For languages other than Japanese, the translations have been generated through AI-based machine translation.
- Creator
- 機世語堂
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,497 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.
For languages other than Japanese, the translations have been generated through AI-based machine translation.
For the development of Great Library, generative AI tools were used to assist in the creation of static visual assets, including environmental textures, character concept art, and store page promotional imagery. All AI-assisted content has been manually reviewed, refined, and integrated by our development team to ensure quality and consistency. There is no live-generated AI content, code, or real-time generation used during gameplay.
Generative AI tools were used during the development process to assist with coding and debugging. Additionally, AI tools were utilized to create and edit certain visual assets for the user interface (UI) and store page marketing materials. All content generated or modified by AI has been manually reviewed and finalized by the developer.
AI is used to create some previews and to post-process some images.
We use AI to generate example images, as well as to create variations of in-game assets by applying different rendering methods or artistic styles based on existing resources.
All music in Orbit Armada is generated using AI tools. Each track is selected and curated by a human.
AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons.
Marketing assets (Capsule Art, Headers) and in-game 2D assets (sprites, icons, UI elements, backgrounds) were conceptualized and generated using AI tools (Nano Banana Pro), then manually edited, animated, and composited by the developer. Sound Effects were generated using AI-based synthesis tools (ElevenLabs). Background Music was generated using AI composition tools (Soundraw). No AI is used for live generation during gameplay.
The promotional trailer for this game contains AI-generated elements (video and images) mixed with real gameplay footage for storytelling purposes. The game itself does not use AI.
Icon Artwork
Some game images, sound effects, and music are generated and modified by AI.
Some promotional visuals were created using generative AI tools and were then manually edited.
AI was only used to enhance images we already had, giving them a look more in line with the game’s retro ’80s theme. Its use was limited solely to images for the store page and game icons.
The 3D models of some minions and items in the game were created using AI-generated technology.
Several placeholder 2D art pieces are generated using Stable Diffusion. In the Early Access version these are marked with the word "Placeholder" in the bottom right corner of the image and will be replaced by artist drawings during the Early Access process.
Game logo was created by AI.
Static images and logos in store where generated with help of AI.
create icon with ai
The Logo is AI generated.
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.
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 visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original.
Use of UI Assets and Visual Elements The game uses a combination of custom-made assets and assisted tools for certain visual elements. Some UI icons and minor interface elements were created with the help of generation tools and then manually edited and integrated into the game. This includes: small UI icons damage indicators ability cards and card elements UI cards and visual overlays promotional banners for the Steam store All generated elements are used as supporting visuals, refined and adapted to fit the game’s original design, gameplay systems, and overall art direction. Core gameplay visuals, mechanics, environments, and animations are fully custom and developed specifically for the game.
During the dialogue sequences, the characters avatar representations have been created using AI image generation tools based on original 3D images of the in-game models
We used AI to generate the main banner for the game.
Generative AI tools were used during development to assist with the creation of concept art, visual assets, and written content such as descriptions and lore. All AI-generated materials were reviewed, edited, and finalized by the development team. No AI is used during gameplay, and the game does not generate content in real time.
Uses artificial intelligence to generate high-quality main quests, side quests and game scenes. All AI-created quests are story-driven and interconnected, not shallow or repetitive filler.
The game's cover art was created using AI.
The game's cover art was created using AI.
AI tools were used to generate some graphical assets for the store page (capsules, logos) and to assist with coding scripts.
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.
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.
AI was used to help with coding and creating concept art.
few icons
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.
Some assets are generated by generative AI.
Most of the game's art and UI are generated by AI.
"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."
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.
Some resources/sprites are generated/optimized using ComfyUI
graphic assets used in this game and its marketing materials were created with the help of generative AI tools.
Upgrade names based on player progress Short functional descriptions for power-ups Lore quotes from "Ancient Penguin Spirits" How it works: When players level up during gameplay, the AI creates contextual narrative elements based on the player's current level, recent performance, and the type of upgrade being offered. This content is generated in real-time and adapts to the language setting (English or Traditional Chinese). Player experience: AI-generated content is limited to optional narrative flavor text only. All core gameplay, mechanics, weapons, enemies, and progression systems are pre-designed by the developer. The AI does not affect game balance, difficulty, or player outcomes.
Currently, AI-generated content is being used for the store page, marketing materials, and/or community center materials to showcase a general vision of the game's future during the early development phase (game screenshots are labeled as "Prototype"), but with the subsequent removal and implementation of original content.
Some images on the store page and in game were created using AI tools.
AI tools have been used to help generate the store graphics, which were then edited for final use. No AI tools have been used for any game content. All art in the game is self-made.
I used AI for generating some images
5 images were made by AI, but the model was trained by images owned.
We use tools like GitHub Copilot during development. However, all code is verified by our 2 member team, with over 30 years combined experience.
Roach english voice. Some marketing images
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
俊風のシィレア In-game content text | For languages other than Japanese, the translations have been generated through AI-based machine translation. | 機世語堂 | - | Mar 18, 2026 | |
Great Library In-game content art | For the development of Great Library, generative AI tools were used to assist in the creation of static visual assets, including environmental textures, character concept art, and store page promotional imagery. All AI-assisted content has been manually reviewed, refined, and integrated by our development team to ensure quality and consistency. There is no live-generated AI content, code, or real-time generation used during gameplay. | Bodley Games | - | Mar 18, 2026 | |
VeinLight Store/marketing artcode | Generative AI tools were used during the development process to assist with coding and debugging. Additionally, AI tools were utilized to create and edit certain visual assets for the user interface (UI) and store page marketing materials. All content generated or modified by AI has been manually reviewed and finalized by the developer. | SoloMaestro | - | Mar 18, 2026 | |
Ironsphere Store/marketing art | AI is used to create some previews and to post-process some images. | Jemie | - | Mar 18, 2026 | |
WEAPON MASTER In-game content art | We use AI to generate example images, as well as to create variations of in-game assets by applying different rendering methods or artistic styles based on existing resources. | SAM AFEI | 14 | Mar 18, 2026 | |
Orbit Armada In-game content audio | All music in Orbit Armada is generated using AI tools.
Each track is selected and curated by a human. | Viktor Borg Grelsson | - | Mar 18, 2026 | |
DREADMARCH In-game content art | AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons. | MM88 | 21 | Mar 18, 2026 | |
Flask & Fury In-game content artaudio | Marketing assets (Capsule Art, Headers) and in-game 2D assets (sprites, icons, UI elements, backgrounds) were conceptualized and generated using AI tools (Nano Banana Pro), then manually edited, animated, and composited by the developer.
Sound Effects were generated using AI-based synthesis tools (ElevenLabs).
Background Music was generated using AI composition tools (Soundraw).
No AI is used for live generation during gameplay. | Glass Horizon | - | Mar 18, 2026 | |
Dank Armada In-game content art | The promotional trailer for this game contains AI-generated elements (video and images) mixed with real gameplay footage for storytelling purposes. The game itself does not use AI. | 918.software | - | Mar 18, 2026 | |
Infernal Descent Unclear art | Icon Artwork | Dawg Patch Games | - | Mar 18, 2026 | |
洪荒进化 Hong Huang Evolution In-game content artaudio | Some game images, sound effects, and music are generated and modified by AI. | SPsimon Games | - | Mar 18, 2026 | |
Last Planet Store/marketing art | Some promotional visuals were created using generative AI tools and were then manually edited. | Vertices Art Studio | - | Mar 18, 2026 | |
Diskette Dungeon In-game content art | AI was only used to enhance images we already had, giving them a look more in line with the game’s retro ’80s theme. Its use was limited solely to images for the store page and game icons. | MM88 | - | Mar 18, 2026 | |
No Mortal Space In-game content art | The 3D models of some minions and items in the game were created using AI-generated technology. | Stellia Games | - | Mar 18, 2026 | |
RiffHammer In-game content art | Several placeholder 2D art pieces are generated using Stable Diffusion. In the Early Access version these are marked with the word "Placeholder" in the bottom right corner of the image and will be replaced by artist drawings during the Early Access process. | Thorsten Masuch | - | Mar 18, 2026 | |
Boom Buddies Store/marketing art | Game logo was created by AI. | Nightloop | - | Mar 18, 2026 | |
Canyon Raid Store/marketing art | Static images and logos in store where generated with help of AI. | Asto Games | - | Mar 18, 2026 | |
LUMOLISH Unclear art | create icon with ai | Liu polun | - | Mar 18, 2026 | |
Gravezone Arena Store/marketing art | The Logo is AI generated. | eXPresso Softworks | - | 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 | |
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 | |
Dragon Guardians In-game content art | Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original. | Queen | - | Mar 18, 2026 | |
MELLDESTROY In-game content art | Use of UI Assets and Visual Elements
The game uses a combination of custom-made assets and assisted tools for certain visual elements.
Some UI icons and minor interface elements were created with the help of generation tools and then manually edited and integrated into the game.
This includes:
small UI icons
damage indicators
ability cards and card elements
UI cards and visual overlays
promotional banners for the Steam store
All generated elements are used as supporting visuals, refined and adapted to fit the game’s original design, gameplay systems, and overall art direction.
Core gameplay visuals, mechanics, environments, and animations are fully custom and developed specifically for the game. | CUBE studio | - | Mar 18, 2026 | |
Deadrock Salvation In-game content art | During the dialogue sequences, the characters avatar representations have been created using AI image generation tools based on original 3D images of the in-game models | Ghost Machine | 37 | Mar 18, 2026 | |
Tombbound Store/marketing art | We used AI to generate the main banner for the game. | Age Zero | - | Mar 18, 2026 | |
Mutant Survivors In-game content arttext | Generative AI tools were used during development to assist with the creation of concept art, visual assets, and written content such as descriptions and lore.
All AI-generated materials were reviewed, edited, and finalized by the development team. No AI is used during gameplay, and the game does not generate content in real time. | Macro Software | - | Mar 18, 2026 | |
Tales of Medieval Duelists In-game content text | Uses artificial intelligence to generate high-quality main quests, side quests and game scenes.
All AI-created quests are story-driven and interconnected, not shallow or repetitive filler. | Alex | - | Mar 18, 2026 | |
Catch the Chiken Store/marketing art | The game's cover art was created using AI. | Hede | 13 | Mar 18, 2026 | |
GIFT UP - FARM Store/marketing art | The game's cover art was created using AI. | Hede | 11 | Mar 18, 2026 | |
Ramming Turtleship - 1592: The Imjin War Store/marketing artcode | AI tools were used to generate some graphical assets for the store page (capsules, logos) and to assist with coding scripts. | Dreampanda | - | 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 | |
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 | |
Blue Blaze Dev only codeart | AI was used to help with coding and creating concept art. | SixCats | - | Mar 18, 2026 | |
SECTOR LOCKDOWN In-game content art | few icons | NDDP | - | 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 | |
Battle for the raise In-game content | Some assets are generated by generative AI. | Froste Tail 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 | |
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 | |
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 | |
Blast Grid Battle Grounds In-game content art | Some resources/sprites are generated/optimized using ComfyUI | FAN HONGHUI | - | Mar 18, 2026 | |
Last Shift Standing Store/marketing art | graphic assets used in this game and its marketing materials were created with the help of generative AI tools. | Solo Tactic Games | - | Mar 18, 2026 | |
Arctic Survivors In-game content text | Upgrade names based on player progress
Short functional descriptions for power-ups
Lore quotes from "Ancient Penguin Spirits"
How it works:
When players level up during gameplay, the AI creates contextual narrative elements based on the player's current level, recent performance, and the type of upgrade being offered. This content is generated in real-time and adapts to the language setting (English or Traditional Chinese).
Player experience:
AI-generated content is limited to optional narrative flavor text only. All core gameplay, mechanics, weapons, enemies, and progression systems are pre-designed by the developer. The AI does not affect game balance, difficulty, or player outcomes. | The Survivors | - | Mar 18, 2026 | |
Legacy of Chaos Online Store/marketing art | Currently, AI-generated content is being used for the store page, marketing materials, and/or community center materials to showcase a general vision of the game's future during the early development phase (game screenshots are labeled as "Prototype"), but with the subsequent removal and implementation of original content. | Recovery Team | - | Mar 18, 2026 | |
Behold the Horde In-game content art | Some images on the store page and in game were created using AI tools. | Dawnless Interactive | - | Mar 18, 2026 | |
Overpowered 2 - Crux of Fate Store/marketing art | AI tools have been used to help generate the store graphics, which were then edited for final use. No AI tools have been used for any game content. All art in the game is self-made. | Eastasiasoft Limited | - | Mar 18, 2026 | |
Battlemage Ascension Unclear art | I used AI for generating some images | Alex H | - | Mar 18, 2026 | |
Magus Day Store/marketing art | 5 images were made by AI, but the model was trained
by images owned. | Lost Crit | - | Mar 18, 2026 | |
DreadHold Dev only code | We use tools like GitHub Copilot during development.
However, all code is verified by our 2 member team, with over 30 years combined experience. | Sam Parton | - | Mar 18, 2026 | |
MeetMeat In-game content audioart | Roach english voice. Some marketing images | Cherokee Games | - | Mar 18, 2026 |