This game used Text to Speech programs to generate audio clips for high quality voice dialogues.
- Creator
- Andrei Marius Cristian
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 26,949 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.
This game used Text to Speech programs to generate audio clips for high quality voice dialogues.
Some assets were generated using AI tools. All assets were created using a subscription service for in-game use. (BGM, 2D Art, 3D Model, UI)
Some visual assets and textures were generated using AI tools and refined by the developer.
Some prop textures for 3D assets in the game were created with the assistance of AI tools.
Assisted with coding and created images for sprites and achievements.
The achievements and images shown on the store page were generated or modified using AI
Some of the store images and promotional artwork for Egg Hunter were created using AI tools. This was only used for visual marketing materials—everything in the actual game (gameplay, levels, mechanics) is original and made by the developer.
Generative AI art is used as placeholder content until the game is further developed.
As part of the development process generative AI is used to assist designing art assets, sound effects and music.
Note: AI tools were used to help translate the store page and assist in the creation of the game's music.
Some background music is generated by AI.
Generative AI was used only to create the artwork displayed on the main menu screen. All other content including gameplay assets, UI, audio, and code was produced without generative AI
Some of the music/sound effects in this game were arranged or edited with the assistance of generative AI tools. All AI-generated audio was reviewed and curated by the development team.
Some images are generated using AI.
The steam shop page features some language translations that were generated with the help of DeepL. The game itself does not use any AI generated translations or any other AI generated assets or code.
This game uses pre-generated visual assets, including 5 images created with external tools. These assets are used for environmental storytelling and menu presentation, and do not involve real-time AI generation.
AI Disclosure: Generative AI tools were used during development to assist in creating some visual assets and refining animations. Additionally, AI-assisted tools were utilized for technical optimization to ensure a stable gameplay experience. All results were manually reviewed and finalized by the developer. This game does not use any live-generated AI content.
Generative AI was used to create the code for the intelligent agents that are the main character's enemies.
AI helped with coding, testing and illustrating this game. There is no in-game AI.
Some visual assets and UI elements were originally created by a human designer and later refined with the assistance of AI tools to improve clarity and polish. In addition, some background music was created with the assistance of AI tools and then edited and integrated by the developer. All final assets were reviewed, modified, and implemented by the development team.
Certain visual and audio assets were created with the assistance of generative AI tools during development and were manually edited and refined by the developer. All gameplay content is handcrafted, and no generative AI is used during gameplay.
Some graphical assets are AI-assisted
Football Conquerors uses generative AI tools during development for some pre-generated assets and iteration workflows, including concept visuals, selected card/store artwork drafts, music drafts, and writing/code assistance. All AI-assisted outputs are reviewed, edited, and approved by the developer before release. The released game does not generate player-facing content or code in real time during gameplay, and it does not require a live third-party generative AI service during play.
When creating this game, our team utilized the support from Trippo AI for modeling, and Doubao for concept artist. We finally created the whole level design by UE5.
Dust & Diamonds is a 100% solo project. The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days. I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that. How does the game use AI? Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system. Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity. What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted. I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support.
AI was used localization during development. Before the full release, I plan to have all localized content professionally reviewed and revised by human translators to ensure the final translations meet the desired quality standard.
Some music and graphic assets were created using generative AI and have been reviewed and edited by our team.
Generative AI was used during development to draft initial art concepts and assist with the foundation of text localization. All final in-game visual assets were manually refined, edited, and finished in Photoshop to ensure a high-quality, hand-crafted aesthetic. Localization was human-reviewed to ensure accuracy for players.
Some marketing materials, capsule icons.
The Game uses AI Generated Music & Main Menu Backgrounds
AI was used to create 3D models of game units
Generative AI was used to aid in the preparation of store visuals and multi-language localization. The final content is not entirely AI-generated, as it has undergone significant manual inspection, confirmation, and refinement to ensure quality.
Some promotional assets created during development, including certain store-page media, used generative AI-assisted artwork. The shipped game does not use live AI-generated gameplay content, and it does not connect to any external AI service during play.
AI is only used to create art assets, backgrounds, and visual materials during the development of the game. It is not used for any in-game mechanics, NPC behaviors, or real-time interactions with players.
I used AI for debugging game build errors. Going through thousands lines of error logs and call stacks is not a total nightmare once I get pointed to the right direction. I also localized steam page using it to some languages.
Some textures were created with AI, but heavily modified after.
Cursor was used as a coding assistant.
This app includes pre-generated content created or assisted using generative AI. This includes the game logo, title screen, certain story-related images used during key moments of the game, a majority of item-related visuals (such as weapons, armors, accessories, and quest items), and approximately 60% of character portraits used in dialogue. All such content was selected, reviewed, and in many cases manually edited and integrated by the developer before being included in the game or on the store page. Additionally, most of the game's plugins were developed with the assistance of AI tools. No AI is used at runtime or during gameplay.
Music samples/loops have been partially produced with tools utilizing generative technology.
In-game content All card art, UI, writing, and audio are created by our team. AI-assisted tools are used internally for workflow tasks and temporary placeholders only. Non-English text in the game is translated with AI from our English writing. We believe an AI-assisted translation serves players better than English-only, and we improve it as we go. The game does not generate content with AI at runtime. Marketing materials Some cinematic sequences in our store trailer were created or assisted with AI video and image tools. Gameplay footage is captured directly from the game. None of the AI-generated trailer footage appears in the game.
Some visual assets (such as promotional images and artwork) were created or enhanced using AI tools. All in-game content and functionality are implemented by the developer.
Some of the image materials were generated using AI.
Generative AI was utilized in the process of creating and optimizing UI background images and certain in-game text content, such as item descriptions and lore. All AI-generated assets were carefully reviewed, retouched, and edited by the developer to ensure they align with the game's unique atmosphere and artistic vision.
The game's translation was partially assisted by AI, but all in-game text was created and edited by real people. AI was used to enhance a small portion of the textures, but these were always manually refined afterward and served only as one method to make the textures sharper alongside other hand-made improvements in graphic editors. All images, including signs and drawings on the walls, were commissioned from real artists.
Some menu visuals were created using AI tools and refined by the developer.
This app includes pre-generated AI-assisted visual assets used in store/marketing materials and some in-game 2D visuals. No generative AI features are available to players during gameplay, and the game does not accept user prompts for AI generation.
GreenMars: Expedition 744 is a solo-led independent project. Generative AI tools are used occasionally as production support for certain pre-rendered content and communication materials. The artistic direction, original designs, and core creative decisions remain fully defined internally by human authors. The game does not use generative AI during gameplay.
Some Steam cover arts were created using AI tools and edited by artists.
The promotional images were created using AI technology
Generative AI was used to create several pre-generated assets within the game, including: - Environmental assets such as in-game posters. - Character face textures. - Voice-over audio for English and Chinese languages. These assets were generated during the development process and are included as static files in the game build. No AI content is generated in real-time during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Stellar Smash In-game content audio | This game used Text to Speech programs to generate audio clips for high quality voice dialogues. | Andrei Marius Cristian | - | May 23, 2026 | |
Solitary Astral Voyage In-game content audioart | Some assets were generated using AI tools.
All assets were created using a subscription service for in-game use.
(BGM, 2D Art, 3D Model, UI) | Cruel Light | - | May 23, 2026 | |
Quantum Agent In-game content art | Some visual assets and textures were generated using AI tools and refined by the developer. | Hougo Entertainment llc | - | May 23, 2026 | |
The Tape: Origins In-game content art | Some prop textures for 3D assets in the game were created with the assistance of AI tools. | Alex X | - | May 23, 2026 | |
Line Go Up In-game content artcode | Assisted with coding and created images for sprites and achievements. | Jerzyn Games | - | May 23, 2026 | |
Vanishing In The Island Halphéra Store/marketing art | The achievements and images shown on the store page were generated or modified using AI | Soghoxal | - | May 23, 2026 | |
Egg Hunter In-game content art | Some of the store images and promotional artwork for Egg Hunter were created using AI tools. This was only used for visual marketing materials—everything in the actual game (gameplay, levels, mechanics) is original and made by the developer. | Feldt Games | - | May 23, 2026 | |
Cheffed In-game content art | Generative AI art is used as placeholder content until the game is further developed. | Phalistafer | - | May 23, 2026 | |
Bug Drop In-game content artaudio | As part of the development process generative AI is used to assist designing art assets, sound effects and music. | These Are Serious Games | - | May 23, 2026 | |
EinFinite In-game content audiotext | Note: AI tools were used to help translate the store page and assist in the creation of the game's music. | Novachrono | - | May 23, 2026 | |
Knock It Over, Again? In-game content audio | Some background music is generated by AI. | MimoStudio | - | May 23, 2026 | |
Sopwith In-game content art | Generative AI was used only to create the artwork displayed on the main menu screen. All other content including gameplay assets, UI, audio, and code was produced without generative AI | Lemoine Yann | 19 | May 23, 2026 | |
GOD: B In-game content audio | Some of the music/sound effects in this game were arranged or edited with the assistance of generative AI tools. All AI-generated audio was reviewed and curated by the development team. | SandStew | - | May 23, 2026 | |
Close For The Night Store/marketing art | Some images are generated using AI. | ONLYGAMES S.R.L | - | May 23, 2026 | |
My Necromancer's Library In-game content text | The steam shop page features some language translations that were generated with the help of DeepL.
The game itself does not use any AI generated translations or any other AI generated assets or code. | Obscure Gods | - | May 23, 2026 | |
Dali’s Discovery In-game content art | This game uses pre-generated visual assets, including 5 images created with external tools. These assets are used for environmental storytelling and menu presentation, and do not involve real-time AI generation. | Dali Studios | - | May 23, 2026 | |
Demon Castle Survivor In-game content art | AI Disclosure:
Generative AI tools were used during development to assist in creating some visual assets and refining animations. Additionally, AI-assisted tools were utilized for technical optimization to ensure a stable gameplay experience. All results were manually reviewed and finalized by the developer. This game does not use any live-generated AI content. | Retired Dev | - | May 23, 2026 | |
Ignition Conscious In-game content code | Generative AI was used to create the code for the intelligent agents that are the main character's enemies. | Rafael Luiz dos Santos (Flaera) | - | May 23, 2026 | |
Forest Fighters Dev only codeart | AI helped with coding, testing and illustrating this game. There is no in-game AI. | Lurix dev studio | - | May 23, 2026 | |
Pass the Bomb : Runner In-game content artaudio | Some visual assets and UI elements were originally created by a human designer and later refined with the assistance of AI tools to improve clarity and polish.
In addition, some background music was created with the assistance of AI tools and then edited and integrated by the developer.
All final assets were reviewed, modified, and implemented by the development team. | HOPIN | - | May 23, 2026 | |
Void Light In-game content artaudio | Certain visual and audio assets were created with the assistance of generative AI tools during development and were manually edited and refined by the developer. All gameplay content is handcrafted, and no generative AI is used during gameplay. | Level 3 Dev | - | May 23, 2026 | |
Incremental Stand In-game content art | Some graphical assets are AI-assisted | Huhi Games | - | May 23, 2026 | |
Football Conquerors In-game content artaudiotextcode | Football Conquerors uses generative AI tools during development for some pre-generated assets and iteration workflows, including concept visuals, selected card/store artwork drafts, music drafts, and writing/code assistance.
All AI-assisted outputs are reviewed, edited, and approved by the developer before release.
The released game does not generate player-facing content or code in real time during gameplay, and it does not require a live third-party generative AI service during play. | Ravencorwind | - | May 23, 2026 | |
Fengshua Farm Story In-game content art | When creating this game, our team utilized the support from Trippo AI for modeling, and Doubao for concept artist. We finally created the whole level design by UE5. | Tengshe Priest | - | May 23, 2026 | |
Dust & Diamonds In-game content artaudiotext | Dust & Diamonds is a 100% solo project.
The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days.
I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that.
How does the game use AI?
Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system.
Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity.
What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted.
I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support. | SAD Games Studio | - | May 23, 2026 | |
9 Layers of Hell In-game content text | AI was used localization during development. Before the full release, I plan to have all localized content professionally reviewed and revised by human translators to ensure the final translations meet the desired quality standard. | Voodoo Labs | - | May 23, 2026 | |
Office Leveling In-game content artaudio | Some music and graphic assets were created using generative AI and have been reviewed and edited by our team. | DiceNook | - | May 23, 2026 | |
Sin And Serve In-game content arttext | Generative AI was used during development to draft initial art concepts and assist with the foundation of text localization. All final in-game visual assets were manually refined, edited, and finished in Photoshop to ensure a high-quality, hand-crafted aesthetic. Localization was human-reviewed to ensure accuracy for players. | Forgotten Cartridge | - | May 23, 2026 | |
The Creator: Live Together In-game content art | Some marketing materials, capsule icons. | Mark Miller | - | May 23, 2026 | |
Market Mayhem In-game content audio | The Game uses AI Generated Music & Main Menu Backgrounds | BigHeadPenguin | - | May 23, 2026 | |
Tartaria: Frozen Frontier In-game content art | AI was used to create 3D models of game units | Rubedo Games | - | May 23, 2026 | |
Filter Mode: Color Booster | Live Wallpaper | Eye Protection & Color Blindness In-game content arttext | Generative AI was used to aid in the preparation of store visuals and multi-language localization. The final content is not entirely AI-generated, as it has undergone significant manual inspection, confirmation, and refinement to ensure quality. | istenen | - | May 23, 2026 | |
Conquerors: Domination Store/marketing art | Some promotional assets created during development, including certain store-page media, used generative AI-assisted artwork. The shipped game does not use live AI-generated gameplay content, and it does not connect to any external AI service during play. | Cody Harker | - | May 23, 2026 | |
Island of mech 机械岛 In-game content art | AI is only used to create art assets, backgrounds, and visual materials during the development of the game. It is not used for any in-game mechanics, NPC behaviors, or real-time interactions with players. | xhhgames | - | May 23, 2026 | |
Thrill Seeker Store/marketing text | I used AI for debugging game build errors. Going through thousands lines of error logs and call stacks is not a total nightmare once I get pointed to the right direction.
I also localized steam page using it to some languages. | Random Games Generator | - | May 23, 2026 | |
Cubepathy In-game content art | Some textures were created with AI, but heavily modified after. | Nick March | - | May 23, 2026 | |
Grid Grind Dev only code | Cursor was used as a coding assistant. | End Boss Games LLC | - | May 23, 2026 | |
Mystic Depths: the Corrupted King In-game content artcode | This app includes pre-generated content created or assisted using generative AI.
This includes the game logo, title screen, certain story-related images used during key moments of the game, a majority of item-related visuals (such as weapons, armors, accessories, and quest items), and approximately 60% of character portraits used in dialogue.
All such content was selected, reviewed, and in many cases manually edited and integrated by the developer before being included in the game or on the store page.
Additionally, most of the game's plugins were developed with the assistance of AI tools. No AI is used at runtime or during gameplay. | François Duchesne | 13 | May 23, 2026 | |
Which Sausage, Mate? In-game content audio | Music samples/loops have been partially produced with tools utilizing generative technology. | Koksny.com | 101 | May 23, 2026 | |
Origins TCG In-game content arttextaudio | In-game content
All card art, UI, writing, and audio are created by our team. AI-assisted tools are used internally for workflow tasks and temporary placeholders only. Non-English text in the game is translated with AI from our English writing. We believe an AI-assisted translation serves players better than English-only, and we improve it as we go. The game does not generate content with AI at runtime.
Marketing materials
Some cinematic sequences in our store trailer were created or assisted with AI video and image tools. Gameplay footage is captured directly from the game. None of the AI-generated trailer footage appears in the game. | Koin Games | - | May 23, 2026 | |
CyberMuyu In-game content art | Some visual assets (such as promotional images and artwork) were created or enhanced using AI tools. All in-game content and functionality are implemented by the developer. | GQCRAFT | - | May 23, 2026 | |
纸上征服者 Store/marketing art | Some of the image materials were generated using AI. | guoxing | - | May 23, 2026 | |
LABYRISON In-game content arttext | Generative AI was utilized in the process of creating and optimizing UI background images and certain in-game text content, such as item descriptions and lore. All AI-generated assets were carefully reviewed, retouched, and edited by the developer to ensure they align with the game's unique atmosphere and artistic vision. | Zephbian | - | May 23, 2026 | |
The Derailed: Devour the Harvest In-game content textart | The game's translation was partially assisted by AI, but all in-game text was created and edited by real people. AI was used to enhance a small portion of the textures, but these were always manually refined afterward and served only as one method to make the textures sharper alongside other hand-made improvements in graphic editors. All images, including signs and drawings on the walls, were commissioned from real artists. | Deformed Dreams Studio | - | May 23, 2026 | |
Grandpa's House In-game content art | Some menu visuals were created using AI tools and refined by the developer. | Fersel Studio | - | May 23, 2026 | |
SINDIKAT In-game content art | This app includes pre-generated AI-assisted visual assets used in store/marketing materials and some in-game 2D visuals. No generative AI features are available to players during gameplay, and the game does not accept user prompts for AI generation. | sadness | - | May 23, 2026 | |
GreenMars: Expedition 744 In-game content art | GreenMars: Expedition 744 is a solo-led independent project.
Generative AI tools are used occasionally as production support for certain pre-rendered content and communication materials. The artistic direction, original designs, and core creative decisions remain fully defined internally by human authors.
The game does not use generative AI during gameplay. | 744 Interactive | - | May 23, 2026 | |
Ram Fights Store/marketing art | Some Steam cover arts were created using AI tools and edited by artists. | Doomers Entertainment | - | May 23, 2026 | |
SoulBite Store/marketing art | The promotional images were created using AI technology | Peak Myth | - | May 23, 2026 | |
Rabbits Hunt In-game content artaudio | Generative AI was used to create several pre-generated assets within the game, including:
- Environmental assets such as in-game posters.
- Character face textures.
- Voice-over audio for English and Chinese languages.
These assets were generated during the development process and are included as static files in the game build. No AI content is generated in real-time during gameplay. | Usagi Lab | - | May 23, 2026 |