AI was used to polish marketing images.
- Creator
- Patologgia Interactive
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 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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AI was used to polish marketing images.
A small portion of the art assets in this game utilizes AI-generated results, which have been manually redrawn or modified and will not affect the gaming experience.
Some concept art and early drafts were created with the help of AI tools. All final artwork in the game has been reviewed, refined, and completed by our art team.
The artwork, box art, voice acting and store page translation for this game was created with generative AI. The music is purchased from a stock website. The game’s code and trailer script was written by me without the help of AI.
The promotional video for the game features AI-generated voice.
Several images from the game and marketing materials were generated by AI and required retouching before being used.
A minority of the game's visuals were generated using AI.
Background music generated using UDIO.
Some of the artwork was generated using AI
AI has been used to help develop the game's cover art.
Ai powered jet behavior and enemy tactics enhance immersion and visuals
AI has been used to help develop the game's cover art.
Some assets were developed working with large language models.
> The player’s two robotic companions, the assistant Helena and the radio host, use AI voice synthesis. > Some visual assets, such as menu art, environmental textures, and achievement icons, were created with the help of AI image generation.
Graphic elements like some icons and backgrounds. We are working to change it.
Some visual elements, such as pavement textures, were partially created using AI tools during development.
When creating game resources, AI was used (to generate some 3D models and images).
I have used AI to pre-render content. I have used AI to make some of the code that I use in the game. Such that AI has helped me make the best possible CPU and help with player physics.
Certain graphical elements utilize generative AI for graphical enhancements and generation.
Many of the images, videos, sounds, and background music in this game were generated by AI.
Some background art and visual elements were created or enhanced using AI-assisted tools. No live AI content is generated during gameplay.
AI has been used to generate the character images displayed on the targets in-game.
Googunners uses upgrade card art that is generated by Midjourney, and then authored in post. Outiside of the updgrade cards art, everything else is human created.
Some placeholder visuals include material made with modern content-creation tools and will be replaced upon release of the full version.
The images displayed on the cards and the figures named as heroes were made using generative A.I.
Pre-created music with separated tracks created with AI
Artificial intelligence was utilized to translate the game's description page into multiple languages besides Russian.
During the development of this game, AI tools were utilized to accelerate the production process and to assist a solo developer in realizing their vision. The use of AI was concentrated in two main areas: Coding and Software Development: This AI language model (Gemini) was used as an assistant for writing, debugging, and refactoring the game's C# scripts for Unity. All code logic, game design, and final architectural decisions were directed by the developer. Code snippets generated by the AI were reviewed and integrated into the project by the developer. 3D Model and Asset Generation: AI-powered image and model generation tools were used to create some of the 3D models and other visual assets in the game. These tools served as a source of inspiration and a starting point to speed up the development workflow. All generated assets were curated, edited, and finalized by the developer to fit the artistic vision of the game. The creative vision, game design, and the final version of the game were shaped entirely by human direction and effort.
WilderLands uses AI to simulate NPC behavior and societies through reinforcement and deep learning. AI agents adapt to the environment, form communities, make decisions, and learn over time. They are not controlled by the player but evolve independently, creating personalized gameplay and unpredictable outcomes.
Some NPC images used AI-generated images.
I used AI to write me descriptions about my game. I gave it details about my game, and told it to write me a desciprtion.
Some store page and library artworks were created using generative AI. All AI-generated images were manually edited, enhanced, and finalized by the developer. No AI was used for gameplay assets, models, sounds, or UI elements.
The trailer voice over is AI-generated. The cover art was extended using AI.
ElevenLabs Speech Synthesis has been used to pre-generate the voice over for the tutorial.
We used AI tools to assist in the creation of the game's music tracks.
We used AI tools very lightly — mostly to help us brainstorm ideas and speed up small tasks. All core gameplay, design, and content were handcrafted
AI-generated images were used as a basis for drawings
I received help from AI only for some of the images on perk icons due to my art skills not being sufficient.
The store page materials, game main interface background image, loading interface background image, and card artwork are all generated by artificial intelligence
Use AI-generated images and convert them into paintings to use as concept art for the main menu and in-game simulated advertising images. Use AI to create images for in-game currency. Use ChatGPT to create lyrics for the theme song.
With the help of the AI chatbot, you can generate analyses and varied comments on your games and, if required, listen to them in different languages.
AI was used for generating in-game content icon images.
game’s logo were created using generative AI
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.
Some visual elements in Escoba were created using artificial intelligence-assisted tools. Specifically: The achievement icons were generated with the help of AI to achieve a consistent and stylised appearance. Some visual elements in the shop, such as the background illustrations featuring page, were also generated using AI and then manually edited to fit the overall aesthetic of the game. No playable characters, animations, or core gameplay graphics were created using AI. AI-generated elements are limited to supporting visual content, and all art was reviewed and polished by human artists before being included in the game.
AI Content Usage Explanation: Some visual assets in Briscawere created using AI-assisted tools. Specifically: The achievement icons were generated with the help of AI to create consistent and stylized imagery. A few store art elements, such as the background illustrations of the kings, were also generated using AI and later edited manually to fit the overall aesthetic of the game. No in-game characters, animations, or core gameplay visuals were created using AI. The AI-generated assets are limited to supporting visual content, and all artwork was reviewed and polished by human artists before inclusion.
AI tools have been used to generate part of the localization texts.
AI has been utilized during the store page assets creation of this game. We have used it for the game icon creation, correcting some of the explanation texts about the game mechanics to have a clear communication with our players.
The game background music is generated by AI: https://www.tianpuyue.cn
Currently in our Menu Screens we are using AI Background Images as place holders for Real Images that we will create. The placeholders serve well for now and we will eventually end the use of AI for anything.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
REPOSESSION: Mafia Debt Store/marketing art | AI was used to polish marketing images. | Patologgia Interactive | - | Mar 18, 2026 | |
净化战线 In-game content art | A small portion of the art assets in this game utilizes AI-generated results, which have been manually redrawn or modified and will not affect the gaming experience. | 百川工作室 | - | Mar 18, 2026 | |
Heroes and Forsaken: The Official Wheel of Time Digital Card Game Dev only art | Some concept art and early drafts were created with the help of AI tools. All final artwork in the game has been reviewed, refined, and completed by our art team. | Witsteen BV | - | Mar 18, 2026 | |
Do NOT say 21! In-game content artaudiotext | The artwork, box art, voice acting and store page translation for this game was created with generative AI. The music is purchased from a stock website. The game’s code and trailer script was written by me without the help of AI. | &y | 60 | Mar 18, 2026 | |
Mole or Not In-game content audio | The promotional video for the game features AI-generated voice. | EY GAMES | 14 | Mar 18, 2026 | |
Arctic Roll In-game content art | Several images from the game and marketing materials were generated by AI and required retouching before being used. | Lumen Valley | - | Mar 18, 2026 | |
Lords and Pirates In-game content art | A minority of the game's visuals were generated using AI. | Ixdes Games | - | Mar 18, 2026 | |
Idle Idle In-game content audio | Background music generated using UDIO. | Idle Idle | - | Mar 18, 2026 | |
king of the hill In-game content art | Some of the artwork was generated using AI | BananaDogGames | 38 | Mar 18, 2026 | |
Peg Solitaire Pro Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Iron Horde Live AI | Ai powered jet behavior and enemy tactics enhance immersion and visuals | Falcon Lab | - | Mar 18, 2026 | |
Klondike Solitaire Pro Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Trial of Ariah Unclear | Some assets were developed working with large language models. | 30 Minute Games | 12 | Mar 18, 2026 | |
Rise of Atom In-game content audioart | > The player’s two robotic companions, the assistant Helena and the radio host, use AI voice synthesis.
> Some visual assets, such as menu art, environmental textures, and achievement icons, were created with the help of AI image generation. | Glass Bubble Software | 28 | Mar 18, 2026 | |
Space Hood In-game content art | Graphic elements like some icons and backgrounds. We are working to change it. | General Gibbon | - | Mar 18, 2026 | |
BRESH In-game content art | Some visual elements, such as pavement textures, were partially created using AI tools during development. | Vladislav Surin | - | Mar 18, 2026 | |
Steel Defence In-game content art | When creating game resources, AI was used (to generate some 3D models and images). | Storytime Games | - | Mar 18, 2026 | |
Ultimate Stick Battle - Beta Dev only code | I have used AI to pre-render content. I have used AI to make some of the code that I use in the game. Such that AI has helped me make the best possible CPU and help with player physics. | Robert Thiel | - | Mar 18, 2026 | |
SailFront In-game content art | Certain graphical elements utilize generative AI for graphical enhancements and generation. | RJTech | 12 | Mar 18, 2026 | |
リアルタイム将棋 In-game content artaudio | Many of the images, videos, sounds, and background music in this game were generated by AI. | Saikyosan | - | Mar 18, 2026 | |
THE 5'6" GAME In-game content art | Some background art and visual elements were created or enhanced using AI-assisted tools. No live AI content is generated during gameplay. | Jason Jeong | - | Mar 18, 2026 | |
Live Fire Exercise In-game content art | AI has been used to generate the character images displayed on the targets in-game. | Decdot | - | Mar 18, 2026 | |
Googunners! In-game content art | Googunners uses upgrade card art that is generated by Midjourney, and then authored in post.
Outiside of the updgrade cards art, everything else is human created. | Tayden | 38 | Mar 18, 2026 | |
Secret of Fantasy Dev only art | Some placeholder visuals include material made with modern content-creation tools and will be replaced upon release of the full version. | Instable Loop Games | - | Mar 18, 2026 | |
Archomni Store/marketing art | The images displayed on the cards and the figures named as heroes were made using generative A.I. | DIONYSIOS DIAMANTOPOULOS | - | Mar 18, 2026 | |
Circle of Bosses In-game content audio | Pre-created music with separated tracks created with AI | WILDGRIP | - | Mar 18, 2026 | |
Ukrainian Warfare: Gostomel Heroes In-game content text | Artificial intelligence was utilized to translate the game's description page into multiple languages besides Russian. | Cats Who Play | 1.8k | Mar 18, 2026 | |
Luthenia In-game content artcode | During the development of this game, AI tools were utilized to accelerate the production process and to assist a solo developer in realizing their vision. The use of AI was concentrated in two main areas:
Coding and Software Development: This AI language model (Gemini) was used as an assistant for writing, debugging, and refactoring the game's C# scripts for Unity. All code logic, game design, and final architectural decisions were directed by the developer. Code snippets generated by the AI were reviewed and integrated into the project by the developer.
3D Model and Asset Generation: AI-powered image and model generation tools were used to create some of the 3D models and other visual assets in the game. These tools served as a source of inspiration and a starting point to speed up the development workflow. All generated assets were curated, edited, and finalized by the developer to fit the artistic vision of the game.
The creative vision, game design, and the final version of the game were shaped entirely by human direction and effort. | arthurluthen | - | Mar 18, 2026 | |
WilderLands Live AI text | WilderLands uses AI to simulate NPC behavior and societies through reinforcement and deep learning.
AI agents adapt to the environment, form communities, make decisions, and learn over time.
They are not controlled by the player but evolve independently, creating personalized gameplay and unpredictable outcomes. | Laura Person | - | Mar 18, 2026 | |
英雄之城3 In-game content art | Some NPC images used AI-generated images. | Suzhou Snail Digital Technology Co.,Ltd | - | Mar 18, 2026 | |
You Move, I Move Store/marketing text | I used AI to write me descriptions about my game. I gave it details about my game, and told it to write me a desciprtion. | Bird Box Games | 14 | Mar 18, 2026 | |
EcoNexus Store/marketing art | Some store page and library artworks were created using generative AI. All AI-generated images were manually edited, enhanced, and finalized by the developer. No AI was used for gameplay assets, models, sounds, or UI elements. | sharkMotion_games | - | Mar 18, 2026 | |
Mittelland AD In-game content audioart | The trailer voice over is AI-generated.
The cover art was extended using AI. | BKM | 112 | Mar 18, 2026 | |
We Are Prophet In-game content audio | ElevenLabs Speech Synthesis has been used to pre-generate the voice over for the tutorial. | Michael Schmeißer | - | Mar 18, 2026 | |
Trickshot Tactics In-game content audio | We used AI tools to assist in the creation of the game's music tracks. | Time Relic Games | - | Mar 18, 2026 | |
Stufft TD Dev only | We used AI tools very lightly — mostly to help us brainstorm ideas and speed up small tasks. All core gameplay, design, and content were handcrafted | OkaYann Studio | - | Mar 18, 2026 | |
CheeseCatToe Unclear art | AI-generated images were used as a basis for drawings | MahSim | - | Mar 18, 2026 | |
Dead On Duty In-game content art | I received help from AI only for some of the images on perk icons due to my art skills not being sufficient. | Dodoblam Interactive | - | Mar 18, 2026 | |
Throne of Capital In-game content art | The store page materials, game main interface background image, loading interface background image, and card artwork are all generated by artificial intelligence | bulanke | - | Mar 18, 2026 | |
GAIONIN WAR don't combine In-game content arttext | Use AI-generated images and convert them into paintings to use as concept art for the main menu and in-game simulated advertising images.
Use AI to create images for in-game currency.
Use ChatGPT to create lyrics for the theme song. | Boujin 【棒陣】 | - | Mar 18, 2026 | |
Fritz - Your chess coach 2 Live AI textaudio | With the help of the AI chatbot, you can generate analyses and varied comments on your games and, if required, listen to them in different languages. | ChessBase GmbH | - | 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 | |
Number Merge Mania Store/marketing art | game’s logo were created using generative AI | Boogygames Studios | - | 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 | |
Escoba In-game content art | Some visual elements in Escoba were created using artificial intelligence-assisted tools. Specifically:
The achievement icons were generated with the help of AI to achieve a consistent and stylised appearance.
Some visual elements in the shop, such as the background illustrations featuring page, were also generated using AI and then manually edited to fit the overall aesthetic of the game.
No playable characters, animations, or core gameplay graphics were created using AI. AI-generated elements are limited to supporting visual content, and all art was reviewed and polished by human artists before being included in the game. | Quarzo Aplicaciones y Juegos SL | - | Mar 18, 2026 | |
Brisca In-game content art | AI Content Usage Explanation:
Some visual assets in Briscawere created using AI-assisted tools. Specifically:
The achievement icons were generated with the help of AI to create consistent and stylized imagery.
A few store art elements, such as the background illustrations of the kings, were also generated using AI and later edited manually to fit the overall aesthetic of the game.
No in-game characters, animations, or core gameplay visuals were created using AI. The AI-generated assets are limited to supporting visual content, and all artwork was reviewed and polished by human artists before inclusion. | Quarzo Aplicaciones y Juegos SL | - | Mar 18, 2026 | |
Tabletop Fantasy War In-game content text | AI tools have been used to generate part of the localization texts. | EdenDev Studio | 10 | Mar 18, 2026 | |
TavernHold In-game content arttext | AI has been utilized during the store page assets creation of this game. We have used it for the game icon creation, correcting some of the explanation texts about the game mechanics to have a clear communication with our players. | Tevniyal Studios | 25 | Mar 18, 2026 | |
Axe or Bone In-game content audio | The game background music is generated by AI: https://www.tianpuyue.cn | TuTu | - | Mar 18, 2026 | |
R.A.S.P Mobility-Unit Store/marketing art | Currently in our Menu Screens we are using AI Background Images as place holders for Real Images that we will create. The placeholders serve well for now and we will eventually end the use of AI for anything. | Mobility-Gaming | - | Mar 18, 2026 |