Card images are generated by AI.
- Creator
- LnDev1
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,394 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.
Card images are generated by AI.
Some of the graphics were created with generative AI.
AI is utilized solely for design references and inspiration. All final in-game assets are manually created.
部分宣传图片使用了AI生成
AI is leveraged for game icons.
Aroya Knight is developed in Godot with a focus on precision and hand-crafted systems. While generative AI assisted in the early conceptual stages of asset creation, every asset has been manually crafted to ensure a cohesive aesthetic. Most importantly, all code is hand-written—including the 3,000+ line player controller—to guarantee the tight, responsive gameplay essential for a high-stakes Metroidvania.
Some backgrounds were generated using AI.
- Auxiliary codes (like bug fixes) - Study codes (big scripts bases)
Logo is generated by AI.
I'm a solo developer making this game entirely on my own with a zero budget. Without AI, I would've gone mad creating such a massive project. It would've taken around 15 years just to reach Early Access. To be completely transparent: during development, I may use AI tools to assist with content creation, primarily for routine tasks. However, everything is always manually reviewed and refined by me. The workflow is strictly: My work → AI → My work.
AI was used to generate the store images and splash page for Dungeonfall.
AI was used in the game's thumbnail and was not used in the game's code or any other development resources. However, the aforementioned thumbnail and all other game resources were created by the developer.
ChatGPT corrected the translations and my spelling and grammar errors...
Artificial intelligence was used in this project to assist with generating and preparing graphic materials, including concept art and background elements. All gameplay logic, code, level design, and final implementation were created manually.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
This game uses AI for animation rigging and some image assets
Some visual and text elements in this game were created with the help of AI tools during development. No real-time AI is used during gameplay. All AI-assisted content has been reviewed, modified and approved by the developer.
The developers used generative AI tools in the creation of the game's logo designs, character mouth animations, and the pre-rendered introductory video.
Some character illustrations were generated using AI.
I used claude.code to write the code for the game.
Some game scenes contain generated content
This game uses AI-generated assets such as images and sound effects that were created during development and are pre-rendered into the game. No AI is used to generate content during gameplay, and players cannot generate content using AI. All AI-generated assets are reviewed by the developer to ensure they do not infringe on third-party rights.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
Partial 3D Asset and coding assistant.
AI is used to translate the store page.
Generative AI is used only for pre generated assets: Voice lines in the indoctrination video (also used in the trailer) and the game’s logo in store materials. No AI is used at runtime, and all other content is handcrafted.
We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality.
AI-assisted tools were used during development to help generate early visual concepts and assets. These were then refined, reworked, and integrated by the developer to support the game’s atmosphere.
Some aspects of Steam store page artwork was made using help from AI.
Sound effects, 3D assets, store art, code
The images, sounds, and videos in the game are generated by AI. The prompts, writing, code, and editing are done by HypeTales21.
"Some of the textures used in the game were created using AI-generation tools. However, these assets have been manually edited, refined, and integrated to fit the game's design."
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
Use AI to generate a part of code, sound, mesh,animate,and texture,icon
AI generation tools were used in the development process to create 2D assets (icons, UI elements, textures) and some 3D assets (tool and ore models). These generated assets are manually edited and adjusted during integration into the game.
This game does not use AI for player-facing features. Players do not interact with AI systems, and the game does not connect to any external AI services. AI tools were only used during development to help identify code errors and provide a starting point for fixing some technical issues. All gameplay content is pre-made and manually reviewed.
AI was used to translate the game into certain languages. When selecting one of these languages for the first time, a notification appears. Additionally, a marker is displayed next to the language name in the options menu. Furthermore, AI was utilized to generate some of the graphical assets and may have been used in the creation of videos.
We've used AI to generate all of the voice acting for the characters in the game. However, it was also heavily manually edited and remastered by our team members (100% humans guaranteed) before reaching your ears.
The games cursors and exe. icon (featured in marketing content) was created with AI.
Generative AI was used to create 2D artworks of in-game characters.
Game menu image, game logo and game library assets made with ai software
AI is used to generate the following: - Game description - Store page's Capsule and Library imagery - Splash screen - Some character models from our concept - Item and level icons in main menu
TRPG식 진행으로 게임마스터가 AI임
Some visual, audio, and writing assets in this game were created with the help of generative AI tools during development. Every AI-assisted element was carefully reviewed, manually edited, and significantly refined by the development team before being added to the final game or its marketing materials. No AI systems generate or alter content while the game is running.
Used for generating non-essential 2D image assets.
We use AI for pre-rendered backgrounds; all other assets are handmade.
The in-game art assets are adapted from images generated on AI illustration platforms, and the music is produced with AI music tools or based on original tracks with added vocals, covers, or remixes done by the Ai music tool.
This game makes limited use of generative artificial intelligence only for background music creation. AI was used solely to compose music tracks where the lyrics are in Sanskrit, a language for which affordable and practical production resources are extremely limited. All sound effects, environmental audio, voice elements, and dialogue are entirely human-made, created by my friends or sourced from free and licensed platforms such as YouTube, Soundly, and similar libraries. No AI was used for visuals, gameplay systems, writing, level design, or core creative direction. This project is my first commercial game, developed with very limited resources. If this game succeeds, I am fully committed to not using generative AI for audio or visual content in future projects, and to collaborating exclusively with human composers and artists. Thank you for supporting independent development.
To keep this project viable without selling a kidney, generative AI was used to assist with Tablo Escobar's motivational dialogues and localization. However, I didn’t make AI slop... I manually reviewed and edited every line to make sure the robots didn't accidentally declare war on the player.
AI Usage in Content Generation : Portraits and Illustrations: Initial portrait concepts are generated using AI tools. These generated images are then extensively modified, redrawn, and finished manually in Krita and Photoshop using a graphics tablet to ensure compliance with the game's artistic direction. Characters (3D Models): AI generative tools are used solely to create the base mesh for character models. These bases are subsequently refined, resculpted, remeshed, unwrapped, retextured, and animated using traditional softwares. Audio: All voiceovers and musical tracks are fully generated by Artificial Intelligence tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Adventure Card Game In-game content art | Card images are generated by AI. | LnDev1 | - | Mar 18, 2026 | |
Estória In-game content art | Some of the graphics were created with generative AI. | Jonathan Jahnke | - | Mar 18, 2026 | |
RATNAVATI: Curse of Bhangarh In-game content art | AI is utilized solely for design references and inspiration. All final in-game assets are manually created. | LeZit Games | - | Mar 18, 2026 | |
蛙爷的进化之路 Store/marketing art | 部分宣传图片使用了AI生成 | 阿郎 | - | Mar 18, 2026 | |
A Whittle Tale In-game content art | AI is leveraged for game icons. | Mangy Goblin Games, LLC | - | Mar 18, 2026 | |
Aroya Knight In-game content artcode | Aroya Knight is developed in Godot with a focus on precision and hand-crafted systems. While generative AI assisted in the early conceptual stages of asset creation, every asset has been manually crafted to ensure a cohesive aesthetic. Most importantly, all code is hand-written—including the 3,000+ line player controller—to guarantee the tight, responsive gameplay essential for a high-stakes Metroidvania. | Ofir Aroya | - | Mar 18, 2026 | |
Newborn: The Tears of the Garnet In-game content art | Some backgrounds were generated using AI. | FSTGAME | - | Mar 18, 2026 | |
The Last Map Dev only code | - Auxiliary codes (like bug fixes)
- Study codes (big scripts bases) | Pinster Games | - | Mar 18, 2026 | |
Arnie's Maze Store/marketing art | Logo is generated by AI. | Szymon Krawczak | - | Mar 18, 2026 | |
SWOM Unclear artaudiotext | I'm a solo developer making this game entirely on my own with a zero budget. Without AI, I would've gone mad creating such a massive project. It would've taken around 15 years just to reach Early Access.
To be completely transparent: during development, I may use AI tools to assist with content creation, primarily for routine tasks. However, everything is always manually reviewed and refined by me. The workflow is strictly: My work → AI → My work. | WoFo | - | Mar 18, 2026 | |
Dungeonfall Store/marketing art | AI was used to generate the store images and splash page for Dungeonfall. | AGNQ Tech Solutions | - | Mar 18, 2026 | |
Vampire One Blood Store/marketing art | AI was used in the game's thumbnail and was not used in the game's code or any other development resources. However, the aforementioned thumbnail and all other game resources were created by the developer. | Juan corp studio | - | Mar 18, 2026 | |
Olivia In-game content text | ChatGPT corrected the translations and my spelling and grammar errors... | Struggle Games Studio | 31 | Mar 18, 2026 | |
QB Adventures In-game content art | Artificial intelligence was used in this project to assist with generating and preparing graphic materials, including concept art and background elements. All gameplay logic, code, level design, and final implementation were created manually. | Damian Baksalary | - | Mar 18, 2026 | |
Drunk But Not Wasted Monk In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | BRB Drama | - | Mar 18, 2026 | |
Poreia In-game content art | This game uses AI for animation rigging and some image assets | ARDORBIT | - | Mar 18, 2026 | |
Cold Decree In-game content arttext | Some visual and text elements in this game were created with the help of AI tools during development.
No real-time AI is used during gameplay.
All AI-assisted content has been reviewed, modified and approved by the developer. | Kadir AKKAS | - | Mar 18, 2026 | |
Ergenekon Store/marketing art | The developers used generative AI tools in the creation of the game's logo designs, character mouth animations, and the pre-rendered introductory video. | Cihan Ürtekin | - | Mar 18, 2026 | |
Necrorail Express In-game content art | Some character illustrations were generated using AI. | Y.G.H.X.Studios | - | Mar 18, 2026 | |
Surviving Day! Dev only code | I used claude.code to write the code for the game. | JJustis | - | Mar 18, 2026 | |
Fast food RAGE In-game content | Some game scenes contain generated content | VICTORIA Games | 12 | Mar 18, 2026 | |
Ass Escape In-game content artaudio | This game uses AI-generated assets such as images and sound effects that were created during development and are pre-rendered into the game. No AI is used to generate content during gameplay, and players cannot generate content using AI. All AI-generated assets are reviewed by the developer to ensure they do not infringe on third-party rights. | Loser Studio | 47 | Mar 18, 2026 | |
Growing Apart From Yuika In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | Feeling Potion | - | Mar 18, 2026 | |
The Last Legion Dev only artcode | Partial 3D Asset and coding assistant. | Zhiyuan | - | Mar 18, 2026 | |
Untold Cases - Stillwater Lake In-game content text | AI is used to translate the store page. | Alex Le Mesurier | - | Mar 18, 2026 | |
The Forest Watches In-game content audioart | Generative AI is used only for pre generated assets: Voice lines in the indoctrination video (also used in the trailer) and the game’s logo in store materials. No AI is used at runtime, and all other content is handcrafted. | RanSio | - | Mar 18, 2026 | |
Mourningwood Lodge:Pray In-game content art | We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality. | MYSTERY CROWN | - | Mar 18, 2026 | |
Auraile'ah: Under Cilathis Dev only art | AI-assisted tools were used during development to help generate early visual concepts and assets. These were then refined, reworked, and integrated by the developer to support the game’s atmosphere. | Noimad's Daimon | - | Mar 18, 2026 | |
Umbrella Postman Store/marketing art | Some aspects of Steam store page artwork was made using help from AI. | JB Game Dev | - | Mar 18, 2026 | |
Fragile Frontier In-game content artcodeaudio | Sound effects, 3D assets, store art, code | Lost Rabbit Digital | - | Mar 18, 2026 | |
Apocalyptic Love In-game content artaudio | The images, sounds, and videos in the game are generated by AI. The prompts, writing, code, and editing are done by HypeTales21. | HypeTales21 | - | Mar 18, 2026 | |
悠久教室 - Perpetual Classroom - In-game content art | "Some of the textures used in the game were created using AI-generation tools. However, these assets have been manually edited, refined, and integrated to fit the game's design." | CraftFox Creations | - | Mar 18, 2026 | |
Presidential Shaman In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | BRB Drama | - | Mar 18, 2026 | |
Freaking Hallway codeaudioart | Use AI to generate a part of code, sound, mesh,animate,and texture,icon | Coolguy Club | - | Mar 18, 2026 | |
InfinityMine In-game content art | AI generation tools were used in the development process to create 2D assets (icons, UI elements, textures) and some 3D assets (tool and ore models). These generated assets are manually edited and adjusted during integration into the game. | HayaseWorks | 15 | Mar 18, 2026 | |
Submersa Dev only code | This game does not use AI for player-facing features. Players do not interact with AI systems, and the game does not connect to any external AI services. AI tools were only used during development to help identify code errors and provide a starting point for fixing some technical issues. All gameplay content is pre-made and manually reviewed. | 3TK Games | - | Mar 18, 2026 | |
Legendary Tales: Price of Power In-game content textart | AI was used to translate the game into certain languages. When selecting one of these languages for the first time, a notification appears. Additionally, a marker is displayed next to the language name in the options menu.
Furthermore, AI was utilized to generate some of the graphical assets and may have been used in the creation of videos. | FIVE-BN GAMES | 17 | Mar 18, 2026 | |
Tammuz: Blood & Sand In-game content audio | We've used AI to generate all of the voice acting for the characters in the game. However, it was also heavily manually edited and remastered by our team members (100% humans guaranteed) before reaching your ears. | Bad GOAT Studio | - | Mar 18, 2026 | |
Red Soil In-game content art | The games cursors and exe. icon (featured in marketing content) was created with AI. | Benton Gaming | - | Mar 18, 2026 | |
Love Signal: Off the Record In-game content art | Generative AI was used to create 2D artworks of in-game characters. | GOVR | - | Mar 18, 2026 | |
Drunken Guy Adventure Store/marketing art | Game menu image, game logo and game library assets made with ai software | Saylor Games | - | Mar 18, 2026 | |
MISCHIEF MANDARIN In-game content textart | AI is used to generate the following:
- Game description
- Store page's Capsule and Library imagery
- Splash screen
- Some character models from our concept
- Item and level icons in main menu | Vitamin Fun | - | Mar 18, 2026 | |
Zero Century Live AI text | TRPG식 진행으로 게임마스터가 AI임 | Beff Inc. | - | Mar 18, 2026 | |
Relics of Wayne: Greymoor In-game content artaudiotext | Some visual, audio, and writing assets in this game were created with the help of generative AI tools during development. Every AI-assisted element was carefully reviewed, manually edited, and significantly refined by the development team before being added to the final game or its marketing materials. No AI systems generate or alter content while the game is running. | Blackroot Games | - | Mar 18, 2026 | |
協力イマーシブアドベンチャー 月狐館の呪霊 In-game content art | Used for generating non-essential 2D image assets. | さざなみゲームス | - | Mar 18, 2026 | |
Next Please In-game content art | We use AI for pre-rendered backgrounds; all other assets are handmade. | Feeling Potion | - | Mar 18, 2026 | |
Elezion In-game content artaudio | The in-game art assets are adapted from images generated on AI illustration platforms, and the music is produced with AI music tools or based on original tracks with added vocals, covers, or remixes done by the Ai music tool. | HO Lab+Studio | - | Mar 18, 2026 | |
Forgotten Villa In-game content audio | This game makes limited use of generative artificial intelligence only for background music creation.
AI was used solely to compose music tracks where the lyrics are in Sanskrit, a language for which affordable and practical production resources are extremely limited.
All sound effects, environmental audio, voice elements, and dialogue are entirely human-made, created by my friends or sourced from free and licensed platforms such as YouTube, Soundly, and similar libraries.
No AI was used for visuals, gameplay systems, writing, level design, or core creative direction.
This project is my first commercial game, developed with very limited resources. If this game succeeds, I am fully committed to not using generative AI for audio or visual content in future projects, and to collaborating exclusively with human composers and artists.
Thank you for supporting independent development. | DeadLogics | 19 | Mar 18, 2026 | |
How Asian Parents went to School In-game content text | To keep this project viable without selling a kidney, generative AI was used to assist with Tablo Escobar's motivational dialogues and localization. However, I didn’t make AI slop... I manually reviewed and edited every line to make sure the robots didn't accidentally declare war on the player. | Andy Yeet | 25 | Mar 18, 2026 | |
Navy Island Confidential In-game content artaudio | AI Usage in Content Generation :
Portraits and Illustrations: Initial portrait concepts are generated using AI tools. These generated images are then extensively modified, redrawn, and finished manually in Krita and Photoshop using a graphics tablet to ensure compliance with the game's artistic direction.
Characters (3D Models): AI generative tools are used solely to create the base mesh for character models. These bases are subsequently refined, resculpted, remeshed, unwrapped, retextured, and animated using traditional softwares.
Audio: All voiceovers and musical tracks are fully generated by Artificial Intelligence tools. | Jérôme Lemarchand | - | Mar 18, 2026 |