In order to create a better background and focus on the core parts of the game, we used AI to help create store page assets.
- Creator
- R2 Games
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 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.
In order to create a better background and focus on the core parts of the game, we used AI to help create store page assets.
In-game character images and translations were created using AI.
Tales for the Long Nights uses generative AI in various methods of asset creation throughout the game.
95% of the art in the game is entirely made by artists. The other 5% (some background images and some ship module images) are made using scenario, an AI art service that states on its site: "We ensure that all models on our platform are trained solely on data that we own."
Monster characters
The game part utilized the texture materials and UI icons generated by Midjourney for 3D models, such as those in 3D paintings. Suno AI was used to generate some of the game music (about one-third). All AI materials in the game were sourced from legal paid channels. No protected artworks were used for training. The development team will promptly update the game to ensure that it conforms to the latest policy adjustments.
The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality.
Code Assistance: AI tools such as ChatGPT and Cursor were used to assist with program construction and debugging.
角色立绘及游戏图标部分使用AI生成
I complete the insufficient parts of my artwork using artificial intelligence.
AI tools are part of the workflow for creating some of the games assets.
The characters, some background assets, and the text used to describe battles in the game screenshots are generated by AI. During gameplay, the creation of characters, the text descriptions of the battle process, and the scoring judgments for battle results are all powered by real-time AI technology. Additionally, AI is used in the process of converting voice recognition into text. AI is only utilized to enhance the dramatic nature of the turn-based battle gameplay mode. We do not use player data for any AI training.
1. Text Localization: AI-assisted translation is used for the game's store page and in-game text to support multiple language versions. 2. Art Assets: Some in-game icons and character portraits have been generated using AI tools. We plan to gradually replace these assets with original work by human artists in future updates to continuously improve the game's overall quality.
App Icon created by generative AI.
Some artwork in the game (such as character portraits) were generated using AI systems.
The battle and promotional background images in the game are generated using AI. However, these background images generated by AI do not contain any illegal or infringing content.
Some visuals are based on generative‑AI graphics, carefully edited by hand to maintain coherent artistic integrity.
Character designs are created manually by artists and writers. We use AI to speed up the drawing of backgrounds and planets. AI is not used to generate content directly during the game.
Some background visuals and textual elements were created using AI-generated technology.
A few graphics in the game and on the shop page have been generated using kl-.
Some game resources are generated using AI.AI images are used on game covers and game store pages.
We are a small development group and have used AI to assist in the generation of game art for the cards. Our goal is to eventually replace this with original art.
AI was used to generate some images in the game
Use of AI in the Game This game utilizes artificial intelligence for certain visual assets. AI-generated artwork is used for the store cover images, the images unlocked in the Level Map, and the Game Over screen illustration. Our goal is to enhance the visual experience while maintaining artistic cohesion and the intended style. All images have been carefully curated and refined to align with the game's identity.
The music in the game has been made with assistance from Suno.ai. Roughly a third of the tracks were generated fully or in part by Suno.ai and later edited to fit the game's world. There are many tracks made by myself, and an individual hired from Fiverr.com which use no AI and are fully original works.
We use AI for voice recognition and for defining character emotions based on player input.
Used AI to create placeholder CGs for endings and marketing materials.
Valhalla Awaits uses AI-generated visuals and music, carefully selected and refined to match the game’s tone and ensure stylistic consistency. These elements are designed to enhance atmosphere and readability during repeated playthroughs, but are not essential to gameplay. Both music and background imagery can be disabled in the settings for a more minimalist, text-focused experience. All writing was created by a human, with later use of AI tools for proofreading and clarity improvement.
This game contains AI-assisted assets. The monsters still want to kill you the old-fashioned way.
Some cards Illust
Marketing materials. Title screen.
Some images and sounds are AI-generated.
Use of some AI-assisted/inspired icons.
We are using AI for the localization of Galactic Space Guard. It is also used for translating texts in the community section. So it is merely used for translation, the texts are still handwritten and translated in languages we are not capable of speaking. This is the only application of AI in Galactic Space Guard.
AI is used in gametesting and upscaling images for Steam store
I used AI-generated images as inspiration in the creation of visuals. These images served as a starting point, and I then manually refined and adjusted them to create the final banners and promotional materials.
本应用的音乐除部分免费商用素材外皆使用sunoAI生产。 本应用的部分美术场景由AI生成。
Gameplay trailer was made using AI, all game assets were made by humans.
Oyunun toplumları temsilen tasvir eden görselleri ve belli başlı müzikler yapay zeka tarafından üretilmiş bulunmaktadır .
A few images/icons were generated by AI
In developing Path of the Ory, I harnessed the power of AI tools to create compelling and immersive ending cutscene. Using art editing software, I refined the visual elements of the final cutscene to align with the story’s rich, fantasy-driven aesthetic, enhancing the details and creating cinematic transitions. For voice acting, Eleven Labs provided narration. Suno’s AI-driven music composition tools helped craft two unique songs for the game.
Use of AI for some of the game's graphical elements.
The store page and games contain art assets generated by artificial intelligence
AI was used to generate card art for development. It is planned to replace the generated art with commissioned, human developed artwork.
New UI Designs
Some graphical assets in the game were created or modified using artificial intelligence algorithms. This applies only to certain elements of the game visual artwork.
2D character art and title screen was generated and enhanced from pre-production reference sketches drawn by the developer. Some music in the game was generated utilizing Suno, and edited to fit the thematic elements of the game.
AI was used to generate the backgrounds, enemies, and character portraits. Gyudon Games consists of a single developer who deeply respects artists and understands that AI cannot replace their creativity. "Guild Encounters" is a labor of love, inspired by many JRPGs of the past. Without the use of AI, creating this game would not have been possible given the developer's limited resources. I hope you understand this decision. Thank you for your support—I will continue working hard to deliver the best experience possible!
AI was used to assist with asset and plugin development.
This game contains some assets that have been generated with AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hero Stickman Store/marketing art | In order to create a better background and focus on the core parts of the game, we used AI to help create store page assets. | R2 Games | - | Mar 18, 2026 | |
Hero Slayers In-game content arttext | In-game character images and translations were created using AI. | BlackHusHPuppy | - | Mar 18, 2026 | |
Tales for the Long Nights In-game content artaudiotext | Tales for the Long Nights uses generative AI in various methods of asset creation throughout the game. | After Image Studios | - | Mar 18, 2026 | |
Ridiculous Space Battles In-game content art | 95% of the art in the game is entirely made by artists. The other 5% (some background images and some ship module images) are made using scenario, an AI art service that states on its site: "We ensure that all models on our platform are trained solely on data that we own." | Positech Games | - | Mar 18, 2026 | |
Evolve Monster Infinite Unclear | Monster characters | HFDogs | - | Mar 18, 2026 | |
Death Club: Our Dead Pawns In-game content artaudio | The game part utilized the texture materials and UI icons generated by Midjourney for 3D models, such as those in 3D paintings. Suno AI was used to generate some of the game music (about one-third). All AI materials in the game were sourced from legal paid channels. No protected artworks were used for training. The development team will promptly update the game to ensure that it conforms to the latest policy adjustments. | NerveSingerStudio | - | Mar 18, 2026 | |
WonderLang Polyglot Dev only art | The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality. | bair games | 34 | Mar 18, 2026 | |
IZEA:10puzzle Rogue-Lite RPG Dev only code | Code Assistance: AI tools such as ChatGPT and Cursor were used to assist with program construction and debugging. | 本質のおもちゃ箱 | - | Mar 18, 2026 | |
Reincarnator In-game content art | 角色立绘及游戏图标部分使用AI生成 | YuoHira | - | Mar 18, 2026 | |
Alegraz Unclear art | I complete the insufficient parts of my artwork using artificial intelligence. | Mehmet Keskin | - | Mar 18, 2026 | |
DraftPunk Unclear | AI tools are part of the workflow for creating some of the games assets. | Dalen Studios | 13 | Mar 18, 2026 | |
Paw Arena Live AI textart | The characters, some background assets, and the text used to describe battles in the game screenshots are generated by AI.
During gameplay, the creation of characters, the text descriptions of the battle process, and the scoring judgments for battle results are all powered by real-time AI technology. Additionally, AI is used in the process of converting voice recognition into text.
AI is only utilized to enhance the dramatic nature of the turn-based battle gameplay mode. We do not use player data for any AI training. | AgentLive | - | Mar 18, 2026 | |
The Lost Meowgician In-game content textart | 1. Text Localization: AI-assisted translation is used for the game's store page and in-game text to support multiple language versions.
2. Art Assets: Some in-game icons and character portraits have been generated using AI tools. We plan to gradually replace these assets with original work by human artists in future updates to continuously improve the game's overall quality. | SeasonWind | - | Mar 18, 2026 | |
Midway 1981 In-game content art | App Icon created by generative AI. | David Riggle | - | Mar 18, 2026 | |
Monsters' Den: Book of Vengeance In-game content art | Some artwork in the game (such as character portraits) were generated using AI systems. | Monstrum | 34 | Mar 18, 2026 | |
Gemstone Realm Store/marketing art | The battle and promotional background images in the game are generated using AI. However, these background images generated by AI do not contain any illegal or infringing content. | UM Company | - | Mar 18, 2026 | |
Dragon Riddler In-game content art | Some visuals are based on generative‑AI graphics, carefully edited by hand to maintain coherent artistic integrity. | SandorHQ | - | Mar 18, 2026 | |
Фронтир: Путем Теней In-game content art | Character designs are created manually by artists and writers. We use AI to speed up the drawing of backgrounds and planets. AI is not used to generate content directly during the game. | Oduvan Games | - | Mar 18, 2026 | |
Summoner's Gambit In-game content arttext | Some background visuals and textual elements were created using AI-generated technology. | Billion Studio | - | Mar 18, 2026 | |
The Legend of Gandar III Unclear art | A few graphics in the game and on the shop page have been generated using kl-. | Jeddead | - | Mar 18, 2026 | |
挂到1000级-Idle to level 1000 Store/marketing art | Some game resources are generated using AI.AI images are used on game covers and game store pages. | MagicJellyGames | 12 | Mar 18, 2026 | |
Warrior Duels In-game content art | We are a small development group and have used AI to assist in the generation of game art for the cards. Our goal is to eventually replace this with original art. | Graymalkin Enterprises LLC | - | Mar 18, 2026 | |
Rename the History In-game content art | AI was used to generate some images in the game | Codime Dev | - | Mar 18, 2026 | |
Warden of the Crypt In-game content art | Use of AI in the Game
This game utilizes artificial intelligence for certain visual assets. AI-generated artwork is used for the store cover images, the images unlocked in the Level Map, and the Game Over screen illustration.
Our goal is to enhance the visual experience while maintaining artistic cohesion and the intended style. All images have been carefully curated and refined to align with the game's identity. | Felipe de Sousa | - | Mar 18, 2026 | |
Super Star Adventure In-game content audio | The music in the game has been made with assistance from Suno.ai. Roughly a third of the tracks were generated fully or in part by Suno.ai and later edited to fit the game's world.
There are many tracks made by myself, and an individual hired from Fiverr.com which use no AI and are fully original works. | Peter Stubbs | - | Mar 18, 2026 | |
NINJA CATS: Tactics Live AI audiotext | We use AI for voice recognition and for defining character emotions based on player input. | Pit-Step, Inc. | - | Mar 18, 2026 | |
Raising Niziiro: Albion's Witch Store/marketing art | Used AI to create placeholder CGs for endings and marketing materials. | Sleepy Cat Software | - | Mar 18, 2026 | |
Valhalla Awaits In-game content artaudiotext | Valhalla Awaits uses AI-generated visuals and music, carefully selected and refined to match the game’s tone and ensure stylistic consistency.
These elements are designed to enhance atmosphere and readability during repeated playthroughs, but are not essential to gameplay. Both music and background imagery can be disabled in the settings for a more minimalist, text-focused experience.
All writing was created by a human, with later use of AI tools for proofreading and clarity improvement. | Tulip Interactive | - | Mar 18, 2026 | |
Draw of Destiny In-game content art | This game contains AI-assisted assets. The monsters still want to kill you the old-fashioned way. | Systemknoten | - | Mar 18, 2026 | |
치르노의 카드교실 Unclear art | Some cards Illust | Viator | 41 | Mar 18, 2026 | |
Wizards and Knights Store/marketing art | Marketing materials.
Title screen. | Jon Fabris | - | Mar 18, 2026 | |
Gloamryn In-game content artaudio | Some images and sounds are AI-generated. | Gloamryn Studio | - | Mar 18, 2026 | |
Ecosystem Architect In-game content art | Use of some AI-assisted/inspired icons. | Exit 1 Studios | - | Mar 18, 2026 | |
Galactic Space Guard In-game content text | We are using AI for the localization of Galactic Space Guard. It is also used for translating texts in the community section. So it is merely used for translation, the texts are still handwritten and translated in languages we are not capable of speaking. This is the only application of AI in Galactic Space Guard. | Gabrich Games | - | Mar 18, 2026 | |
BattleSail Store/marketing art | AI is used in gametesting and upscaling images for Steam store | rendeo | - | Mar 18, 2026 | |
YUKOMON Store/marketing art | I used AI-generated images as inspiration in the creation of visuals. These images served as a starting point, and I then manually refined and adjusted them to create the final banners and promotional materials. | Hoffnung Haydn | - | Mar 18, 2026 | |
时流回忆录-凤鸣千秋 In-game content audioart | 本应用的音乐除部分免费商用素材外皆使用sunoAI生产。
本应用的部分美术场景由AI生成。 | 暴龙科技有限公司 | - | Mar 18, 2026 | |
Liar's Dice In-game content art | Gameplay trailer was made using AI, all game assets were made by humans. | YOAMB | - | Mar 18, 2026 | |
Fixing The Apocalypse In-game content artaudio | Oyunun toplumları temsilen tasvir eden görselleri ve belli başlı müzikler yapay zeka tarafından üretilmiş bulunmaktadır . | Reverse Reflection Interactive | - | Mar 18, 2026 | |
Kingdom Wars In-game content art | A few images/icons were generated by AI | Obsidiagon | - | Mar 18, 2026 | |
Path of the Ory In-game content artaudio | In developing Path of the Ory, I harnessed the power of AI tools to create compelling and immersive ending cutscene. Using art editing software, I refined the visual elements of the final cutscene to align with the story’s rich, fantasy-driven aesthetic, enhancing the details and creating cinematic transitions. For voice acting, Eleven Labs provided narration. Suno’s AI-driven music composition tools helped craft two unique songs for the game. | Starving Lama Games | - | Mar 18, 2026 | |
Eternal Warriors In-game content art | Use of AI for some of the game's graphical elements. | Tigerems Studio | - | Mar 18, 2026 | |
Defying the shadows Store/marketing art | The store page and games contain art assets generated by artificial intelligence | Tzhaar | - | Mar 18, 2026 | |
Black Bristol Dev only art | AI was used to generate card art for development. It is planned to replace the generated art with commissioned, human developed artwork. | Fathom | - | Mar 18, 2026 | |
Lost Kingdom: Idle War Unclear | New UI Designs | AGS GAMES | - | Mar 18, 2026 | |
Tinker-World: Arrival at Kedhreon In-game content art | Some graphical assets in the game were created or modified using artificial intelligence algorithms. This applies only to certain elements of the game visual artwork. | From The Cave | - | Mar 18, 2026 | |
The Depths of Duskraven Manor In-game content artaudio | 2D character art and title screen was generated and enhanced from pre-production reference sketches drawn by the developer.
Some music in the game was generated utilizing Suno, and edited to fit the thematic elements of the game. | Apoptosis Games | - | Mar 18, 2026 | |
Guild Encounters In-game content art | AI was used to generate the backgrounds, enemies, and character portraits.
Gyudon Games consists of a single developer who deeply respects artists and understands that AI cannot replace their creativity.
"Guild Encounters" is a labor of love, inspired by many JRPGs of the past. Without the use of AI, creating this game would not have been possible given the developer's limited resources.
I hope you understand this decision. Thank you for your support—I will continue working hard to deliver the best experience possible! | Gyudon Games | 13 | Mar 18, 2026 | |
BLADEMANCER Dev only | AI was used to assist with asset and plugin development. | Kemsyn | - | Mar 18, 2026 | |
Bebshoru Lodbuka In-game content art | This game contains some assets that have been generated with AI. | Game Factory 12 Studio | - | Mar 18, 2026 |