Art is AI made. Everything is voice acted but What is said is partly made by AI As far as what the voice actor is saying. Some Dialogue and main idea of the story is developer made.
- Creator
- Chris Allen
- Reviews
- -
- Added
- Mar 18, 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.
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.
Art is AI made. Everything is voice acted but What is said is partly made by AI As far as what the voice actor is saying. Some Dialogue and main idea of the story is developer made.
Ai voiceover for the trailer
We only used AI-generated content for Steam capsule images.
AI has been used occasionally to assist with coding and, more rarely, for refining visual elements. However, the vast majority of the game has been developed without the use of AI.
Some of the user interface (UI) visuals in the game were created with the help of AI-powered tools. These elements have been carefully refined and adapted to enhance the overall atmosphere and visual experience of the game.
The store page uses A.I. images. The title screen of the game also uses an A.I. image
AI was used to create some store capsules and library photos, which were then Photoshopped. No in-game AI generation.
To improve efficiency during the prototyping stage, the current demo version of our project temporarily uses AI-generated assets as placeholders for some background elements. We want to be clear that in the final version of the game, these placeholder assets will be entirely removed. All graphics will be replaced with 100% original artwork created by our in-house artists. This is our firm commitment to ensuring a unique and high-quality experience for all players.
AI has been used to make minor graphical tweaks
The visuals and music were created by AI. We have obtained the commercial usage rights of this product.
app icon generated by ai
I used AI as a creative assistant during the development of this game — to generate ideas, speed up workflows, and support visual and textual content creation. Examples include: – Generating concept art for locations, equipment and magical symbols – Creating stylized icons and background illustrations in an anime-fantasy style – Drafting and refining text content (including English descriptions) – Structuring design ideas All in-game assets used in the build (models, animations, UI, gameplay systems) were assembled manually using UE5 and legally sourced content. AI supported the creative process, but did not replace core development work.
Parts of the game's code and design were created with the assistance of generative AI tools (ChatGPT) during development. No AI-generated content is created in real time during gameplay.
Some UI icons and background images are AI-generated.
Pre-created music with separated tracks created with AI
Some visual assets in this game were initially generated using AI tools and then manually edited and refined by artists. No AI systems influence gameplay or player data.
I personally feel the final artwork reflects my own creative input as I used original images and applied manual edits without any AI tools during the post-processing phase, however Steam’s requirement is based on the origin of the asset, not the amount of human editing afterward. AI was involved in the initial generation of the capsule art, and other images on the store page. AI is not used for live generation or code during gameplay.
The game's intro video and skill icons were produced with the help of generative AI.
ChatGPT has been used for translating the game and making some of it's features.
Art: AI assisted with initial sketch concepts; final artwork is entirely hand-crafted. Localization: AI translation used for initial processing; all text is human-reviewed and optimized.
AI makes a lot of things easier for drawing, 3D, animation, code, music... but I don't use AI to avoid having to work, nor in place of my imagination: I create the lore, the character designs, the enemies and bosses, the powers and their combined effects, I write the dialogues myself and even the song lyrics. In short, I don't use AI to create, but to produce with the means I have (I document all of this in the YouTube devlog.) And the more Tyberion takes shape, the more I replace AI assets with handmade assets.
Some non-player character voices are generated using AI voice synthesis. This allows for faster iteration and more immersive atmosphere during development. No gameplay, narrative choices, or in-game content are generated by AI.
Art is supported with AI and is hand edited and finalized by an artist. Localization uses AI.
AI was used for voice and sound effects.
Visual backgrounds and illustrations were partially generated using AI and then manually refined to meet artistic and technical requirements. Some voice lines were also generated using neural voice models, followed by manual editing and final polishing.
AI-generated content is used just some sounds
AI used to create graphics in store
In this game, AI was used for the skill cards used by characters, and it was temporarily used before being updated with hand-drawn images.
Using AI for Generating Art and assets
Some graphical content in the game was generated using AI tools. Additionally, some translations were created with the help of AI. We will provide tools for players to suggest improvements, ensuring the best possible experience for everyone.
Some cutscenes and the game title are AI-generated images.
AI was used for localization, as well as some images
Most of 2D assets in MONSTER WAR has been generated by using AI solutions. But music, code and anything else made by humans.
AI-Generated Content Disclosure I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked. From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest." Here is exactly what AI was and wasn't used for: Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine. Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision. Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process. Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine. Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish. Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human. EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are. "EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything."
Developed using a hybrid production workflow combining traditional digital art, manual refinement, and modern tools
Since we don't have graphics designers, we used some AI-generated images for the store page and marketing materials.
AI has been utilized during the store page assets creation of this game. We have used it for the game icon creation, correcting some of the explanation texts about the game mechanics to have a clear communication with our players.
The AI disclosure is checked per Steam policy due to placeholder images used on the store page during early development. All placeholders within the game, as well as the original store page screenshots, have since been removed and replaced with final, hand-crafted images authored by the developer.
all art previously generated by AI
Some of the backgrounds for scenes are AI rendered. Ideally, these are placeholders which will be replaced if the game is well received and further developed.
Bone-Bound uses generative AI tools for some pre-rendered artwork and music as part of a solo-development production pipeline. Final assets are manually selected, edited, redrawn, filtered, revised, and curated to fit the game's design, visual style, and tone. All card abilities, creature mechanics, balance, progression, rules, and gameplay systems are designed by the developer. No AI-generated content is created during gameplay.
The character illustrations and avatars in the game, as well as some item icons, are AI-generated.
The character voices used in the game were generated by artificial intelligence.
*Translations were generated using AI technology.
During our development process, we utilized generative AI as a powerful tool in areas such as 3D modeling and character design. All AI-assisted content in our game was finalized and integrated by our team as static assets before the game's release. No real-time or dynamic content is generated by AI during gameplay. This technology helped our team bring our game world to life more efficiently and creatively.
The background pictur,CG, background music, and partial voice acting were created with AI assistance.
Title text in the store capsule images is made with AI
Some sprites use AI
I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me.
This game used generative AI tools during development to have early placeholder UI/2D Art Assets. No generative AI is used during gameplay, and all final in-game assets were manually reviewed to ensure quality and originality.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Vein-Weaver Knitting In-game content artaudiotext | Art is AI made.
Everything is voice acted but
What is said is partly made by AI
As far as what the voice actor is saying.
Some Dialogue and main idea of the story is
developer made. | Chris Allen | - | Mar 18, 2026 | |
Before They Catch Us In-game content audio | Ai voiceover for the trailer | ANTertainment | 12 | Mar 18, 2026 | |
Minsgon Simulator Store/marketing art | We only used AI-generated content for Steam capsule images. | Vokcen | 70 | Mar 18, 2026 | |
Donjon Dev only codeart | AI has been used occasionally to assist with coding and, more rarely, for refining visual elements. However, the vast majority of the game has been developed without the use of AI. | SIXDOTS | - | Mar 18, 2026 | |
Dig For Riches In-game content art | Some of the user interface (UI) visuals in the game were created with the help of AI-powered tools. These elements have been carefully refined and adapted to enhance the overall atmosphere and visual experience of the game. | OxygenStudio | 20 | Mar 18, 2026 | |
Soul Scar In-game content art | The store page uses A.I. images.
The title screen of the game also uses an A.I. image | Wolfs Moon Studios | 19 | Mar 18, 2026 | |
TheVillage Possession Store/marketing art | AI was used to create some store capsules and library photos, which were then Photoshopped. No in-game AI generation. | GlitchMind Games | - | Mar 18, 2026 | |
Replica Club √D In-game content art | To improve efficiency during the prototyping stage, the current demo version of our project temporarily uses AI-generated assets as placeholders for some background elements.
We want to be clear that in the final version of the game, these placeholder assets will be entirely removed. All graphics will be replaced with 100% original artwork created by our in-house artists. This is our firm commitment to ensuring a unique and high-quality experience for all players. | Mnts | - | Mar 18, 2026 | |
The Anomaly Manor In-game content art | AI has been used to make minor graphical tweaks | Nisedrac Games | 10 | Mar 18, 2026 | |
折翼 In-game content artaudio | The visuals and music were created by AI. We have obtained the commercial usage rights of this product. | TEBO_TEAM | 29 | Mar 18, 2026 | |
Rune Rhythm Realm In-game content art | app icon generated by ai | 红骑士独立游戏 | - | Mar 18, 2026 | |
Awakening Saga In-game content arttext | I used AI as a creative assistant during the development of this game — to generate ideas, speed up workflows, and support visual and textual content creation.
Examples include:
– Generating concept art for locations, equipment and magical symbols
– Creating stylized icons and background illustrations in an anime-fantasy style
– Drafting and refining text content (including English descriptions)
– Structuring design ideas
All in-game assets used in the build (models, animations, UI, gameplay systems) were assembled manually using UE5 and legally sourced content.
AI supported the creative process, but did not replace core development work. | Androsiel | - | Mar 18, 2026 | |
Taina's Cursed Legacy Dev only code | Parts of the game's code and design were created with the assistance of generative AI tools (ChatGPT) during development. No AI-generated content is created in real time during gameplay. | dark_room_game | 34 | Mar 18, 2026 | |
契约游戏:幻影 In-game content art | Some UI icons and background images are AI-generated. | Brown Sugar Mantou | - | Mar 18, 2026 | |
Circle of Bosses In-game content audio | Pre-created music with separated tracks created with AI | WILDGRIP | - | Mar 18, 2026 | |
Sunrise Of The Time: End Of Blue In-game content art | Some visual assets in this game were initially generated using AI tools and then manually edited and refined by artists. No AI systems influence gameplay or player data. | EOSGAMES | - | Mar 18, 2026 | |
Agents 4 Hire Store/marketing art | I personally feel the final artwork reflects my own creative input as I used original images and applied manual edits without any AI tools during the post-processing phase, however Steam’s requirement is based on the origin of the asset, not the amount of human editing afterward.
AI was involved in the initial generation of the capsule art, and other images on the store page.
AI is not used for live generation or code during gameplay. | aa5k | - | Mar 18, 2026 | |
Raid One : 1 vs 5 Online Boss Battle In-game content art | The game's intro video and skill icons were produced with the help of generative AI. | EOAG Games | - | Mar 18, 2026 | |
Defend the Castle In-game content text | ChatGPT has been used for translating the game and making some of it's features. | Linus Walter | 28 | Mar 18, 2026 | |
Rentcthulhu In-game content arttext | Art: AI assisted with initial sketch concepts; final artwork is entirely hand-crafted.
Localization: AI translation used for initial processing; all text is human-reviewed and optimized. | BQ | - | Mar 18, 2026 | |
Fire & Light: Thrones of Tyberion In-game content artaudiotextcode | AI makes a lot of things easier for drawing, 3D, animation, code, music... but I don't use AI to avoid having to work, nor in place of my imagination: I create the lore, the character designs, the enemies and bosses, the powers and their combined effects, I write the dialogues myself and even the song lyrics.
In short, I don't use AI to create, but to produce with the means I have (I document all of this in the YouTube devlog.) And the more Tyberion takes shape, the more I replace AI assets with handmade assets. | Trigor | - | Mar 18, 2026 | |
The Secret of Velmora In-game content audio | Some non-player character voices are generated using AI voice synthesis. This allows for faster iteration and more immersive atmosphere during development. No gameplay, narrative choices, or in-game content are generated by AI. | Zbigniew Lipka | - | Mar 18, 2026 | |
Auto Jurassic Knights In-game content arttext | Art is supported with AI and is hand edited and finalized by an artist. Localization uses AI. | Proelium Games | - | Mar 18, 2026 | |
LUNATHREN In-game content audio | AI was used for voice and sound effects. | Ziegler Studio | - | Mar 18, 2026 | |
The Axolotl Cycle In-game content artaudio | Visual backgrounds and illustrations were partially generated using AI and then manually refined to meet artistic and technical requirements. Some voice lines were also generated using neural voice models, followed by manual editing and final polishing. | STREMOUSOV | - | Mar 18, 2026 | |
The Third In-game content audio | AI-generated content is used just some sounds | Manas Games | - | Mar 18, 2026 | |
Fly to Death: Jump or Die In-game content art | AI used to create graphics in store | PHTCompany | 11 | Mar 18, 2026 | |
Witch Atelier In-game content art | In this game, AI was used for the skill cards used by characters, and it was temporarily used before being updated with hand-drawn images. | Witch Atelier | - | Mar 18, 2026 | |
Wolvenrise In-game content art | Using AI for Generating Art and assets | WildDream Studio | - | Mar 18, 2026 | |
Ascend and Fall In-game content arttext | Some graphical content in the game was generated using AI tools. Additionally, some translations were created with the help of AI. We will provide tools for players to suggest improvements, ensuring the best possible experience for everyone. | CRITSURGE | - | Mar 18, 2026 | |
A Dog Story Store/marketing art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
Doomsday.Inc In-game content textart | AI was used for localization, as well as some images | Tarakan Game Studio | - | Mar 18, 2026 | |
MONSTER WAR In-game content art | Most of 2D assets in MONSTER WAR has been generated by using AI solutions. But music, code and anything else made by humans. | BMBK Games | 42 | Mar 18, 2026 | |
Low Magic They Said In-game content codeartaudiotext | AI-Generated Content Disclosure
I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked.
From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest."
Here is exactly what AI was and wasn't used for:
Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine.
Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision.
Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process.
Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine.
Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish.
Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human.
EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are.
"EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything." | tripleslai | - | Mar 18, 2026 | |
Awaken 8 general | Developed using a hybrid production workflow combining traditional digital art, manual refinement, and modern tools | Heartily Studios | - | Mar 18, 2026 | |
Vault of Fallen Store/marketing art | Since we don't have graphics designers, we used some AI-generated images for the store page and marketing materials. | Hammer Forge Games | - | Mar 18, 2026 | |
TavernHold In-game content arttext | AI has been utilized during the store page assets creation of this game. We have used it for the game icon creation, correcting some of the explanation texts about the game mechanics to have a clear communication with our players. | Tevniyal Studios | 25 | Mar 18, 2026 | |
Vita: The Ember Oracle In-game content art | The AI disclosure is checked per Steam policy due to placeholder images used on the store page during early development. All placeholders within the game, as well as the original store page screenshots, have since been removed and replaced with final, hand-crafted images authored by the developer. | Desert Tsunami | - | Mar 18, 2026 | |
Halloween Waifu In-game content art | all art previously generated by AI | Morf Games | - | Mar 18, 2026 | |
Dancing with Shadows: Prologue In-game content art | Some of the backgrounds for scenes are AI rendered. Ideally, these are placeholders which will be replaced if the game is well received and further developed. | Glass Umbrella Inc. | 25 | Mar 18, 2026 | |
Bone-Bound In-game content artaudio | Bone-Bound uses generative AI tools for some pre-rendered artwork and music as part of a solo-development production pipeline. Final assets are manually selected, edited, redrawn, filtered, revised, and curated to fit the game's design, visual style, and tone.
All card abilities, creature mechanics, balance, progression, rules, and gameplay systems are designed by the developer. No AI-generated content is created during gameplay. | Slug Fest Studios | - | Mar 18, 2026 | |
永劫之阿比斯 In-game content art | The character illustrations and avatars in the game, as well as some item icons, are AI-generated. | Planescape Game Studio | - | Mar 18, 2026 | |
Blind Bluff In-game content audio | The character voices used in the game were generated by artificial intelligence. | 4S Games | - | Mar 18, 2026 | |
The Deathmind In-game content text | *Translations were generated using AI technology. | Etnabyte Games | 32 | Mar 18, 2026 | |
Red Oath: The Forsaken One In-game content art | During our development process, we utilized generative AI as a powerful tool in areas such as 3D modeling and character design. All AI-assisted content in our game was finalized and integrated by our team as static assets before the game's release. No real-time or dynamic content is generated by AI during gameplay. This technology helped our team bring our game world to life more efficiently and creatively. | Yadarig | - | Mar 18, 2026 | |
涼世書 (Ashes of Dynasty) In-game content artaudiotext | The background pictur,CG, background music, and partial voice acting were created with AI assistance. | 电子冰块Cybertech | - | Mar 18, 2026 | |
One More Delve Store/marketing text | Title text in the store capsule images is made with AI | ATVR | 34 | Mar 18, 2026 | |
Pochard Jamie In-game content art | Some sprites use AI | SOLARLAKE | - | Mar 18, 2026 | |
Lore of Luvarith: The Hollow Crown Dev only art | I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me. | ERMedia | - | Mar 18, 2026 | |
Riftborn In-game content art | This game used generative AI tools during development to have early placeholder UI/2D Art Assets. No generative AI is used during gameplay, and all final in-game assets were manually reviewed to ensure quality and originality. | MoonRift LLC | - | Mar 18, 2026 |