I use AI to correct my English grammar.
- Creator
- Argue with Sheep
- Reviews
- -
- 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 AI to correct my English grammar.
Used to create additional concept art which inspired our artists Used to help create an initial draft the narrative of the game. Used to create various code snippets and check the quality of the games code base.
We’ve used AI technology in a minimal capacity to assist in the creation of the game’s visuals. AI was utilized primarily for generating rough background sketches and concept drafts. All final artwork was hand-drawn to ensure a personal, unique touch and to maintain a distinct artistic style in the game.
The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality.
The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality.
I'm using AI-assisted tools to help with graphics enhancements during development, as I am a solo developer. If the community feels the visuals could use further refinement, I'm open to working with a dedicated artist to improve them.
Some AI-generated code is used, such as elapsed time calculations.
AI was used to assist with design and programming
ChatGPT was used solely to improve sentence structure and correct grammar. All game design and content decisions were made by the developer. No AI-generated images or artwork were used.
The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality.
We have generated art concepts using AI before artists render final art.
I used to get an idea for creating assets. It didn't completely create things.
In this game, we used a generative AI tool (ChatGPT) to design some of the custom shaders. The shaders used were tweaked by the developers and finally implemented for the built-in render pipeline. No generative AI was used for the in-game art, story, voice, etc.
BEFORE PATCH 1.2.0 : The capsule art was partially created using generative AI tools and then edited and refined manually. The logo was not generated by AI. No in-game content was created using AI. SINCE PATCH 1.2.0 : The game is 100% hand made : The new HAND-DRAWN key art is there, as requested by some players. I didn't think it would be such a big deal for some people at first. The old cover was ok but not great indeed. Now I realise it was a mistake, and it was my bad. From now on I'll either draw them myself to the best of my abilities, or hire a pro if I can afford it.
Card templates are created with some assistance from AI, then refined with design tools such as GIMP.
We use a mix of sources for our artwork, including licensed image banks, public domain material, and commissioned photography and illustrations. We do not intentionally use AI-generated content on the cards themselves. In some cases, we use AI-powered content creation tools, Photoshop, Illustrator, and similar software, to help extend or enhance artwork that we originally created. These tools support the design process but are not used to generate standalone content.
The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality.
Generative AI was used to assist in the coding of this game only. All artwork, level design, game sounds and music are 100% human-made.
The concept design of the game uses artificial intelligence (AI) tools to assist in creation
Part of art workflow, use as stock images to draw over and photo bash. Use ChatGPT to elaborate idea into description, general programming helper, proof-reader and translator.
AI content is used for prototyping. This will be replaced by human produced work for the final game.
As we are indie developers, we use some generative ai tools image generator or ai chatbots, to get birds eye view of how the game will look like, and to create a better plan for our game, then we created the content ourselves.
Reference for artists and temporary artworks are AI-generated.
Character concepts and some design elements were created with assistance from ChatGPT, in close collaboration with the creator (Abstract Gaming). This approach ensured thoughtful planning and a focus on integrating original ideas, balancing AI support with human creativity.
We use AI to test color, posing, and lighting on our sketches to help us achieve better quality at a faster pace :)
Ideas for creating some images using artificial intelligence, such as the logo
Generative AI tools were used as part of the development workflow for programming assistance, debugging support, implementation planning, and visual refinement. AI-assisted visual workflows were used to explore, refine, or produce some visual elements. All such content was reviewed and integrated manually by the developer. Ashes of Morgravia does not use live generative AI during gameplay. The game does not generate AI content at runtime and does not send player input to AI services.
I have ChatGPT and Copilot to assist me in creating the code. Some textural assistance was provided by ChatGPT, Copilot and Gemini. We have Udio composing some of the music. Also, I used BiaB, ACS, CREEVO, and Orpheus, which are not AI but auto-generators, for some songs.
We’ve used AI technology in a minimal capacity to assist in the creation of the game’s visuals. AI was utilized primarily for generating rough background sketches and concept drafts. All final artwork was hand-drawn to ensure a personal, unique touch and to maintain a distinct artistic style in the game.
Pictures are made with AI pixel art generator as part of a learning project.
AI helps me Plan and script my videos, Helps me improve my way of telling you, what this product does.
No AI art is used. I do use AI to help with programming sometimes. Some small functions in code were written with AI. Other times AI will give me ideas about how to approach a programming problem.
The AI content is only Windows-based content. Nothing from outside. The Functions are normal Windowsfeatures. These Things were used: #include #include #include #include #include #include #include #include "resource.h"
AI-generated artwork was used during early development, primarily as temporary material while testing and building the game. Much of this artwork has already been replaced, both in the game and on the Steam page, with original work created by commissioned artists and by me. I will continue replacing remaining assets where bespoke artwork meaningfully improves the game, with a strong focus on ensuring that its characters, environments, key visuals, and overall artistic identity are shaped by original artist-created work.
At SEGA Corporation, we utilize generative AI as a support tool for developers, aiming to provide better content to our users and enable developers to focus more on creative tasks. We have used such generative AI support tools during development of SEGA FOOTBALL CLUB CHAMPIONS.
In the early stage of game design, AI tools are used to generate the first draft of the picture (such as scene composition, character outline, etc.), which is only used for internal creative reference. All the pictures used in the later stage are hand-painted by professional painters. In the end, there is no visual material generated by AI in the game.
AI Usage & Implementation Disclosure Music: NO Writing: NO Playtesting: YES Graphics: YES Coding: YES Realtime: NO
Generative AI was used to provide some image materials for the production of analog horror video assets.
AI was just used to make code for enemies, and the camera movement. Every other piece of code is made with visual scripting tools with unity.
AI use only for in-game miniatures, no in-game content uses AI.
Generative AI is used for programming this game. Not used for images or text.
Artificial intelligence was used in the coding of the game.
text-to-art AI generated images are used for reference and as base images to be modified for example in collages
Some temporary sound files and graphic resources during development
AI was used experimentally to generate reference images that were used in the creation of a various art assets in the game. These AI images do not appear in game and were only used indirectly in the exact same way one might use a photo reference.
AI is used to design images before graphic post-production.
Chat GPT was used to bounce ideas and assist with select scripts
This game uses generative AI for creating parts of the programming code.
AI was used in the BlueSky/Concepting phase of development to help ideate some designs of characters and UI to save time on our small team. Stable Diffusion using in-house created libraries and loras created from our own original art and not publicly available libraries was used in this process. These concepts are then taken and turned into functional useable game art created by hand, by real artists. Oftentimes this human created art ends up looking nothing like the original concept. No where in the game is any raw AI art used.
Generative AI was used to assist with small portions of code and I used it to help me spell check.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Coin Devotee Dev only text | I use AI to correct my English grammar. | Argue with Sheep | - | Mar 18, 2026 | |
Clockwork Palace: Mysteries of the Mughal Mechanicum Dev only arttextcode | Used to create additional concept art which inspired our artists
Used to help create an initial draft the narrative of the game.
Used to create various code snippets and check the quality of the games code base. | Studio Saffron Pvt Limited | - | Mar 18, 2026 | |
Differences Online Dev only art | We’ve used AI technology in a minimal capacity to assist in the creation of the game’s visuals. AI was utilized primarily for generating rough background sketches and concept drafts. All final artwork was hand-drawn to ensure a personal, unique touch and to maintain a distinct artistic style in the game. | Mini IT | 87 | Mar 18, 2026 | |
WonderLang Italian Dev only art | The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality. | bair games | - | Mar 18, 2026 | |
WonderLang Portuguese Dev only art | The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality. | bair games | - | Mar 18, 2026 | |
Bread & Butter Dev only art | I'm using AI-assisted tools to help with graphics enhancements during development, as I am a solo developer. If the community feels the visuals could use further refinement, I'm open to working with a dedicated artist to improve them. | DaniDangerStudio | 15 | Mar 18, 2026 | |
みんなでシンプル間違い探しコレクション Dev only code | Some AI-generated code is used, such as elapsed time calculations. | WINGLAY | - | Mar 18, 2026 | |
Real Time Chess Roguelike Dev only code | AI was used to assist with design and programming | RedRickGames | - | Mar 18, 2026 | |
Don't Freeze: A Winter Card Survival Dev only text | ChatGPT was used solely to improve sentence structure and correct grammar. All game design and content decisions were made by the developer. No AI-generated images or artwork were used. | YOLO35GAMES | 28 | Mar 18, 2026 | |
WonderLang German Dev only art | The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality. | bair games | 13 | Mar 18, 2026 | |
Azrael, Herald of Death Dev only art | We have generated art concepts using AI before artists render final art. | Vengeance Games | - | Mar 18, 2026 | |
Deforb Dev only | I used to get an idea for creating assets. It didn't completely create things. | Halit Yaşar Aydoğdu | - | Mar 18, 2026 | |
will O wisp Dev only code | In this game, we used a generative AI tool (ChatGPT) to design some of the custom shaders. The shaders used were tweaked by the developers and finally implemented for the built-in render pipeline. No generative AI was used for the in-game art, story, voice, etc. | 是政屋 | - | Mar 18, 2026 | |
The Duck Amikaze Strikes Back Dev only art | BEFORE PATCH 1.2.0 : The capsule art was partially created using generative AI tools and then edited and refined manually. The logo was not generated by AI. No in-game content was created using AI.
SINCE PATCH 1.2.0 : The game is 100% hand made : The new HAND-DRAWN key art is there, as requested by some players. I didn't think it would be such a big deal for some people at first. The old cover was ok but not great indeed. Now I realise it was a mistake, and it was my bad. From now on I'll either draw them myself to the best of my abilities, or hire a pro if I can afford it. | Alexandre Mailliu | - | Mar 18, 2026 | |
SIN CARDS: Welcome to the Netherworld Dev only art | Card templates are created with some assistance from AI, then refined with design tools such as GIMP. | Wynand Smit | - | Mar 18, 2026 | |
Cards, the Universe and Everything Dev only art | We use a mix of sources for our artwork, including licensed image banks, public domain material, and commissioned photography and illustrations. We do not intentionally use AI-generated content on the cards themselves. In some cases, we use AI-powered content creation tools, Photoshop, Illustrator, and similar software, to help extend or enhance artwork that we originally created. These tools support the design process but are not used to generate standalone content. | Avid Games | 247 | Mar 18, 2026 | |
WonderLang Spanish Dev only art | The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality. | bair games | 19 | Mar 18, 2026 | |
Pack Lunch Dev only code | Generative AI was used to assist in the coding of this game only. All artwork, level design, game sounds and music are 100% human-made. | Grid Kid Games | - | Mar 18, 2026 | |
Project DomeForge Dev only | The concept design of the game uses artificial intelligence (AI) tools to assist in creation | SixSong | - | Mar 18, 2026 | |
Mythara Chronicles Dev only textcodeart | Part of art workflow, use as stock images to draw over and photo bash.
Use ChatGPT to elaborate idea into description, general programming helper, proof-reader and translator. | Wind Arthouse | - | Mar 18, 2026 | |
MoonStreet Dev only | AI content is used for prototyping. This will be replaced by human produced work for the final game. | Christopher Lee | - | Mar 18, 2026 | |
Paradox Dev only art | As we are indie developers, we use some generative ai tools image generator or ai chatbots, to get birds eye view of how the game will look like, and to create a better plan for our game, then we created the content ourselves. | Crystal Shine Games | - | Mar 18, 2026 | |
Re: Spin. Die. Repeat. Dev only art | Reference for artists and temporary artworks are AI-generated. | Isekai Interactive | - | Mar 18, 2026 | |
Snackdown Dev only art | Character concepts and some design elements were created with assistance from ChatGPT, in close collaboration with the creator (Abstract Gaming). This approach ensured thoughtful planning and a focus on integrating original ideas, balancing AI support with human creativity. | AbstractGaming | 32 | Mar 18, 2026 | |
Beach Boys: Zodiac date Dev only art | We use AI to test color, posing, and lighting on our sketches to help us achieve better quality at a faster pace :) | Red Fables | - | Mar 18, 2026 | |
Shoes Store Simulator Dev only art | Ideas for creating some images using artificial intelligence, such as the logo | AAA DEV | 16 | Mar 18, 2026 | |
Ashes of Morgravia Dev only artcode | Generative AI tools were used as part of the development workflow for programming assistance, debugging support, implementation planning, and visual refinement.
AI-assisted visual workflows were used to explore, refine, or produce some visual elements. All such content was reviewed and integrated manually by the developer.
Ashes of Morgravia does not use live generative AI during gameplay. The game does not generate AI content at runtime and does not send player input to AI services. | background blur. | 43 | Mar 18, 2026 | |
BFSH Dev only code | I have ChatGPT and Copilot to assist me in creating the code.
Some textural assistance was provided by ChatGPT, Copilot and Gemini.
We have Udio composing some of the music.
Also, I used BiaB, ACS, CREEVO, and Orpheus, which are not AI but auto-generators, for some songs. | Garakutaya | - | Mar 18, 2026 | |
Monday Syndrome Dev only art | We’ve used AI technology in a minimal capacity to assist in the creation of the game’s visuals. AI was utilized primarily for generating rough background sketches and concept drafts. All final artwork was hand-drawn to ensure a personal, unique touch and to maintain a distinct artistic style in the game. | hyesmo | 72 | Mar 18, 2026 | |
Echoes of Madness - The Hawthorne Case Dev only art | Pictures are made with AI pixel art generator as part of a learning project. | Mr.Bane Games | - | Mar 18, 2026 | |
Scope 3 Dev only text | AI helps me Plan and script my videos, Helps me improve my way of telling you, what this product does. | Mrsmithentop | 12 | Mar 18, 2026 | |
Nitro Thrash Dev only code | No AI art is used. I do use AI to help with programming sometimes. Some small functions in code were written with AI. Other times AI will give me ideas about how to approach a programming problem. | djoslin0 | - | Mar 18, 2026 | |
Iron Cauldron - Guess the Colorblock Dev only code | The AI content is only Windows-based content. Nothing from outside. The Functions are normal Windowsfeatures.
These Things were used:
#include
#include
#include
#include
#include
#include
#include
#include "resource.h" | Iron Cauldron | 15 | Mar 18, 2026 | |
Under a Desert Sun: Seekers of the Cursed Vessel Dev only art | AI-generated artwork was used during early development, primarily as temporary material while testing and building the game.
Much of this artwork has already been replaced, both in the game and on the Steam page, with original work created by commissioned artists and by me. I will continue replacing remaining assets where bespoke artwork meaningfully improves the game, with a strong focus on ensuring that its characters, environments, key visuals, and overall artistic identity are shaped by original artist-created work. | Revolving Gear Studios | - | Mar 18, 2026 | |
SEGA FOOTBALL CLUB CHAMPIONS Dev only | At SEGA Corporation, we utilize generative AI as a support tool for developers, aiming to provide better content to our users and enable developers to focus more on creative tasks.
We have used such generative AI support tools during development of SEGA FOOTBALL CLUB CHAMPIONS. | SEGA | 718 | Mar 18, 2026 | |
My Wasteland Diary Dev only art | In the early stage of game design, AI tools are used to generate the first draft of the picture (such as scene composition, character outline, etc.), which is only used for internal creative reference. All the pictures used in the later stage are hand-painted by professional painters. In the end, there is no visual material generated by AI in the game. | 以太猫工作室 | - | Mar 18, 2026 | |
Manacaster Dev only art | AI Usage & Implementation Disclosure
Music: NO
Writing: NO
Playtesting: YES
Graphics: YES
Coding: YES
Realtime: NO | Manacaster Games | - | Mar 18, 2026 | |
无人 Dev only art | Generative AI was used to provide some image materials for the production of analog horror video assets. | HeavyLight Studio | 820 | Mar 18, 2026 | |
Dreamstate Dev only code | AI was just used to make code for enemies, and the camera movement. Every other piece of code is made with visual scripting tools with unity. | 8:95games | - | Mar 18, 2026 | |
Shadow's Descent Dev only art | AI use only for in-game miniatures, no in-game content uses AI. | Cornet Dev | - | Mar 18, 2026 | |
呪いの手紙 cursed letter Dev only code | Generative AI is used for programming this game.
Not used for images or text. | 奥羽電影 | - | Mar 18, 2026 | |
Future Projection Dev only code | Artificial intelligence was used in the coding of the game. | Ahmet Taha Keklik | - | Mar 18, 2026 | |
Christmas Is Coming Dev only art | text-to-art AI generated images are used for reference and as base images to be modified for example in collages | SumGames | - | Mar 18, 2026 | |
Dungeon Sucker Dev only audioart | Some temporary sound files and graphic resources during development | PotatoJambong At Corner | - | Mar 18, 2026 | |
Cybernetic Ninja Nuns Dev only art | AI was used experimentally to generate reference images that were used in the creation of a various art assets in the game. These AI images do not appear in game and were only used indirectly in the exact same way one might use a photo reference. | Good Bad Guy | - | Mar 18, 2026 | |
Ghost Clicker Dev only art | AI is used to design images before graphic post-production. | unpublish | 18 | Mar 18, 2026 | |
Blockdock Dev only code | Chat GPT was used to bounce ideas and assist with select scripts | Red Rick Games | - | Mar 18, 2026 | |
Hime Cut Dev only code | This game uses generative AI for creating parts of the programming code. | Yugo Furihata | - | Mar 18, 2026 | |
Scrap Age: Survivors Dev only art | AI was used in the BlueSky/Concepting phase of development to help ideate some designs of characters and UI to save time on our small team. Stable Diffusion using in-house created libraries and loras created from our own original art and not publicly available libraries was used in this process. These concepts are then taken and turned into functional useable game art created by hand, by real artists. Oftentimes this human created art ends up looking nothing like the original concept. No where in the game is any raw AI art used. | Fractal Blue Entertainment | 10 | Mar 18, 2026 | |
Moments Dev only codetext | Generative AI was used to assist with small portions of code and I used it to help me spell check. | Toofane | - | Mar 18, 2026 |