The game does not contain AI-generated content. AI-generated content is used just for Steam Images.
- Creator
- C51 Games
- Reviews
- 32
- Added
- Mar 18, 2026
Public Steam disclosure research 25,893 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.
The game does not contain AI-generated content. AI-generated content is used just for Steam Images.
Our team utilizes Generative AI technologies in the development of certain in-game elements.
Most of the images in the game, as well as marketing materials, have been generated through AI or have had AI filters applied to them for the sake of a consistent art style. Some of the game's text has also been AI-generated, though to a much lesser extent. All of it has been manually reviewed and has had corrections applied where needed.
The original version of this game was created in Japanese. Translations into other languages were initially drafted with AI assistance, then carefully revised by hand for clarity and natural flow.
AI tools were used to generate initial drafts for some character and background assets. However, all AI-generated assets were manually retouched, edited, and finalized by the developer to ensure a consistent art style and quality.
This game does not contain any AI-generated visual or audio assets. I only used AI as a tool for: - Assistance with translations and wording
Nekruba used artificial intelligence tools as support during the creative and technical development process, particularly for prototyping, code assistance, and idea exploration. All final decisions and all published content were defined and executed by the developers.
I used generative AI tools to create various 2D art assets used in the game, including character concepts, background textures, and UI elements. Additionally, the store page assets, such as the capsule images and library artwork, were generated using AI and then manually edited/refined to fit the game's theme.
Generating some of the children's drawings used in the game. Generating sound effects (SFX). Supporting localization, including the translation of in-game text into multiple languages. AI was not used for modeling or software development; the entire design process is original and created by the team.
Initial enemy and card images are supported by AI and some of the promotional and storefront images were also created with AI tools and then refined by hand.
Since this game is older than “Reflection Of Sin”, I was inexperienced when it came to finding good ambient music. For this reason, I used AI to create ambient music in only a few levels.
AI was used to generate some of the images
use ai for some art
Portions of the code were generated by AI. Some images were altered using AI tools.
- 2D Artwork - Background Music (BGM) - Sound Effects (SFX)
Some game assets are generated with AI-assisted creativity.
AI has been used to enable the small team of developers to generate code faster and speed up development significantly. It has also been used to generate some art assets. We aim to use AI in a way to enhance the speed and quality of our output, while being mindful of not using it in a way that hurts the artistical integrity of the game.
This game utilizes Generative AI for certain images and text translations
Some images and sound resources in the game are generated by AI and comply with relevant laws and regulations.
Images in-game and marketing were designed by us, then generated with ChatGPT, then modified and edited by us. Coding support from ChatGPT Codex, that has been so much help. Just used to help make the game.
The Logo is AI generated.
Used AI to help me with backend code and lower repetitive game code. After all I am only one person.
This game uses generative artificial intelligence tools only during development to create certain visual and audio assets. All content experienced by players is pre-rendered and reviewed, with no automatic real-time generation during gameplay.
The background images and chocolate pictures are pre-rendered AI art.
Some textures have been generated or upscaled using AI tools. Some NPC voices have been generated with AI. Some icons have been generated with AI.
The following assets in this game were created with the assistance of Generative AI: Visuals : - The main capsule image on the Steam store page - Character images used in dialogue scenes Audio : - In-game background music (BGM), Sound effects (SFX), and UI sounds
I put together the game's soundtrack using some AI tools to help with the initial ideas. They made it easy to quickly try out different melodies, beats, and sound effects, generating a bunch of variations in no time. From there, I went through everything by hand—tweaking, editing, and polishing until it all felt just right for the intense, quick matches. The AI was basically a time-saver that sped up brainstorming, but every final track was shaped and approved by me to nail that high-energy, competitive vibe. Some visual marketing assets on our store presence were created with generative AI and then manually edited/curated by our team. This includes certain store capsules and library images only.
Part of the game's art is pre generated using AI tools.
"Generative AI was used solely for the creation of marketing and promotional materials, such as storefront banners and promotional posters. All in-game assets—including 3D models, textures, environments, and animations—have been manually hand-crafted by the developer without the use of AI to ensure artistic integrity and the highest quality for the gameplay experience."
AI was used in the coding of this game. Some placeholder assets are AI, but rest assured we have excellent human artists working hard to replace every asset with hand-made human art by release!
AI tools are used to assist with translation.
Generative AI was used to assist in the creation of the current store page capsule art and backgrounds. These images are intended as placeholders / proof of concept and will be replaced with hand-crafted assets as development continues and before release. AI was also used for coding assistance and bug-fixing during development.
The steam page art is AI generated as a placeholder while the game in in early alpha.
Artificial intelligence was used to create visuals for marketing the game, such as the logo and poster.
Generative AI tools were used during development for early prototyping only. No AI-generated content ships in the game or is consumed by players, and no content is generated at runtime.
As a solo developer, generative AI was used only for the Steam capsule images. I plan to replace them with hand drawn artwork before the game is released.
Some of the images on this game's store page were created using artificial intelligence.
AI tools were utilized to assist with coding, text generation, and creating some graphical assets.
As an indie game project, to overcome limitations in budget and time, this game utilizes AI-generated assets for some visual elements (including character art, background scenes, and UI icons) and music. All AI-generated content has undergone the following manual processing: • Frame-by-frame adjustments for detail consistency. • Redrawing of parts inconsistent with the game's worldbuilding. Ayu promises that all assets comply with Steam's policies, and the core gameplay and narrative are 100% original. Thank you for your understanding and support.
As a solo developer, I use AI tools as creative assistants. This allows me to include full voice acting and detailed environments that would otherwise be impossible for a single person. This is not mindless generation – every asset has been carefully curated, manually edited, and implemented to serve the game's story and atmosphere.
We use AI in all our products, where possible, including but not limited to helping in creation of code, graphical assets and text. AI is used as a workflow tool, much like digital art software or modern coding tools. Use of AI allows us to have more and better features which would otherwise be impossible or time and cost prohibitive for a small independent game studio.
For the non-English versions of this game, we have used AI to generate the translations.
Store Page Capsule Images are highlighted using Artificial Intelligence.
- Character Illustration - Character Modeling - Monster Modeling - And More…
DLSS, default voice over and background music.
Used for testing, validation, and a small selection of in-game assets.
AI Usage: very few 3D models
We used generative AI tools during development for some marketing images, certain UI elements, store page text drafting, and code suggestions. All outputs were reviewed and edited by the developer. The game does not use AI to generate content during gameplay.
Generative AI tools were utilized during the development of The Bliss to assist with initial script brainstorming, technical troubleshooting, and the creation of minor 2D artwork elements. All AI-assisted content was heavily modified, edited, and curated by the development team to align with the game's strict artistic vision. (Note: Any 3D AI-generated assets were used strictly as temporary placeholders during prototyping and have been completely replaced by human-crafted models in the final release).
This game has AI generated music.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sushi Simulator Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images. | C51 Games | 32 | Mar 18, 2026 | |
Hardware Simulator In-game content | Our team utilizes Generative AI technologies in the development of certain in-game elements. | Monarch Games | - | Mar 18, 2026 | |
Double Agenda - Inspired by True Events In-game content arttext | Most of the images in the game, as well as marketing materials, have been generated through AI or have had AI filters applied to them for the sake of a consistent art style. Some of the game's text has also been AI-generated, though to a much lesser extent.
All of it has been manually reviewed and has had corrections applied where needed. | ANDESTRAT | - | Mar 18, 2026 | |
Text Dungeon: The Ring of Life In-game content text | The original version of this game was created in Japanese. Translations into other languages were initially drafted with AI assistance, then carefully revised by hand for clarity and natural flow. | Tawashi Works | - | Mar 18, 2026 | |
Jom Mat Taeng In-game content art | AI tools were used to generate initial drafts for some character and background assets. However, all AI-generated assets were manually retouched, edited, and finalized by the developer to ensure a consistent art style and quality. | Upeum | - | Mar 18, 2026 | |
Empire at Risk In-game content text | This game does not contain any AI-generated visual or audio assets. I only used AI as a tool for:
- Assistance with translations and wording | BaroxxTech | - | Mar 18, 2026 | |
Nekruba Dev only code | Nekruba used artificial intelligence tools as support during the creative and technical development process, particularly for prototyping, code assistance, and idea exploration. All final decisions and all published content were defined and executed by the developers. | Lecubenaranja | - | Mar 18, 2026 | |
BlockShot In-game content art | I used generative AI tools to create various 2D art assets used in the game, including character concepts, background textures, and UI elements. Additionally, the store page assets, such as the capsule images and library artwork, were generated using AI and then manually edited/refined to fit the game's theme. | Key | - | Mar 18, 2026 | |
Up to the top! In-game content artaudiotext | Generating some of the children's drawings used in the game.
Generating sound effects (SFX).
Supporting localization, including the translation of in-game text into multiple languages.
AI was not used for modeling or software development; the entire design process is original and created by the team. | We Grow Old | - | Mar 18, 2026 | |
Sanctum Ruins Store/marketing art | Initial enemy and card images are supported by AI and some of the promotional and storefront images were also created with AI tools and then refined by hand. | Lakehouse Interactive | - | Mar 18, 2026 | |
Liminal:Escape Route In-game content audio | Since this game is older than “Reflection Of Sin”, I was inexperienced when it came to finding good ambient music. For this reason, I used AI to create ambient music in only a few levels. | Threshold Interactive | 16 | Mar 18, 2026 | |
What's in the box Store/marketing art | AI was used to generate some of the images | PALINI | - | Mar 18, 2026 | |
outpost4 Unclear art | use ai for some art | BananaDogGames | 72 | Mar 18, 2026 | |
Dice and Daydream In-game content artcode | Portions of the code were generated by AI. Some images were altered using AI tools. | Raven20Studio | - | Mar 18, 2026 | |
No Mana, Just Dice In-game content artaudio | - 2D Artwork
- Background Music (BGM)
- Sound Effects (SFX) | Dice Capital | 179 | Mar 18, 2026 | |
放置:纸色新境 In-game content art | Some game assets are generated with AI-assisted creativity. | JIANBING | 25 | Mar 18, 2026 | |
Infinite Orienteering: The Hiker's Path In-game content codeart | AI has been used to enable the small team of developers to generate code faster and speed up development significantly. It has also been used to generate some art assets. We aim to use AI in a way to enhance the speed and quality of our output, while being mindful of not using it in a way that hurts the artistical integrity of the game. | Portality AB | 16 | Mar 18, 2026 | |
堆叠洞天 In-game content arttext | This game utilizes Generative AI for certain images and text translations | Zizai Games | - | Mar 18, 2026 | |
Memory King 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 | |
College Crisis: The Tuition Survival Game In-game content artcode | Images in-game and marketing were designed by us, then generated with ChatGPT, then modified and edited by us. Coding support from ChatGPT Codex, that has been so much help.
Just used to help make the game. | Yarn Games | - | Mar 18, 2026 | |
Gravezone Arena Store/marketing art | The Logo is AI generated. | eXPresso Softworks | - | Mar 18, 2026 | |
Cubicle Cats Dev only code | Used AI to help me with backend code and lower repetitive game code. After all I am only one person. | Tristan Nohrer | - | Mar 18, 2026 | |
I DID NOT DO IT In-game content artaudio | This game uses generative artificial intelligence tools only during development to create certain visual and audio assets. All content experienced by players is pre-rendered and reviewed, with no automatic real-time generation during gameplay. | Zucke | - | Mar 18, 2026 | |
Sweetie Candy Maze: Brown Chocolate In-game content art | The background images and chocolate pictures are pre-rendered AI art. | Cute Hannah's Games | - | Mar 18, 2026 | |
PlaneShift In-game content art | Some textures have been generated or upscaled using AI tools.
Some NPC voices have been generated with AI.
Some icons have been generated with AI. | Atomic Blue | 42 | Mar 18, 2026 | |
Be Queen Bee In-game content artaudio | The following assets in this game were created with the assistance of Generative AI:
Visuals :
- The main capsule image on the Steam store page
- Character images used in dialogue scenes
Audio :
- In-game background music (BGM), Sound effects (SFX), and UI sounds | Three Blanket Studio | 201 | Mar 18, 2026 | |
Competitive TicTacToe In-game content audioart | I put together the game's soundtrack using some AI tools to help with the initial ideas. They made it easy to quickly try out different melodies, beats, and sound effects, generating a bunch of variations in no time. From there, I went through everything by hand—tweaking, editing, and polishing until it all felt just right for the intense, quick matches. The AI was basically a time-saver that sped up brainstorming, but every final track was shaped and approved by me to nail that high-energy, competitive vibe. Some visual marketing assets on our store presence were created with generative AI and then manually edited/curated by our team. This includes certain store capsules and library images only. | MKB | - | Mar 18, 2026 | |
塔防山贼模拟器 In-game content art | Part of the game's art is pre generated using AI tools. | 游戏养家工作室 | - | Mar 18, 2026 | |
POOLSIDE VIGIL In-game content art | "Generative AI was used solely for the creation of marketing and promotional materials, such as storefront banners and promotional posters. All in-game assets—including 3D models, textures, environments, and animations—have been manually hand-crafted by the developer without the use of AI to ensure artistic integrity and the highest quality for the gameplay experience." | Glare Games | - | Mar 18, 2026 | |
Mental Break In-game content codeart | AI was used in the coding of this game. Some placeholder assets are AI, but rest assured we have excellent human artists working hard to replace every asset with hand-made human art by release! | Keaton Lee | - | Mar 18, 2026 | |
Function SUE In-game content text | AI tools are used to assist with translation. | SNTY games | - | Mar 18, 2026 | |
Rogue Ricochet Store/marketing artcode | Generative AI was used to assist in the creation of the current store page capsule art and backgrounds. These images are intended as placeholders / proof of concept and will be replaced with hand-crafted assets as development continues and before release. AI was also used for coding assistance and bug-fixing during development. | PATCHWORKS | - | Mar 18, 2026 | |
Apexiom art | The steam page art is AI generated as a placeholder while the game in in early alpha. | Queso | - | Mar 18, 2026 | |
One, Two, Death Store/marketing art | Artificial intelligence was used to create visuals for marketing the game, such as the logo and poster. | Ahnes Studios | - | Mar 18, 2026 | |
Ascension Trail Dev only | Generative AI tools were used during development for early prototyping only. No AI-generated content ships in the game or is consumed by players, and no content is generated at runtime. | Flying Brick Face Studio | - | Mar 18, 2026 | |
They Shall Not Loop Store/marketing art | As a solo developer, generative AI was used only for the Steam capsule images. I plan to replace them with hand drawn artwork before the game is released. | Elite Gorgon Games | - | Mar 18, 2026 | |
Elixir Shop Together Store/marketing art | Some of the images on this game's store page were created using artificial intelligence. | Axeagon Games | - | Mar 18, 2026 | |
The Physical In-game content textart | AI tools were utilized to assist with coding, text generation, and creating some graphical assets. | 2Crispy Studio | - | Mar 18, 2026 | |
无尽公路:诡债仙途 In-game content artaudio | As an indie game project, to overcome limitations in budget and time,
this game utilizes AI-generated assets for some visual elements (including character art, background scenes, and UI icons) and music.
All AI-generated content has undergone the following manual processing:
• Frame-by-frame adjustments for detail consistency.
• Redrawing of parts inconsistent with the game's worldbuilding.
Ayu promises that all assets comply with Steam's policies, and the core gameplay and narrative are 100% original.
Thank you for your understanding and support. | SenYustudio | - | Mar 18, 2026 | |
Gustav Mlha: Záhada Krkonoš In-game content audioart | As a solo developer, I use AI tools as creative assistants. This allows me to include full voice acting and detailed environments that would otherwise be impossible for a single person. This is not mindless generation – every asset has been carefully curated, manually edited, and implemented to serve the game's story and atmosphere. | Studio 1603 | - | Mar 18, 2026 | |
Star and Serpent Solitaire Unclear codearttext | We use AI in all our products, where possible, including but not limited to helping in creation of code, graphical assets and text. AI is used as a workflow tool, much like digital art software or modern coding tools. Use of AI allows us to have more and better features which would otherwise be impossible or time and cost prohibitive for a small independent game studio. | Star and Serpent | 12 | Mar 18, 2026 | |
Vampire's Fall 2 In-game content text | For the non-English versions of this game, we have used AI to generate the translations. | Early Morning Studio | 997 | Mar 18, 2026 | |
Crimson Realms: Relics of the Forgotten World Store/marketing art | Store Page Capsule Images are highlighted using Artificial Intelligence. | Beyond Galaxy Interactive | - | Mar 18, 2026 | |
Checkmate Defence Unclear art | - Character Illustration
- Character Modeling
- Monster Modeling
- And More… | Checkmate Defence | - | Mar 18, 2026 | |
Kepler 186F | DLSS, default voice over and background music. | Axiox Media Technology LTD | - | Mar 18, 2026 | |
Union Of Rivals In-game content | Used for testing, validation, and a small selection of in-game assets. | 2Play | 13 | Mar 18, 2026 | |
Bypass Unclear | AI Usage: very few 3D models | Reallique | - | Mar 18, 2026 | |
Rise of the Cones: Planetary Defense Store/marketing arttextcode | We used generative AI tools during development for some marketing images, certain UI elements, store page text drafting, and code suggestions. All outputs were reviewed and edited by the developer. The game does not use AI to generate content during gameplay. | Baris Lab | 28 | Mar 18, 2026 | |
The Bliss In-game content textart | Generative AI tools were utilized during the development of The Bliss to assist with initial script brainstorming, technical troubleshooting, and the creation of minor 2D artwork elements. All AI-assisted content was heavily modified, edited, and curated by the development team to align with the game's strict artistic vision. (Note: Any 3D AI-generated assets were used strictly as temporary placeholders during prototyping and have been completely replaced by human-crafted models in the final release). | Lakeside GAMES | - | Mar 18, 2026 | |
MYCO In-game content audio | This game has AI generated music. | LilyPadDev | - | Mar 18, 2026 |