Some of the illustrations in this game were created with reference to AI-generated ones.
- Creator
- 0toHun
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,714 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.
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Interactive or runtime AI features disclosed by the developer.
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Some of the illustrations in this game were created with reference to AI-generated ones.
We used IA to generate the background images.
Voices are generated using a text-to-speech model.
This game uses AI technology for translations and parts of the logo.
I’m a solo dev running a creative experiment: every texture, model, sound, music loop and even code started life in generative AI tools that I run locally, before the build ships. No marketplace packs, no outsourcing. Nothing is generated while you play and the game never sends data outside your PC. Crimson System is my proof-of-concept for how far one person (plus a few neural nets) can push a retro FPS.
AI used to create graphics in store
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
In this game, AI was used for the skill cards used by characters, and it was temporarily used before being updated with hand-drawn images.
“Don’t Hang Up” uses generative AI voice technology (via ElevenLabs) to bring the anonymous phone calls to life. These AI-generated voices enhance immersion and help deliver the story in a unique, atmospheric way. No user data is collected or processed by AI systems.
In the game, AI technology was used to assist in generating the majority of the art and audio assets, specifically the UI, character illustrations, background illustrations, and background music. To achieve the desired visual effect, I will manually make secondary modifications to the generated assets after they are produced. I am fully aware that AI-generated work cannot compare to the creations of outstanding artists and musicians, and I completely understand any attitude you may hold toward AI. If you are still willing to give this game a try, I would like to explain: I apologize that, as an independent developer, from a financial standpoint, it has become difficult for me to afford a large amount of art and music content. However, this does not mean I will treat this work lightly. I have already conducted multiple rounds of optimization and replacement for the game's art and music, and this work will continue. I will bring my sincerity and dedication, within the limits of my ability, to gradually pursue results that are more satisfying to everyone.
Some textures and visual assets were generated using AI to enhance the game's atmosphere.
Used in some of the game assets
Some Game Assets Were Initially Designed And Planned Manually, Then Generated With Ai Assistance In The Mid-Stages, And Finally Edited Manually Using Relevant Professional Software. The Aim Is To Present The Game'S Vision To Players In A Better Way.
Created game icons using AI.
Character voices are synthesized with the Voice Synthesizer VOICEVOX, and the Japanese translation is provided by the machine translator DeepL. Neither of these uses generate content in real-time. No sprites, code, ideas, music, or any other elements not mentioned were made with AI.
We used AI to generate spotter phrases based upon the voices of real-life NASCAR spotters, with their approval. We also used AI to generate crew member photos.
Using AI for Generating Art and assets
部分美术资源使用AI辅助
Text on store pages in languages other than Japanese is automatically translated by AI.
Some 3D models and textures are generated by AI.
Some background textures were created or upscaled using generative tools to support the solo development process.
AI was used for generating in-game content icon images.
Because this game was developed and produced by an individual with limited energy, some icons and story texts were generated with the assistance of AI and were manually screened and polished to improve the overall game quality and player experience.
The background music in this game was created using AI.
AI was used to create a reference base, enhance images, and generate some individual elements and objects. All outputs were then manually refined and polished by artists. The game also includes AI-generated video content; however, all characters depicted are unique and have been fully hand-polished by the artist to ensure originality and quality.
The game's store capsule image was created using AI tools. This is limited to promotional artwork only and does not affect the gameplay or in-game content.
Some graphical content in the game was generated using AI tools. Additionally, some translations were created with the help of AI. We will provide tools for players to suggest improvements, ensuring the best possible experience for everyone.
Some of the art assets in this game are AI-generated.
We utilised AI for concept art and UI assets.
🎵 In our game, AI is used exclusively for content creation: • character voice generation, • sound effects creation, • background music writing. AI does not affect gameplay, balance or decision making in the game. All story elements, mechanics and visual content are developed manually. We used AI tools to generate sound effects, music and voice-overs, but this content is pre-rendered and does not change dynamically during gameplay. No AI is used to live-generate content or code during gameplay.
AI was used for localization, as well as some images
Most of 2D assets in MONSTER WAR has been generated by using AI solutions. But music, code and anything else made by humans.
Some of the artwork in this game was created using AI.
Some images in the game are created by generative AI.
Portions of the game's art assets were created using AI and then manually modified to finalize them.
The voices of two characters in this game (who are both robots) are pre-rendered via text to speech AI.
Psychedelic Dream does not use artificial intelligence as an interactive feature for the player. The game contains no systems that allow the player to generate text, images, voices, or any other content through AI. All elements in the game are pre-produced and static. Any AI-generated images used during development (such as certain backgrounds or textures) are static, manually edited, and not affected by player actions. The player has no direct contact with or influence over any AI system in the game. In short: The game does not use AI in any way that impacts the player's experience or gives them the ability to generate content themselves.
In game skill icons. Steam capsules background base images.
AI Voiceover used for the Trailer
AI-Generated Content Disclosure I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked. From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest." Here is exactly what AI was and wasn't used for: Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine. Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision. Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process. Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine. Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish. Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human. EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are. "EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything."
Perk images and Marshal portraits are generated using generative AI and edited manually for artistic coherency.
Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones.
The promotional video in the game uses MIDJOURNEY to generate keyframe images and AI video generation software to synthesize animated videos of "past events" in the game. In the inspiration for building some game models, AI concept image production experiments were used
Some characters and other assets in the game were generated using AI. The game’s music was created with the assistance of AI tools.
This game was made by a solo developer aka human being. Some visual and audio assets were built with AI support, then refined, edited and animated by hand. Also, code analysis and debugging (no pun intended) was done with the support of AI.
All in-game content is developed in-house by the developer. For certain in-game content, when newly acquiring retro game cartridges, installation videos generated by AI and post-processed are played.
Portions of this game’s source code, specifically involving complex algorithms and calculation logic, were developed with the assistance of AI-powered tools to enhance development efficiency and ensure greater system stability. Additionally, a limited selection of music assets was created and refined using AI-assisted composition technologies. All visual and graphical assets, including character designs, user interfaces, background art, and promotional materials, were entirely created by artists in our development team. No AI-generated visual content was used in any part of the game.
AI is used for localization (pre-generated translations of English interface text to supported languages for accessibility purposes).
All music assets were generated using Suno under a Pro subscription. Also the portraits of each General were produced with use of AI. I own full commercial rights to all music produced and portraits.
This game uses AI to generate some of its graphic assets and to assist with translation.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
星と塔と冒険者 In-game content art | Some of the illustrations in this game were created with reference to AI-generated ones. | 0toHun | - | Mar 18, 2026 | |
Relaxing Sudoku and Futoshiki In-game content art | We used IA to generate the background images. | Irigames2009 | - | Mar 18, 2026 | |
Septaluna In-game content audio | Voices are generated using a text-to-speech model. | blazingtorch | - | Mar 18, 2026 | |
Fear of Energy In-game content textart | This game uses AI technology for translations and parts of the logo. | Elistring Studio | - | Mar 18, 2026 | |
Crimson System: VɅΔ Protocol In-game content artaudiocode | I’m a solo dev running a creative experiment: every texture, model, sound, music loop and even code started life in generative AI tools that I run locally, before the build ships. No marketplace packs, no outsourcing. Nothing is generated while you play and the game never sends data outside your PC. Crimson System is my proof-of-concept for how far one person (plus a few neural nets) can push a retro FPS. | Slamert Games | - | Mar 18, 2026 | |
Fly to Death: Jump or Die In-game content art | AI used to create graphics in store | PHTCompany | 11 | Mar 18, 2026 | |
Dumpster Diving Simulator In-game content art | AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team. | Emre Şahin | - | Mar 18, 2026 | |
Witch Atelier In-game content art | In this game, AI was used for the skill cards used by characters, and it was temporarily used before being updated with hand-drawn images. | Witch Atelier | - | Mar 18, 2026 | |
Dont Hang Up ALPHA 1 In-game content audio | “Don’t Hang Up” uses generative AI voice technology (via ElevenLabs) to bring the anonymous phone calls to life. These AI-generated voices enhance immersion and help deliver the story in a unique, atmospheric way. No user data is collected or processed by AI systems. | DONT HANG UP FRANCHISE | - | Mar 18, 2026 | |
Cardtonia In-game content artaudio | In the game, AI technology was used to assist in generating the majority of the art and audio assets, specifically the UI, character illustrations, background illustrations, and background music. To achieve the desired visual effect, I will manually make secondary modifications to the generated assets after they are produced.
I am fully aware that AI-generated work cannot compare to the creations of outstanding artists and musicians, and I completely understand any attitude you may hold toward AI. If you are still willing to give this game a try, I would like to explain:
I apologize that, as an independent developer, from a financial standpoint, it has become difficult for me to afford a large amount of art and music content. However, this does not mean I will treat this work lightly. I have already conducted multiple rounds of optimization and replacement for the game's art and music, and this work will continue. I will bring my sincerity and dedication, within the limits of my ability, to gradually pursue results that are more satisfying to everyone. | 高手麦克 | - | Mar 18, 2026 | |
VHS \\ Bleach and Bones: Ritual In-game content art | Some textures and visual assets were generated using AI to enhance the game's atmosphere. | GustafValentine | - | Mar 18, 2026 | |
Riruri Tachibana : Reincarnated In-game content | Used in some of the game assets | OTL GAME | - | Mar 18, 2026 | |
Pixel Tank Wars In-game content art | Some Game Assets Were Initially Designed And Planned Manually, Then Generated With Ai Assistance In The Mid-Stages, And Finally Edited Manually Using Relevant Professional Software. The Aim Is To Present The Game'S Vision To Players In A Better Way. | GGOLDBIG | - | Mar 18, 2026 | |
天外来客 In-game content art | Created game icons using AI. | Malingshulaile | - | Mar 18, 2026 | |
The Zundungeon In-game content audiotext | Character voices are synthesized with the Voice Synthesizer VOICEVOX, and the Japanese translation is provided by the machine translator DeepL. Neither of these uses generate content in real-time. No sprites, code, ideas, music, or any other elements not mentioned were made with AI. | Wispyworks | - | Mar 18, 2026 | |
NASCAR 25 In-game content textart | We used AI to generate spotter phrases based upon the voices of real-life NASCAR spotters, with their approval. We also used AI to generate crew member photos. | iRacing.com Motorsport Simulations, LLC | 1.6k | Mar 18, 2026 | |
Wolvenrise In-game content art | Using AI for Generating Art and assets | WildDream Studio | - | Mar 18, 2026 | |
Sound of Zen In-game content art | 部分美术资源使用AI辅助 | LingVision Games | - | Mar 18, 2026 | |
ARROW WORLD In-game content text | Text on store pages in languages other than Japanese is automatically translated by AI. | ATOKESHI | - | Mar 18, 2026 | |
UNIVERSE SLIME In-game content art | Some 3D models and textures are generated by AI. | Mash Potato | - | Mar 18, 2026 | |
Stackatalbi In-game content art | Some background textures were created or upscaled using generative tools to support the solo development process. | Kupilas Media | - | Mar 18, 2026 | |
Game of Dice In-game content art | AI was used for generating in-game content icon images. | TRALA LAB | 24 | Mar 18, 2026 | |
Little Immortal Cultivator In-game content arttext | Because this game was developed and produced by an individual with limited energy, some icons and story texts were generated with the assistance of AI and were manually screened and polished to improve the overall game quality and player experience. | YiHuan Game | - | Mar 18, 2026 | |
Rustmire In-game content audio | The background music in this game was created using AI. | MimicMimijeok | - | Mar 18, 2026 | |
Dracula: The Last Hunt In-game content art | AI was used to create a reference base, enhance images, and generate some individual elements and objects. All outputs were then manually refined and polished by artists. The game also includes AI-generated video content; however, all characters depicted are unique and have been fully hand-polished by the artist to ensure originality and quality. | Crisp App Studio | - | Mar 18, 2026 | |
BOOSTRUSH In-game content art | The game's store capsule image was created using AI tools. This is limited to promotional artwork only and does not affect the gameplay or in-game content. | Berke Uruş | - | Mar 18, 2026 | |
Ascend and Fall In-game content arttext | Some graphical content in the game was generated using AI tools. Additionally, some translations were created with the help of AI. We will provide tools for players to suggest improvements, ensuring the best possible experience for everyone. | CRITSURGE | - | Mar 18, 2026 | |
死灵法师(Necromancer) In-game content art | Some of the art assets in this game are AI-generated. | 龙学派猎魔人 | - | Mar 18, 2026 | |
NobleFront In-game content art | We utilised AI for concept art and UI assets. | Cheap Entertainment | - | Mar 18, 2026 | |
Diagnosis: No Answer In-game content audio | 🎵 In our game, AI is used exclusively for content creation:
• character voice generation,
• sound effects creation,
• background music writing.
AI does not affect gameplay, balance or decision making in the game. All story elements, mechanics and visual content are developed manually.
We used AI tools to generate sound effects, music and voice-overs, but this content is pre-rendered and does not change dynamically during gameplay. No AI is used to live-generate content or code during gameplay. | DocPumpkinInc | - | Mar 18, 2026 | |
Doomsday.Inc In-game content textart | AI was used for localization, as well as some images | Tarakan Game Studio | - | Mar 18, 2026 | |
MONSTER WAR In-game content art | Most of 2D assets in MONSTER WAR has been generated by using AI solutions. But music, code and anything else made by humans. | BMBK Games | 42 | Mar 18, 2026 | |
War of Banners In-game content art | Some of the artwork in this game was created using AI. | Jackto Studios | - | Mar 18, 2026 | |
MusicRunner In-game content art | Some images in the game are created by generative AI. | Sukesan | 19 | Mar 18, 2026 | |
Epoch Cycle In-game content art | Portions of the game's art assets were created using AI and then manually modified to finalize them. | GeometricUniverse | 73 | Mar 18, 2026 | |
Mindful of Him In-game content audio | The voices of two characters in this game (who are both robots) are pre-rendered via text to speech AI. | Patlsc | - | Mar 18, 2026 | |
Psychedelic Dream In-game content art | Psychedelic Dream does not use artificial intelligence as an interactive feature for the player.
The game contains no systems that allow the player to generate text, images, voices, or any other content through AI. All elements in the game are pre-produced and static.
Any AI-generated images used during development (such as certain backgrounds or textures) are static, manually edited, and not affected by player actions. The player has no direct contact with or influence over any AI system in the game.
In short: The game does not use AI in any way that impacts the player's experience or gives them the ability to generate content themselves. | Veibyn | - | Mar 18, 2026 | |
Auto Grind: Dungeons In-game content art | In game skill icons. Steam capsules background base images. | Masked Meerkat | - | Mar 18, 2026 | |
Walls and Tower Party In-game content audio | AI Voiceover used for the Trailer | MB Games | - | Mar 18, 2026 | |
Low Magic They Said In-game content codeartaudiotext | AI-Generated Content Disclosure
I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked.
From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest."
Here is exactly what AI was and wasn't used for:
Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine.
Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision.
Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process.
Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine.
Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish.
Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human.
EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are.
"EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything." | tripleslai | - | Mar 18, 2026 | |
Marshals of Yore In-game content art | Perk images and Marshal portraits are generated using generative AI and edited manually for artistic coherency. | One Man Horde | 28 | Mar 18, 2026 | |
My Wife Threw Out My Card Collection (So I Bought a Dump to Find Them All) ⭐ In-game content audio | Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones. | Pmdk23 | 1.4k | Mar 18, 2026 | |
金砂梦咒Golden Sand Dream Curse In-game content art | The promotional video in the game uses MIDJOURNEY to generate keyframe images and AI video generation software to synthesize animated videos of "past events" in the game. In the inspiration for building some game models, AI concept image production experiments were used | 金砂梦咒制作组 | 10 | Mar 18, 2026 | |
Epos 11 In-game content artaudio | Some characters and other assets in the game were generated using AI.
The game’s music was created with the assistance of AI tools. | Bee Lines | - | Mar 18, 2026 | |
MechsNBugs In-game content artaudiocode | This game was made by a solo developer aka human being.
Some visual and audio assets were built with AI support, then refined, edited and animated by hand.
Also, code analysis and debugging (no pun intended) was done with the support of AI. | Purple Tortoise | - | Mar 18, 2026 | |
Retroid: Cartridge Protocol In-game content art | All in-game content is developed in-house by the developer.
For certain in-game content, when newly acquiring retro game cartridges, installation videos generated by AI and post-processed are played. | Zero1Play | - | Mar 18, 2026 | |
Coin Hunters In-game content codeaudio | Portions of this game’s source code, specifically involving complex algorithms and calculation logic, were developed with the assistance of AI-powered tools to enhance development efficiency and ensure greater system stability. Additionally, a limited selection of music assets was created and refined using AI-assisted composition technologies.
All visual and graphical assets, including character designs, user interfaces, background art, and promotional materials, were entirely created by artists in our development team. No AI-generated visual content was used in any part of the game. | Eternal Sparks Studio | - | Mar 18, 2026 | |
Of Crowns & Chains In-game content text | AI is used for localization (pre-generated translations of English interface text to supported languages for accessibility purposes). | BlueJayAvis | 16 | Mar 18, 2026 | |
Ashen Destiny In-game content audioart | All music assets were generated using Suno under a Pro subscription. Also the portraits of each General were produced with use of AI. I own full commercial rights to all music produced and portraits. | Arrow & Blade Games | - | Mar 18, 2026 | |
NAMAKORIUM In-game content arttext | This game uses AI to generate some of its graphic assets and to assist with translation. | Polyscape Inc. | 141 | Mar 18, 2026 |