I use DeepL for some translations. English, Chinese, German, Polish, Russian, and other translations have been corrected by volunteers.
- Creator
- Papertip Studio
- Reviews
- 340
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 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.
I use DeepL for some translations. English, Chinese, German, Polish, Russian, and other translations have been corrected by volunteers.
The anime girls are AI-enhanced. Only public domain images were used in the training and production of the images however.
Support to capsul image
The images on the store page, such as capsule and library assets, are products of AI generation.
Art and visual assets were created with AI-assisted tools as part of a custom development pipeline. All assets are manually reviewed, edited, and refined to meet the game’s creative vision and maintain stylistic consistency. The game does not use AI to generate content at runtime.
In "Don't Click in The Dark," we utilize AI-generated graphics as a foundation for our creative process. The AI helps generate base images, which we then use as inspiration to create detailed pixel art. These AI-generated visuals serve as a starting point, allowing our artists to craft unique, atmospheric environments and characters. Additionally, we animate these pixel art assets.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
AI has been used for speeding up development, for inspiration and to generate some assets like textures and voicelines.
ai-generated art objects
The image is generated using AI.
1.some store page marketing images use artificial intelligence 2.some inventory item images use artificial intelligence 3.on the map transition UI use artificial intelligence
AI used to create images for the store page such as the Library and Store front icons, and banners.
Sanguine does not use AI to generate gameplay, dialogue, or dynamic content for players. The game experience is fully authored and designed. AI was used in development in three ways: -Coding assistance: GitHub Copilot was used as a tool to speed up writing code, with all implementations reviewed and customized by the developer. -Small artwork elements: A limited number of in-game framed paintings, Steam Achievement Artwork, and Newspaper Artwork were created with AI and then curated/edited by the developer for use. -Additionally, AI was used to assist with Localization Translations. All story, characters, environments, music, voice performances, live VHS-style footage, 3D models, cutscenes, and overall production were created directly and originally for Sanguine, or were purchased for use, or are royalty-free for use.
AI is used in image generation for wallpaper and logo.
Loading screen images and some images in the game
AI was used to generate logos and banners for your library display and store display.
AI image generation is used for some items and background images.
Sound effects & background music.
The game is entirely AI-free for both English-speaking and French-speaking players. Other languages are translated by AI.
AI support was provided for our game's poster and capsule designs.
I used AI to generate some textures for backgrounds and images for the UI, which I then manually processed and refined.
In the game we used art assets generated by artificial intelligence: banners for game page on Steam, UI and character voicing
This game currently features AI-generated voiceovers to bring its characters and story to life. As a solo developer working on my first project, this was the most feasible option during development. A post-release roadmap will be published, where I plan to transition to fully voiced lines by real voice actors as soon as resources allow.
Remastering of characters avatar.
We use AI to generate pre-rendered content for our game, its store page, marketing materials, and/or community assets
Generative AI was used as a step in the development of some texture and model assets.
We used image generation for concept art, some 2D assets, promo materials, and voice acting for AI characters.
AI-assisted tools were used for background adjustments in the store page images.
All the graphics in the game were created with AI, so backgrounds, portraits and inventory objects are all part of it. Text and music are done in the traditional way.
This was only used to create the game trailer.
We used AI to design the capsules featured on the game's store page.
Generative AI was used in the creation of some in-game portraits, backgrounds, and icons.
We've created voice lines for the player's hub A.I. companion, known as L.A.N.A. (short for Logical Artificial Neural Assistant), to narrate tutorial texts. They are all pre-rendered.
Some pre-rendered images in the game were generated by AI
AI was used a bit for 2D artwork.
Capsule and Library imagery integrate AI generation.
The game uses real-time AI models to simulate immersive conversations with the non-player characters you meet in-game. Each character has a hand-written backstory that impacts how the conversation goes. This technology complements the manual worldbuilding and lore writing, and I would love your feedback on how well you think this works!
Character portraits were made using AI. The two paintings in the main menu in the background are also AI generated. Intro movie contains AI images.
Angel Guardian was developed with the help of AI tools across our creative pipeline — including story development, dialogue, enemy balancing, difficulty tuning, concept art exploration, animation prototyping, music iteration, and voice experimentation. AI acted as a creative accelerator, allowing us to rapidly test ideas, refine systems, and expand the scope of our world. All content was directed, curated, and finalized by our human development team.
AI is used to generate text for some specific NPCs with non-interactive dialogue.
Some images in the game were partly designed by artificial intelligence image generation. They were adapted in a unique way to fit in the general theme.
For the MVP of the Development version of the game 3D models, 2D sprites, sound and music are part wise AI generated. These assets will not be used for the release of the game but instead replaced by human-made assets.
Use for produce novel images.
GenAI is used to create 2D character design concepts as reference images for 3D modeling. It is also used for some UI icons, a limited number of 3D asset models, and translation of in-game character dialogue.
AI was used to generate initial assets for the ship's computer voice, nebula backgrounds, and some translations, all of which were subsequently refined by the developer.
The achievement icon in the game store is generated using AI
AI Imagery on storefront
Game uses pre-rendered AI generated images for 2D Art.
Some 2D graphics on store page
We used AI generated contents just for steam capsule images.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Tower of Mask In-game content text | I use DeepL for some translations.
English, Chinese, German, Polish, Russian, and other translations have been corrected by volunteers. | Papertip Studio | 340 | Mar 18, 2026 | |
Breed Kim Il-Sung In-game content art | The anime girls are AI-enhanced. Only public domain images were used in the training and production of the images however. | ProgenitorWorks | - | Mar 18, 2026 | |
My Corp Cargo Simulator : Prologue In-game content art | Support to capsul image | NocturnForge | 45 | Mar 18, 2026 | |
Anomaly Hunter - Observation Duty Store/marketing art | The images on the store page, such as capsule and library assets, are products of AI generation. | Microtools Ltd. | - | Mar 18, 2026 | |
Rome Idle: Legacy In-game content art | Art and visual assets were created with AI-assisted tools as part of a custom development pipeline. All assets are manually reviewed, edited, and refined to meet the game’s creative vision and maintain stylistic consistency. The game does not use AI to generate content at runtime. | White Oak Games | - | Mar 18, 2026 | |
Don't Click in The Dark In-game content art | In "Don't Click in The Dark," we utilize AI-generated graphics as a foundation for our creative process. The AI helps generate base images, which we then use as inspiration to create detailed pixel art. These AI-generated visuals serve as a starting point, allowing our artists to craft unique, atmospheric environments and characters. Additionally, we animate these pixel art assets. | Magnaro | - | Mar 18, 2026 | |
DeepWeb Simulator In-game content art | Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence. | Bull Games | 55 | Mar 18, 2026 | |
Death Scourges: Prologue In-game content artaudio | AI has been used for speeding up development, for inspiration and to generate some assets like textures and voicelines. | Phase Vault | - | Mar 18, 2026 | |
CYBER INTERNET CLUB SIMULATOR In-game content art | ai-generated art objects | EchoVerse Core | 33 | Mar 18, 2026 | |
與妹有約 Unclear art | The image is generated using AI. | Carnival Pepper | 28 | Mar 18, 2026 | |
末日幽影 In-game content art | 1.some store page marketing images use artificial intelligence
2.some inventory item images use artificial intelligence
3.on the map transition UI use artificial intelligence | EasternDR | 15 | Mar 18, 2026 | |
Observer In-game content art | AI used to create images for the store page such as the Library and Store front icons, and banners. | Games Observatory | - | Mar 18, 2026 | |
Sanguine In-game content artcodetext | Sanguine does not use AI to generate gameplay, dialogue, or dynamic content for players. The game experience is fully authored and designed.
AI was used in development in three ways:
-Coding assistance: GitHub Copilot was used as a tool to speed up writing code, with all implementations reviewed and customized by the developer.
-Small artwork elements: A limited number of in-game framed paintings, Steam Achievement Artwork, and Newspaper Artwork were created with AI and then curated/edited by the developer for use.
-Additionally, AI was used to assist with Localization Translations.
All story, characters, environments, music, voice performances, live VHS-style footage, 3D models, cutscenes, and overall production were created directly and originally for Sanguine, or were purchased for use, or are royalty-free for use. | Ryan Berg | 12 | Mar 18, 2026 | |
Center Station Simulator Store/marketing art | AI is used in image generation for wallpaper and logo. | Nightmare Phoenix | 548 | Mar 18, 2026 | |
Tech Disorder In-game content art | Loading screen images and some images in the game | Danil Koliada | - | Mar 18, 2026 | |
Path to the Creator Store/marketing art | AI was used to generate logos and banners for your library display and store display. | Zentyre | - | Mar 18, 2026 | |
Arcane Array Arena In-game content art | AI image generation is used for some items and background images. | steikum | - | Mar 18, 2026 | |
Onyx In-game content audio | Sound effects & background music. | Dark Matter | - | Mar 18, 2026 | |
Wisps of the Elements In-game content text | The game is entirely AI-free for both English-speaking and French-speaking players.
Other languages are translated by AI. | Benoît Ko | - | Mar 18, 2026 | |
My Corp Cargo Simulator Store/marketing art | AI support was provided for our game's poster and capsule designs. | NocturnForge | 70 | Mar 18, 2026 | |
Thousands of Heroes In-game content art | I used AI to generate some textures for backgrounds and images for the UI, which I then manually processed and refined. | radiuthree | - | Mar 18, 2026 | |
REAL ESTATE Simulator In-game content artaudio | In the game we used art assets generated by artificial intelligence: banners for game page on Steam, UI and character voicing | Geekon | 164 | Mar 18, 2026 | |
Blood Sins In-game content audio | This game currently features AI-generated voiceovers to bring its characters and story to life. As a solo developer working on my first project, this was the most feasible option during development.
A post-release roadmap will be published, where I plan to transition to fully voiced lines by real voice actors as soon as resources allow. | JGG Log Studio | 14 | Mar 18, 2026 | |
In Service of the Queen Unclear art | Remastering of characters avatar. | Seven Sails Games | - | Mar 18, 2026 | |
AsteroidMiner (Working Title) Store/marketing art | We use AI to generate pre-rendered content for our game, its store page, marketing materials, and/or community assets | H.Y. Analytics | - | Mar 18, 2026 | |
Sidereal In-game content art | Generative AI was used as a step in the development of some texture and model assets. | r7321 | 32 | Mar 18, 2026 | |
14:Overmind In-game content artaudio | We used image generation for concept art, some 2D assets, promo materials, and voice acting for AI characters. | Next Genium | - | Mar 18, 2026 | |
Red's Ascent Store/marketing art | AI-assisted tools were used for background adjustments in the store page images. | Özgür Çallı | - | Mar 18, 2026 | |
I'm a Rocker! In-game content art | All the graphics in the game were created with AI, so backgrounds, portraits and inventory objects are all part of it. Text and music are done in the traditional way. | Teleport Games | - | Mar 18, 2026 | |
Undeads Store/marketing art | This was only used to create the game trailer. | Sezual Pte Ltd | 134 | Mar 18, 2026 | |
Luxury Store Simulator Store/marketing art | We used AI to design the capsules featured on the game's store page. | OBUR Games | - | Mar 18, 2026 | |
Global Magnates: Shipping Tycoon In-game content art | Generative AI was used in the creation of some in-game portraits, backgrounds, and icons. | Aquila Chengdu | 116 | Mar 18, 2026 | |
Shell Runner In-game content audiotext | We've created voice lines for the player's hub A.I. companion, known as L.A.N.A. (short for Logical Artificial Neural Assistant), to narrate tutorial texts. They are all pre-rendered. | Reija | 79 | Mar 18, 2026 | |
Dark Sanctum In-game content art | Some pre-rendered images in the game were generated by AI | Overaction Game Studio | - | Mar 18, 2026 | |
Seekers of the Ancient In-game content art | AI was used a bit for 2D artwork. | Forge Hammer Entertainment | - | Mar 18, 2026 | |
Iridio Store/marketing art | Capsule and Library imagery integrate AI generation. | KR Games | 104 | Mar 18, 2026 | |
Frontiers Reborn Live AI text | The game uses real-time AI models to simulate immersive conversations with the non-player characters you meet in-game. Each character has a hand-written backstory that impacts how the conversation goes. This technology complements the manual worldbuilding and lore writing, and I would love your feedback on how well you think this works! | Tomas Engelthaler | - | Mar 18, 2026 | |
Orb Of The Watcher In-game content art | Character portraits were made using AI.
The two paintings in the main menu in the background are also AI generated.
Intro movie contains AI images. | 40 Pound Tiger Studios | - | Mar 18, 2026 | |
Angel Guardian In-game content textartaudio | Angel Guardian was developed with the help of AI tools across our creative pipeline — including story development, dialogue, enemy balancing, difficulty tuning, concept art exploration, animation prototyping, music iteration, and voice experimentation.
AI acted as a creative accelerator, allowing us to rapidly test ideas, refine systems, and expand the scope of our world. All content was directed, curated, and finalized by our human development team. | Corgee inc | - | Mar 18, 2026 | |
Trolddom In-game content text | AI is used to generate text for some specific NPCs with non-interactive dialogue. | Plant Based Games | 198 | Mar 18, 2026 | |
Runes of Aereal In-game content art | Some images in the game were partly designed by artificial intelligence image generation. They were adapted in a unique way to fit in the general theme. | Bart Alluyn | - | Mar 18, 2026 | |
Testament of Power In-game content artaudio | For the MVP of the Development version of the game 3D models, 2D sprites, sound and music are part wise AI generated. These assets will not be used for the release of the game but instead replaced by human-made assets. | Airburst Studios | - | Mar 18, 2026 | |
挂机修仙之我能合成功法! Unclear art | Use for produce novel images. | 99 Game Studio | 29 | Mar 18, 2026 | |
Exelio In-game content arttext | GenAI is used to create 2D character design concepts as reference images for 3D modeling.
It is also used for some UI icons, a limited number of 3D asset models, and translation of in-game character dialogue. | AI Frog Interactive, Inc. | 16 | Mar 18, 2026 | |
Eventide Matter In-game content audioarttext | AI was used to generate initial assets for the ship's computer voice, nebula backgrounds, and some translations, all of which were subsequently refined by the developer. | Ottropi Games | 867 | Mar 18, 2026 | |
都市小面馆 In-game content art | The achievement icon in the game store is generated using AI | Terobi | 11 | Mar 18, 2026 | |
Quintus and the Formidable Curse Store/marketing art | AI Imagery on storefront | Wreck Tangle Games | - | Mar 18, 2026 | |
Valiant Tactics In-game content art | Game uses pre-rendered AI generated images for 2D Art. | Felid Entertainment | 28 | Mar 18, 2026 | |
Car Dealer Simulator Store/marketing art | Some 2D graphics on store page | Garage Monkeys | 4.3k | Mar 18, 2026 | |
Bazaar Simulator Store/marketing art | We used AI generated contents just for steam capsule images. | Mithra Interactive | 176 | Mar 18, 2026 |