, including item descriptions, dialogues, and system logs. All text was then manually proofread, edited, and verified by the developers.
Most of the game's art and UI are generated by AI.
I used AI to proofread the text content of the game as well as help with ideas brainstorming.
AI was used for backup assets that most likely have already been replaced by artists.
AI was used to create some character and monster visuals, including sprites and poses. If the game achieves sufficient success, these visuals are planned to be replaced with artwork made by human artists.
"Generative AI tools were used during the development of this game. Code: AI was used as a coding assistant to improve development efficiency and debugging. Art: AI tools were used to generate drafts for some character designs, icons, and background images. All AI-generated assets were manually reviewed, retouched, and polished by the developer to fit the game's style."
The game's soundtrack includes tracks produced with the help of AI-based music generation tools.
In this project, generative AI is used for development support purposes. AI is mainly utilized to assist with providing code examples and resolving technical issues, and it does not generate code or content dynamically during gameplay. All final code and in-game behavior are reviewed and implemented by the developer.
Photo creation
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Swords And Magic: Path Of Conquest Unclear art | Background images, desaturated images, logo. | ShadowMoon Wolf Game Tech Ltd | 118 | Mar 18, 2026 | |
OVER THE TOWER In-game content text | The following languages are supported using AI translation, with final proofreading and adjustments by the developer.
English · Simplified Chinese · Traditional Chinese
Some text added in updates for other languages also uses AI translation. | HiyashiMinaduki | 140 | Mar 18, 2026 | |
Project - Labyrinth | AI Assisted
Human finished. | DeepDarkStudios | - | Mar 18, 2026 | |
The Bard's Kingdom In-game content artcode | None of the music is AI generated.
The Bard's Kingdom was built by a solo developer using AI as a creative partner. Artwork was generated with AI tools and hand-edited to fit the game's vision. Programming was done collaboratively with AI assistance, guided by over a decade of software development experience. The story, design, and heart of the game are entirely human. | Panda Blade Software | - | Mar 18, 2026 | |
Unsolved Case: Whispers Of Elderwick Collector's Edition In-game content art | In our game we using a generative AI in some visual assets to help us bring some our ideas to life. | Do Games Limited | - | Mar 18, 2026 | |
Ella's Nightmare In-game content art | I used it to create the base of the character's asset and animation images, which were then processed or manually edited after creation. | GamemancerStudios | - | Mar 18, 2026 | |
禁忌长生:低语修真 In-game content artaudio | AI assistance was used for the visuals and music, while a large amount of hand-drawn modification was done for the artwork. On one hand, this was to enrich the game content, and on the other hand, it was due to limited personal development time and budget. | 逐梦工作室 | - | Mar 18, 2026 | |
Basket Manager In-game content art | This game does not use generative artificial intelligence during gameplay and does not generate content in real time.
Artificial intelligence has been used solely to create some images during development and for visual materials. All in-game content is fixed and is not generated dynamically using AI. | Basket Manager Studio | - | Mar 18, 2026 | |
Midnight Aquarium: Idle Clicker In-game content audio | The songs are made by suno ai | Taytay | - | Mar 18, 2026 | |
Cosmic Gold Rush In-game content artcode | AI tools were used as part of the development process to assist with artwork and coding. All final assets and gameplay content are human-curated and implemented. | Prospera Mentis | - | Mar 18, 2026 | |
Kingster In-game content artaudio | Some 2D art and sound effects were created using limited AI-assisted drafts, then fully hand-edited and finalized by our art team. No AI runs during gameplay, and players do not generate or interact with AI content. | LoreHeim | - | Mar 18, 2026 | |
Skinator Dev only art | As a small team of 2, we used A.I. to generate references and some base materials. Every final asset was either created from scratch or extensively modified, painted over, and artistically reworked by us. We took all creative decisions. | Craig Paul Green | - | Mar 18, 2026 | |
BattleBoat X Unclear art | Throughout development, we may utilize procedural and AI-driven tools to support content generation. However, the completed work ultimately represents the creative vision and authorship of our development team. | Glitchfree Games | - | Mar 18, 2026 | |
Atheris In-game content art | Atheris is developed by a very small independent studio. Due to limited resources, we occasionally rely on generative AI tools for specific visual elements, such as some in-game illustrations, assets and marketing materials.
These tools are used thoughtfully and selectively, always under human direction, to preserve a cohesive artistic vision.
We value transparency, and we encourage players to consider this information when deciding whether the game is right for them. | Weird Potro Studio | - | Mar 18, 2026 | |
Rivendale Store/marketing art | Generative AI is used to create Steam capsule. | AlexsusDev | - | Mar 18, 2026 | |
ふしぎな雨 In-game content audio | The background music uses tracks from SunoAI (commercially licensed). | 沈黙静寂 | - | Mar 18, 2026 | |
Slop Fest In-game content text | We use AI for some language translations in the game. | Digital Karbs | 17 | Mar 18, 2026 | |
Veil: Project Conductor In-game content arttext | Character illustrations and background scenes were created using AI.
The text was translated from Russian into other languages using AI as well. | Rebro Broni | - | Mar 18, 2026 | |
Modern Durak In-game content audiotext | Following is generated using AI:
AI is used only to generate some pre-created assets. No AI-generated content is produced during gameplay.
Store Page
*The game icon was created with the help of AI tools.
*The store page description was rewritten using AI assistance.
In-Game Content
*The tutorial voice-overs are generated using the text-to-speech service TTSFree.
*The tutorial narration text was originally written in German and translated into English with DeepL, with developer review and adjustments. | Waldemar Schneider | 10 | Mar 18, 2026 | |
Blue Blaze Dev only codeart | AI was used to help with coding and creating concept art. | SixCats | - | Mar 18, 2026 | |
ZeroOne Terminal Live AI text | Players interview AI-generated startup founders through free-form text dialogue. All conversations are single-player and confined to fictional investment scenarios within the game. | Jolt | - | Mar 18, 2026 | |
Echoes of the Wild Store/marketing art | Concept Art | LLogix | - | Mar 18, 2026 | |
Find Cats 6 像素猫 In-game content artaudio | Some of the art and music were generated by AI and then manually revised before being used. | Happy Fish | - | Mar 18, 2026 | |
Darkrise: War of the Undead In-game content artaudio | There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues. | Wynand Smit | - | Mar 18, 2026 | |
Ridgewater Ripper In-game content audio | This game uses pre-rendered AI-generated audio for voice overs. | Twisted Jelly | - | Mar 18, 2026 | |
Game Torch In-game content artaudiotext | Game Torch includes pre-generated AI content created with generative AI tools during development (e.g., some audiovisual assets and text, plus copy drafted for marketing/internal curation). All outputs are reviewed by a human. Game Torch does not use live-generated AI content during gameplay (nothing is generated at runtime in response to player input). | Aesthetic Engine | - | Mar 18, 2026 | |
CMChar: Your Virtual Companion Live AI text | This game utilizes Artificial Intelligence to generate dynamic text-based conversations with virtual desktop mascots, allowing them to react primarily to user input. The application supports for now local offline AI (via Ollama) A comprehensive local safety filter is implemented to prevent the generation of harmful or illegal content. | AlanBotics | - | Mar 18, 2026 | |
Bouncy Brain In-game content art | AI tools were utilized to generate art assets on the store page and in-game. | Binx.tv | - | Mar 18, 2026 | |
メルクリウスの青い砂 ReCollection In-game content textart | Generative AI is used for localization, coding, and remaking background graphics. | FaSPel | - | Mar 18, 2026 | |
SECTOR LOCKDOWN In-game content art | few icons | NDDP | - | Mar 18, 2026 | |
Mewlin the Clicker In-game content audiotext | AI was employed to produce the few soundtracks featured in the game. It was also utilized to aid the translation of this store page. | Arcana Rebels | - | Mar 18, 2026 | |
Secuhibit In-game content artcode | This is my first game, and I used AI as a learning assistant throughout development — from understanding basic programming concepts to improving my workflow. Some visual assets were initially generated with AI and then refined by hand. I also used AI to brainstorm ideas and help navigate the process of bringing this game to Steam. All in-game content is fully controlled, reviewed, and finalized by me. | LastRain | - | Mar 18, 2026 | |
Delta Manager In-game content artcode | This game uses AI-generated content for team logos. AI tools were also used to assist with coding and debugging, but no live AI generation occurs during gameplay. | Fassi Blue | 27 | Mar 18, 2026 | |
DuatWayfarer In-game content artaudio | Some of the textures, music, and sound effects used in this application are derived from original materials generated by generative AI, followed by manual adjustment/modification and integration. | BlueWind | - | Mar 18, 2026 | |
BookStore Simulator In-game content art | Artificial intelligence was only used to generate book covers, as there were a huge number of them and they were only used on classic books, they were not used on the remaining unique and magical books. | Dark Mind | 14 | Mar 18, 2026 | |
Tome transform Unclear art | AI-generated images were used. | Michael Feng | - | Mar 18, 2026 | |
Endless Racing In-game content art | This game makes significant use of pre-generated AI content.
Usage Details: Almost all visual 2D assets, specifically character sprites, enemy graphics, many environmental elements, and the title art, were created using generative AI software. The AI served as the primary tool for generating the foundational artwork.
Post-Processing: The generated images were curated and selected, then brought into a consistent format, scaled to the correct size for the game, and assembled into the final sprite sheets.
We confirm that all content used is free of illegal or copyright-infringing material. | Fearless Games Studio | - | Mar 18, 2026 | |
Greedling: 2D Boss Rush In-game content art | The game does not generate content at runtime using AI.
Generative AI tools were used only during development to assist with the creation of visual assets.
All AI-assisted assets were reviewed, edited, and finalized by the development team to ensure originality and compliance with copyright laws.
Players cannot generate or upload AI-generated content within the game. | Goblin Catapult Studio | - | Mar 18, 2026 | |
云隐仙踪CloudShadow Store/marketing textartcode | The text and materials of the community store were modified using AI. The cover images were also adjusted and referenced by AI. AI was also used to detect code errors. The assets in the game were all manually created by humans. | 翼窝鸟游戏 | - | Mar 18, 2026 | |
Valenium In-game content text | Artificial intelligence was used to localize the store page and in-game text. | Need3RD | - | Mar 18, 2026 | |
Battle for the raise In-game content | Some assets are generated by generative AI. | Froste Tail Games | - | Mar 18, 2026 | |
Syntax:Overload In-game content text | During development, an AI writing assistant was used to draft and polish in-game text, including item descriptions, dialogues, and system logs. All text was then manually proofread, edited, and verified by the developers. | Tallen games | - | Mar 18, 2026 | |
地下城竞技场 In-game content art | Most of the game's art and UI are generated by AI. | Underground Cat | - | Mar 18, 2026 | |
ORBITAL Dev only text | I used AI to proofread the text content of the game as well as help with ideas brainstorming. | Night Sky Dogs | - | Mar 18, 2026 | |
Everfall 2: Idle Dungeon RPG Dev only art | AI was used for backup assets that most likely have already been replaced by artists. | GameDevJoey | 39 | Mar 18, 2026 | |
The Shaman Diary In-game content art | AI was used to create some character and monster visuals, including sprites and poses.
If the game achieves sufficient success, these visuals are planned to be replaced with artwork made by human artists. | Gregory Creupelandt | - | Mar 18, 2026 | |
ClawBurst In-game content artcode | "Generative AI tools were used during the development of this game.
Code: AI was used as a coding assistant to improve development efficiency and debugging.
Art: AI tools were used to generate drafts for some character designs, icons, and background images. All AI-generated assets were manually reviewed, retouched, and polished by the developer to fit the game's style." | GunGunDev | - | Mar 18, 2026 | |
Warp Mania In-game content audio | The game's soundtrack includes tracks produced with the help of AI-based music generation tools. | DNA Games Studio | - | Mar 18, 2026 | |
ルミアと永久の塔 Dev only code | In this project, generative AI is used for development support purposes.
AI is mainly utilized to assist with providing code examples and resolving technical issues,
and it does not generate code or content dynamically during gameplay.
All final code and in-game behavior are reviewed and implemented by the developer. | CoreHatch | - | Mar 18, 2026 | |
Northern Adam: The Saga of Revenge Unclear art | Photo creation | Fallen Games | - | Mar 18, 2026 |