Some images and sound have been generated with the assistance of AI.
- Creator
- Les Ganton
- Reviews
- -
- Added
- Jun 28, 2026
Public Steam disclosure research 25,394 disclosures tracked
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Code help, debugging and other development work.
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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.
Some images and sound have been generated with the assistance of AI.
Some 2D art (icons and illustrations) was created with the help of generative AI tools and refined by the developer. No AI content is generated during gameplay.
This game uses generative AI to create concept art, some background illustrations. All AI-generated content has been reviewed, edited, and refined by human hands to ensure it does not infringe on any copyrights.
AI is used for localisation purposes.
This game contains pre-generated AI-generated and AI-assisted visual content. Generative AI tools were used as part of the art creation process for certain visual assets appearing in the game and on the Steam store page. This may include building artwork, ability cards, character artwork, menu artwork, user interface elements, promotional images, store capsules, library assets, and other graphical materials. All such content was reviewed, curated, modified where necessary, and approved by the developer before inclusion in the final game. The developer is responsible for the final content presented to players. The game does not use live AI generation, AI-powered gameplay systems, or AI-generated user content. All AI-assisted content is pre-generated during development and distributed as part of the game files.
All background music used in this game are pre-generated offline AI audio assets sourced from Pixabay (static files only, no real-time generation). All materials fully comply with Pixabay’s free commercial use license with no copyright infringement issues. Full download records of these assets are retained, and there is no mandatory requirement to disclose specific AI generation tools. Localized texts and tutorial content of the game are created with the assistance of AI tools. All AI-generated content has been reviewed for compliance.
Some pixel art (sprites, icons, UI) was created with the help of generative AI tools, with all assets reviewed and hand-edited by the developer.
All final artwork is created by our artists. AI-generated 2D placeholders are clearly labeled and will be replaced during production. Generative AI also assisted with select audio elements under our team’s direction.
AI tools were used to generate store page capsule images, trailers, and Videos.
Some image assets are generated by AI.
AI was used for coding assistance only. Artwork was produced by a paid human artist.
Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW.
The music in SEPTAR is created using generative AI tools.
AI technologies were used extensively throughout the development of this game. The vast majority of the game's design, balancing data, art assets, audio assets, programming, and testing were completed with AI assistance.
Some of the visual assets and basic scripts in this work were created using generative artificial intelligence. All AI-generated content was ultimately manually modified and rigorously reviewed by the developers.
This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services while the game is running.
I have used generative AI tools to assist with localization of in-game text into additional languages, as I am a native English speaker. Source text (UI strings, menus, tutorial/coaching content) is authored in English; AI is used to produce initial translations, which are then reviewed and edited before shipping. The game contains no live/real-time AI-generated content. All other game content including artwork, audio and design, is created by real humans. This includes assets from the Unity store, Synty store, Humble Bundles and Fiverr artists.
This game uses AI-generated artwork for store page banners, character portraits, unit illustrations, and in-game backgrounds. All AI-generated assets were created using Stable Diffusion and Midjourney, then reviewed, edited, and post-processed by the development team before being included in the game. No AI content is generated in real-time during gameplay.
Sparrow God uses generative AI assistance for localization and some store-page/marketing copy. The game's design, mechanics, and mahjong rules are all original works by the developer. In-game visuals and audio are created through the developer's direction + algorithms (procedural rendering/synthesis), not AI-generated images or music. AI is a development-assist tool; the creative direction is led by a human.
Some of the art and music in Maul Tactics were created with the help of AI tools and refined by the developer.
I want to clarify right away that I am not an AI enthusiast, though I understand that this topic can be sensitive for some. Type Or Die uses AI for card icons and sprite animations. All other aspects of the game (design, programming, voice acting, music, interface, and the majority of the artwork) were created manually. If the game achieves a certain level of success after its release, I will hire a specialist artist to handle all of that.
This game uses Pre-Generated AI only. AI tools were used during development to create static assets (art, text, sound effects, etc.) that are bundled into the game. No Live-Generated AI is used — no AI model inference or online content generation takes place at runtime.
We translated the game in German and French ourselves. For Japanese, Simplified Chinese, Spanish and Portuguese (BR), we used AI. If you see any translation mistakes, feel free to let us know!
Some marketing and store page artwork (capsule images, avatars and banners) were created with the assistance of generative AI tools. Some audio assets were also generated or assisted with AI tools. All AI-generated assets are reviewed and edited by the developer to ensure quality and consistency with the game's identity.
This project uses a mix of human-made and AI-assisted content. The majority of visual assets are human-made. Some 3D character models, item models, and textures were generated with the help of AI tools. All animation, audio, music, sound design, and writing are entirely human-made.
Most of the code and game assets are AI-generated.
This game contains AI-generated content. Some in-game assets were created or assisted by AI tools and reviewed by the developer.
Character art, card illustrations, and store marketing images in this game were initially generated using AI tools during development, then manually edited, reviewed, and finalized before being packaged into the build. There is no live AI-generated content triggered by players during gameplay; all AI-related content is pre-generated static material.
OrderlyWorld currently uses a limited number of pre-generated AI visual assets in the development build and store materials, including the main menu background. These assets are static and curated by the developer. The game does not generate content during play or connect to external AI services.
Some images featured on this store page and parts of the game's localization were created with the assistance of generative AI tools and have been reviewed for the final release.
Generative AI was used to create some initial concept imagery during development and marketing. All AI generated content is reviewed, heavily modified, edited and incorporated into final artwork by our art team before use. No AI generated content is produced during gameplay.
Some of the background music in Hold It In comes from a commercially-licensed third-party music pack bought from itch.io ("Hell Metal Songs" by thc555) that was created with AI-assisted music tools. All other audio (voice, sound effects), all art, and all game code were created without generative AI. No AI-generated content is created live during gameplay.
I complete the insufficient parts of my artwork using artificial intelligence.
Some of the artwork uses legitimate generative AI.
Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art.
AI-generated content is used only during the concept art and asset planning phase to generate initial creative ideas. No AI-generated content is present in the final game.
Some of the game’s graphics were created with the support of AI tools.
This game uses generative AI-assisted tools for some pre-generated art and audio assets, including portions of Steam store artwork, character and background assets, the application icon, and some BGM / SFX. All assets are selected, edited, integrated, and tested by the developer. The game does not include live-generated AI content during gameplay, and players will not encounter dynamically generated AI text, images, audio, or other content.
This game utilizes generative AI technology to assist in the batch processing and optimization of certain art assets, including but not limited to: style unification of character sprites, detail enhancement of background elements, and rapid generation of some UI icons. All AI-generated content has been manually reviewed, adjusted, and integrated by the developers to ensure consistency with the game's overall art direction. The core gameplay design, system architecture, balance tuning, and all other critical elements were completed independently by the developers.
Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and curated by the developer. The game does not use live generative AI during gameplay and does not generate content from player input.
All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI.
Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style. During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers.
Generative AI was used to update all my existing art.
AI is occasionally used for game art and quality control.
During the development process, generative AI was utilized to assist in drafting and refining select in-game text, as well as to facilitate the multilingual localization of the store page copy. Furthermore, generative AI tools were employed to aid in concept design during the creation of the game's store page key art, various marketing materials, and community assets.
Small portion of the game assets such as logos were created by AI. Also AI provided us with assistance during our coding sessions.
We utilized generative AI tools to assist in creating certain visual assets, UI elements, and background music (BGM) during the development process. Additionally, AI was used to optimize coding efficiency and assist with text localization to improve the quality of the English translation. All AI-assisted contents and scripts have been thoroughly reviewed, verified, and refined manually by the developer to ensure quality.
Generative AI was used as part of the art production process for selected store page visuals, story illustrations, and some card artwork. All AI-assisted assets were reviewed and refined before being included in the game.
Generative AI was used as a development assistant for pre-release asset iteration, writing support, localization drafts, ideation and productivity tasks. Some visual assets and draft text/assets may have been assisted or iterated with generative AI before being reviewed and integrated into the game. This content is static and does not generate new content at runtime. The game does not use live generative AI to create content during gameplay. No player prompts are sent to an AI service at runtime. AI-assisted material is reviewed manually before inclusion. It is adjusted to match the game's style, naming, tone and technical requirements, and content that would be inappropriate, infringing or inconsistent with the project is not intentionally included.
I am a solo developer who worked with external freelancers for art and audio. Some assets provided by these contributors might have been created or assisted by generative AI tools, though their specific workflow was not monitored.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Wordforge: Silent Letters In-game content artaudio | Some images and sound have been generated with the assistance of AI. | Les Ganton | - | Jun 28, 2026 | |
BannerRush In-game content art | Some 2D art (icons and illustrations) was created with the help of generative AI tools and refined by the developer. No AI content is generated during gameplay. | HexLeaf Studio | - | Jun 28, 2026 | |
K-CHESS OMEGA In-game content art | This game uses generative AI to create concept art, some background illustrations. All AI-generated content has been reviewed, edited, and refined by human hands to ensure it does not infringe on any copyrights. | Deep Square Studio | - | Jun 27, 2026 | |
Conqueror's Stage In-game content text | AI is used for localisation purposes. | LeftLane Interactive | - | Jun 27, 2026 | |
PetCraft In-game content art | This game contains pre-generated AI-generated and AI-assisted visual content.
Generative AI tools were used as part of the art creation process for certain visual assets appearing in the game and on the Steam store page. This may include building artwork, ability cards, character artwork, menu artwork, user interface elements, promotional images, store capsules, library assets, and other graphical materials.
All such content was reviewed, curated, modified where necessary, and approved by the developer before inclusion in the final game. The developer is responsible for the final content presented to players.
The game does not use live AI generation, AI-powered gameplay systems, or AI-generated user content. All AI-assisted content is pre-generated during development and distributed as part of the game files. | BlueMonkey Studio | - | Jun 27, 2026 | |
Stellacore Defense In-game content audiotext | All background music used in this game are pre-generated offline AI audio assets sourced from Pixabay (static files only, no real-time generation). All materials fully comply with Pixabay’s free commercial use license with no copyright infringement issues. Full download records of these assets are retained, and there is no mandatory requirement to disclose specific AI generation tools.
Localized texts and tutorial content of the game are created with the assistance of AI tools. All AI-generated content has been reviewed for compliance. | SLASH | - | Jun 27, 2026 | |
Floodline Legion In-game content art | Some pixel art (sprites, icons, UI) was created with the help of generative AI tools, with all assets reviewed and hand-edited by the developer. | Rune Games | - | Jun 27, 2026 | |
Madhearts In-game content artaudio | All final artwork is created by our artists. AI-generated 2D placeholders are clearly labeled and will be replaced during production. Generative AI also assisted with select audio elements under our team’s direction. | Vincae Entretenimento | - | Jun 27, 2026 | |
Bunker Buster Store/marketing art | AI tools were used to generate store page capsule images, trailers, and Videos. | ALPHALOTA | - | Jun 27, 2026 | |
WARONOMY In-game content art | Some image assets are generated by AI. | Aventine Legends | - | Jun 27, 2026 | |
War Footing Dev only code | AI was used for coding assistance only. Artwork was produced by a paid human artist. | Strategist's Den Games | - | Jun 27, 2026 | |
Age of New Worlds In-game content art | Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW. | ernest.dev | - | Jun 27, 2026 | |
Septar In-game content audio | The music in SEPTAR is created using generative AI tools. | Pop Services | - | Jun 27, 2026 | |
Pocket Cultivation In-game content artaudiotextcode | AI technologies were used extensively throughout the development of this game. The vast majority of the game's design, balancing data, art assets, audio assets, programming, and testing were completed with AI assistance. | Biang Studio | - | Jun 27, 2026 | |
King of the Black Market In-game content artcode | Some of the visual assets and basic scripts in this work were created using generative artificial intelligence. All AI-generated content was ultimately manually modified and rigorously reviewed by the developers. | Off-Route | - | Jun 27, 2026 | |
Three Kingdoms: March In-game content artaudiocodetext | This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion.
The game does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Doldori Games | - | Jun 27, 2026 | |
IGL - In Game Leader In-game content text | I have used generative AI tools to assist with localization of in-game text into additional languages, as I am a native English speaker. Source text (UI strings, menus, tutorial/coaching content) is authored in English; AI is used to produce initial translations, which are then reviewed and edited before shipping. The game contains no live/real-time AI-generated content. All other game content including artwork, audio and design, is created by real humans. This includes assets from the Unity store, Synty store, Humble Bundles and Fiverr artists. | CleverByte Games | - | Jun 27, 2026 | |
I Am the Demon King In-game content art | This game uses AI-generated artwork for store page banners, character portraits, unit illustrations, and in-game backgrounds. All AI-generated assets were created using Stable Diffusion and Midjourney, then reviewed, edited, and post-processed by the development team before being included in the game. No AI content is generated in real-time during gameplay. | 金特工工作室 | - | Jun 27, 2026 | |
雀神 Sparrow God Store/marketing text | Sparrow God uses generative AI assistance for localization and some store-page/marketing copy. The game's design, mechanics, and mahjong rules are all original works by the developer. In-game visuals and audio are created through the developer's direction + algorithms (procedural rendering/synthesis), not AI-generated images or music. AI is a development-assist tool; the creative direction is led by a human. | LIU JUN | - | Jun 27, 2026 | |
Maul Tactics In-game content artaudio | Some of the art and music in Maul Tactics were created with the help of AI tools and refined by the developer. | BEAGBOI GAMES | - | Jun 26, 2026 | |
Type or Die In-game content art | I want to clarify right away that I am not an AI enthusiast, though I understand that this topic can be sensitive for some. Type Or Die uses AI for card icons and sprite animations. All other aspects of the game (design, programming, voice acting, music, interface, and the majority of the artwork) were created manually. If the game achieves a certain level of success after its release, I will hire a specialist artist to handle all of that. | Type or Die | 29 | Jun 26, 2026 | |
CivilBrawling In-game content arttextaudio | This game uses Pre-Generated AI only. AI tools were used during development to create static assets (art, text, sound effects, etc.) that are bundled into the game. No Live-Generated AI is used — no AI model inference or online content generation takes place at runtime. | XM | - | Jun 26, 2026 | |
Memoria Arcana In-game content text | We translated the game in German and French ourselves. For Japanese, Simplified Chinese, Spanish and Portuguese (BR), we used AI. If you see any translation mistakes, feel free to let us know! | Reija | 24 | Jun 16, 2026 | |
Imperium Warbands | Some marketing and store page artwork (capsule
images, avatars and banners) were created with
the assistance of generative AI tools. Some
audio assets were also generated or assisted
with AI tools. All AI-generated assets are
reviewed and edited by the developer to ensure
quality and consistency with the game's
identity. | Jhulyan Studio | - | Jun 16, 2026 | |
On & Under In-game content art | This project uses a mix of human-made and AI-assisted content. The majority of visual assets are human-made. Some 3D character models, item models, and textures were generated with the help of AI tools. All animation, audio, music, sound design, and writing are entirely human-made. | Crabtr1 | - | Jun 16, 2026 | |
More War: Iron and Arcane In-game content codeart | Most of the code and game assets are AI-generated. | Vision Party | - | Jun 16, 2026 | |
Gold Admiral In-game content | This game contains AI-generated content. Some in-game assets were created or assisted by AI tools and reviewed by the developer. | Headhunter Games | - | Jun 16, 2026 | |
Capture the enemy camp In-game content art | Character art, card illustrations, and store marketing images in this game were initially generated using AI tools during development, then manually edited, reviewed, and finalized before being packaged into the build. There is no live AI-generated content triggered by players during gameplay; all AI-related content is pre-generated static material. | GU ZHENG | - | Jun 16, 2026 | |
OrderlyWorld In-game content art | OrderlyWorld currently uses a limited number of pre-generated AI visual assets in the development build and store materials, including the main menu background. These assets are static and curated by the developer. The game does not generate content during play or connect to external AI services. | OrderlyWorld | - | Jun 16, 2026 | |
Tongo In-game content arttext | Some images featured on this store page and parts of the game's localization were created with the assistance of generative AI tools and have been reviewed for the final release. | OnlineObject | - | Jun 15, 2026 | |
SolPlex: Dominion Store/marketing art | Generative AI was used to create some initial concept imagery during development and marketing. All AI generated content is reviewed, heavily modified, edited and incorporated into final artwork by our art team before use. No AI generated content is produced during gameplay. | Stratis Group Europe S.L. | - | Jun 15, 2026 | |
Hold It In In-game content audio | Some of the background music in Hold It In comes from a commercially-licensed third-party music pack bought from itch.io ("Hell Metal Songs" by thc555) that was created with AI-assisted music tools. All other audio (voice, sound effects), all art, and all game code were created without generative AI. No AI-generated content is created live during gameplay. | Timothy Graham | - | Jun 15, 2026 | |
Chaosborne In-game content art | I complete the insufficient parts of my artwork using artificial intelligence. | Mehmet Keskin | - | Jun 14, 2026 | |
觀淵決:Abyss run In-game content art | Some of the artwork uses legitimate generative AI. | Ink Abyss Studio | - | Jun 14, 2026 | |
Pact or Peril: World Domination In-game content art | Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art. | Grumpy Giraffe | - | Jun 14, 2026 | |
Zeitnot Dev only art | AI-generated content is used only during the concept art and asset planning phase to generate initial creative ideas. No AI-generated content is present in the final game. | Emremefa | - | Jun 13, 2026 | |
Droga Do Pałacu In-game content art | Some of the game’s graphics were created with the support of AI tools. | BrzózkaTV | - | Jun 13, 2026 | |
BIBI DICE In-game content artaudio | This game uses generative AI-assisted tools for some pre-generated art and audio assets, including portions of Steam store artwork, character and background assets, the application icon, and some BGM / SFX. All assets are selected, edited, integrated, and tested by the developer. The game does not include live-generated AI content during gameplay, and players will not encounter dynamically generated AI text, images, audio, or other content. | 雷爪獅 | - | Jun 13, 2026 | |
星神话物语:征途 In-game content art | This game utilizes generative AI technology to assist in the batch processing and optimization of certain art assets, including but not limited to: style unification of character sprites, detail enhancement of background elements, and rapid generation of some UI icons. All AI-generated content has been manually reviewed, adjusted, and integrated by the developers to ensure consistency with the game's overall art direction. The core gameplay design, system architecture, balance tuning, and all other critical elements were completed independently by the developers. | 强酸工作室 | - | Jun 13, 2026 | |
삼국지 클래식 (Three Kingdoms Classic) In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input. | SEEAT | 122 | Jun 13, 2026 | |
Altus Chess-Archaic Beginnings In-game content art | All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI. | Anonymous | - | Jun 13, 2026 | |
Wealth of Nations: Economic Strategy In-game content arttext | Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style.
During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers. | WoN | - | Jun 12, 2026 | |
Last Spell Book In-game content art | Generative AI was used to update all my existing art. | Rachop Studios | - | Jun 12, 2026 | |
Dying Hope In-game content art | AI is occasionally used for game art and quality control. | 109 Below | - | Jun 12, 2026 | |
Cyber Pinball In-game content text | During the development process, generative AI was utilized to assist in drafting and refining select in-game text, as well as to facilitate the multilingual localization of the store page copy. Furthermore, generative AI tools were employed to aid in concept design during the creation of the game's store page key art, various marketing materials, and community assets. | LUCA&ROCKET | - | Jun 12, 2026 | |
Mage of Corruption In-game content artcode | Small portion of the game assets such as logos were created by AI. Also AI provided us with assistance during our coding sessions. | BD Interactive | - | Jun 12, 2026 | |
SPUM TD In-game content artaudiotextcode | We utilized generative AI tools to assist in creating certain visual assets, UI elements, and background music (BGM) during the development process.
Additionally, AI was used to optimize coding efficiency and assist with text localization to improve the quality of the English translation.
All AI-assisted contents and scripts have been thoroughly reviewed, verified, and refined manually by the developer to ensure quality. | SonRaim Studio | - | Jun 12, 2026 | |
Fallen Isekai In-game content art | Generative AI was used as part of the art production process for selected store page visuals, story illustrations, and some card artwork. All AI-assisted assets were reviewed and refined before being included in the game. | Meet Future | - | Jun 12, 2026 | |
SiegeBlock In-game content arttext | Generative AI was used as a development assistant for pre-release asset iteration, writing support, localization drafts, ideation and productivity tasks. Some visual assets and draft text/assets may have been assisted or iterated with generative AI before being reviewed and integrated into the game. This content is static and does not generate new content at runtime. The game does not use live generative AI to create content during gameplay. No player prompts are sent to an AI service at runtime. AI-assisted material is reviewed manually before inclusion. It is adjusted to match the game's style, naming, tone and technical requirements, and content that would be inappropriate, infringing or inconsistent with the project is not intentionally included. | Manuel Medina Cea | - | Jun 12, 2026 | |
Irondrive Unclear artaudio | I am a solo developer who worked with external freelancers for art and audio. Some assets provided by these contributors might have been created or assisted by generative AI tools, though their specific workflow was not monitored. | Alessandro Le Mura | - | Jun 12, 2026 |