AI is used to help with Chinese-Simplified translation
- Creator
- Tea Bone Studio
- Reviews
- -
- Added
- Jun 3, 2026
Public Steam disclosure research 25,497 disclosures tracked
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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 is used to help with Chinese-Simplified translation
Creation of Graphics - Test Environments - Debugging
This game includes AI‑generated assets, such as sprites, icons, illustrations, and sound effects. All AI‑generated content was created during development, manually reviewed, and integrated as static assets. The game does not generate any AI content during gameplay, and it does not create dynamic images, audio, or text for players. All included assets are fixed and safe.
The art and music assets in this game were created with the assistance of generative AI technology. As a registered architect in my day job, I am used to using tools like CAD to aid my designs. In game development, AI plays the exact same role—it is a tool, but the soul of the design comes from the human creator. I do not allow any rough, unpolished assets into my game. Therefore, all AI-generated content has gone through my strict "manual inspection": rigorous prompt tuning, meticulous manual overpainting, and audio trimming. I carefully polish every visual and auditory "brick" to build the perfect cultivation world, pouring my true craftsmanship entirely into the core "Eight Trigrams Array" deck-building experience.
AI assisted assets and text are developer edited. The core game is playable without AI. Optional advisor commentary can use local Ollama or Anthropic only if the player enables it and provides their own key.
This game was developed using AI-generated code and art.
coding
Generation of 2D images
Some visual assets used on this Steam page were edited or retouched using AI-assisted tools, and the achievement icons were created using generative AI / AI-assisted tools.
AI translated the text content and included a few codes.
Some visual assets used in Runemoria – Blades of Memory were created with the assistance of generative AI tools and have been modified, curated, and integrated as part of the game’s development process. AI-generated content is limited to pre-rendered visual assets and does not generate gameplay content during play.
As a poor indie developer, on one hand, I’m grateful that AI has lowered my costs and improved my efficiency. On the other hand, I’m very aware of its limitations, so I use it only within a very limited scope. Specifically, it is mainly used to assist with programming and art design. The generated content is never directly put into the game—it always undergoes manual review and refinement.
Original Chinese text was written by the developer. AI was used solely to assist with translation and localization into other languages. No AI-generated art, audio, or live-generated content is included in the game.
The life events for every historical figure highlighted in the game were generated by giving AI access to their Wikipedia profiles and asking it to summarize the text content. The art and the code are entirely human.
Generative AI tools were used during development for selected marketing art concepts and production assistance. Final assets and text were reviewed and edited by the developer. Pulse Citadel does not use live-generated AI during gameplay; in-game research nodes, combat behavior, progression, achievements, and UI text are fixed content. As a legally blind solo developer, AI-assisted tools helped with visual concepting and production support. All final store materials and game content were reviewed, selected, and edited by the developer.
Some visual assets in Not My Base! — including selected icons and splash screen artwork — were created or assisted using Generative Artificial Intelligence tools. All AI-generated content was reviewed, edited, and integrated by the developer to fit the game’s artistic style and gameplay needs.
预渲染成就图片及音乐使用AI生成。在游戏过程中不会使用到AI生成功能的代码和内容。
Placeholder Graphics, Code
Some of the text descriptions on the game’s store page, certain in-game localization texts, and some images used in the test version were generated with the help of AI technology.
Some voice overs or 2d artwork has been generated with the assistance of AI.
Generative AI tools were used during development to assist with portions of the game's programming workflow, including prototyping, debugging, and code iteration. All code is reviewed, modified, integrated, and validated by the developer.
I have used AI Image generation for Illustration and Icons.
Generative AI tools were used during development to create selected promotional graphics and visual materials. The game does not use generative AI during gameplay.
This game uses generative artificial intelligence (AI) to create some of its visual art assets. Certain in-game images and illustrations were partially generated with the assistance of AI-based painting tools.
Based on the developer's original creative direction, AI tools were used to generate the game's store page capsule images, soundtrack, and the non-English in-game text translations. AI coding assistance supported programming during development.
Visual assets in the game, including static and animated artwork, were created using generative AI tools. Generative AI was also used during the creation of the game's music.
Gen AI was used to make some art and visuals.
Generative AI was used to create artwork for the game, including visual assets seen by players and/or promotional materials. All AI-generated artwork was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content live during gameplay.
AI was used only for humorous and non-core elements of the game, such as trailer music, meme-style images, and similar comedic assets. The game’s logic, models, animations, gameplay systems, and other core production elements were created by humans.
Generative AI was used to enhance the game's steam page artwork.
This game utilizes generative AI tools to assist in the creation of pre-rendered 2D visual assets, including character illustrations and in-game icons.
Some game assets were partially created using AI.
- Two in-game images have been upscaled/enhanced using generative AI: the NeuroLink portrait and one UI border asset. - Achievement icon art is AI assisted. While we prefer to avoid the use of generative AI, its limited use helped improve presentation given the constraints of our team.
Beyond the Fracture contains both pre-generated and live-generated AI content. Pre-generated AI content: Some visual, audio, and voice assets were generated with AI tools during development and reviewed, edited, and curated by the developers before being included in the game. This includes selected construct opponent portraits, spoken name clips, character histories, and HERALD-7 commentary voice clips in German and English. Live-generated AI content: During first-time onboarding, the game uses external AI services to generate three candidate player identities live. Each identity includes a generated profile portrait and a generated spoken name introduction. The profile portraits are additionally guided by internal short character descriptions generated from predefined archetypes and prompt templates. This live generation is constrained by predefined prompts, fixed character archetypes, a controlled name system, and no free-form text input from players. The player selects one of the three generated identities. The chosen identity cannot be changed during the current Playtest, and repeated regeneration is not available during normal gameplay. No live AI generation occurs during normal matches after onboarding.
Some artwork and visual assets in Crowned, including card illustrations and background graphics, were created with the assistance of generative AI tools. All content was reviewed, curated and integrated by the developer.
AI was used to create individual parts of the Steam graphics and then blended together in GIMP.
Some static 2D artwork used in the game and Steam marketing materials was created with assistance from generative AI, then curated, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Some game and store page text or visual assets were created or refined with generative AI during development. This content is pre-generated and included in the shipped game or store materials. The game does not generate AI content during gameplay and does not connect to external AI services during gameplay.
All in-game assets are AI-generated and then undergo secondary processing.
Programs, localization, and some posters.
Certain visual assets were created with the assistance of generative AI.
The capsule art includes developer-created imagery that was enhanced and polished using generative AI tools.
Temporary pre-rendered visual assets were created with the assistance of generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services while running.
This game uses generative AI tools during development to assist with certain assets such as artwork, text, and design elements. All AI-assisted content has been reviewed, edited, and curated by the developer to ensure quality and appropriateness. The game does not use AI to generate content during gameplay, and no external AI services are accessed while playing.
AI was used to assist with game art and translating text into multiple languages.
Vibe Coded 4x Lite Strategy Game, With Ai Generated images. But hand made UI, Story & Voicelines and Sound Effects
Some images and translations in this game were referenced from AI-generated content
This game uses generative AI technology to assist in creating some 2D art assets. All content has been reviewed and edited by humans to ensure it meets our design specifications and is free from inappropriate material.
We live in an era where every developer uses generative AI. We see it as just another tool that helps with development, and we'll continue to use it more actively going forward.
During the development of Days Of Reckoning, generative artificial intelligence is used as a supportive tool in certain parts of production. AI has been used primarily for: creating visual references and concept ideas assisting with marketing materials (e.g., text, scripts) experimenting with certain audio or atmospheric elements All content included in the final version of the game is reviewed, refined, and approved by the developer. Generative AI is not used to generate content in real time during gameplay and does not directly influence gameplay mechanics or in-game systems.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Gamba God In-game content text | AI is used to help with Chinese-Simplified translation | Tea Bone Studio | - | Jun 3, 2026 | |
Kaiser - Geld, Macht und Intrigen Dev only art | Creation of Graphics - Test Environments - Debugging | SchnoxCore Entertainment | - | Jun 3, 2026 | |
CLAW - Cosmic Legendary Animal Warfare In-game content artaudio | This game includes AI‑generated assets, such as sprites, icons, illustrations, and sound effects. All AI‑generated content was created during development, manually reviewed, and integrated as static assets.
The game does not generate any AI content during gameplay, and it does not create dynamic images, audio, or text for players. All included assets are fixed and safe. | Erik Jäckel | - | Jun 3, 2026 | |
All Night Ascension In-game content artaudio | The art and music assets in this game were created with the assistance of generative AI technology.
As a registered architect in my day job, I am used to using tools like CAD to aid my designs. In game development, AI plays the exact same role—it is a tool, but the soul of the design comes from the human creator. I do not allow any rough, unpolished assets into my game. Therefore, all AI-generated content has gone through my strict "manual inspection": rigorous prompt tuning, meticulous manual overpainting, and audio trimming. I carefully polish every visual and auditory "brick" to build the perfect cultivation world, pouring my true craftsmanship entirely into the core "Eight Trigrams Array" deck-building experience. | FlowFire Studio | - | Jun 3, 2026 | |
Cascade: Hindcast Live AI text | AI assisted assets and text are developer edited. The core game is playable without AI. Optional advisor commentary can use local Ollama or Anthropic only if the player enables it and provides their own key. | Herni Dedalvs | - | Jun 3, 2026 | |
食刻Eatime In-game content artcode | This game was developed using AI-generated code and art. | Astral Rite | - | Jun 3, 2026 | |
BanPick Master Dev only code | coding | PenguinGod | - | Jun 3, 2026 | |
Endless Tower Survivors Unclear art | Generation of 2D images | Havoc Team Studio | - | Jun 3, 2026 | |
Meow Over Moo In-game content art | Some visual assets used on this Steam page were edited or retouched using AI-assisted tools, and the achievement icons were created using generative AI / AI-assisted tools. | Flipped Cat | - | Jun 3, 2026 | |
Fomo-trading In-game content textcode | AI translated the text content and included a few codes. | 明夜 | 12 | Jun 3, 2026 | |
Runemoria - Blades of Memory In-game content art | Some visual assets used in Runemoria – Blades of Memory were created with the assistance of generative AI tools and have been modified, curated, and integrated as part of the game’s development process. AI-generated content is limited to pre-rendered visual assets and does not generate gameplay content during play. | ClubGamerZone | - | Jun 3, 2026 | |
The Last Roll Dev only artcode | As a poor indie developer, on one hand, I’m grateful that AI has lowered my costs and improved my efficiency. On the other hand, I’m very aware of its limitations, so I use it only within a very limited scope. Specifically, it is mainly used to assist with programming and art design. The generated content is never directly put into the game—it always undergoes manual review and refinement. | G^ | - | Jun 3, 2026 | |
Cluck Rush In-game content text | Original Chinese text was written by the developer. AI was used solely to assist with translation and localization into other languages.
No AI-generated art, audio, or live-generated content is included in the game. | HybFan | - | Jun 3, 2026 | |
Roses In Concrete In-game content text | The life events for every historical figure highlighted in the game were generated by giving AI access to their Wikipedia profiles and asking it to summarize the text content. The art and the code are entirely human. | Omey Salvi | - | Jun 3, 2026 | |
Pulse Citadel In-game content arttext | Generative AI tools were used during development for selected marketing art concepts and production assistance. Final assets and text were reviewed and edited by the developer. Pulse Citadel does not use live-generated AI during gameplay; in-game research nodes, combat behavior, progression, achievements, and UI text are fixed content.
As a legally blind solo developer, AI-assisted tools helped with visual concepting and production support. All final store materials and game content were reviewed, selected, and edited by the developer. | Blindsided Games | - | Jun 3, 2026 | |
Not My Base! In-game content art | Some visual assets in Not My Base! — including selected icons and splash screen artwork — were created or assisted using Generative Artificial Intelligence tools.
All AI-generated content was reviewed, edited, and integrated by the developer to fit the game’s artistic style and gameplay needs. | Hyper Cloud Games | - | Jun 3, 2026 | |
idel world In-game content artaudio | 预渲染成就图片及音乐使用AI生成。在游戏过程中不会使用到AI生成功能的代码和内容。 | 9.9 studio | - | Jun 3, 2026 | |
World Tree Defender - Seedling of Yggdrasil Unclear | Placeholder Graphics, Code | ISC-Avalanche | - | Jun 3, 2026 | |
Monster Tactic In-game content textart | Some of the text descriptions on the game’s store page, certain in-game localization texts, and some images used in the test version were generated with the help of AI technology. | KBZ Studio | - | Jun 3, 2026 | |
Astracolypse In-game content audioart | Some voice overs or 2d artwork has been generated with the assistance of AI. | Astracolyptic | - | Jun 3, 2026 | |
Tower & Invasion Dev only code | Generative AI tools were used during development to assist with portions of the game's programming workflow, including prototyping, debugging, and code iteration. All code is reviewed, modified, integrated, and validated by the developer. | KingDara Studio | - | May 23, 2026 | |
Crisis Commander: Strait Of Hormuz In-game content art | I have used AI Image generation for Illustration and Icons. | Kra Kra Games | - | May 23, 2026 | |
Alarm112: Unit Fire Store/marketing art | Generative AI tools were used during development to create selected promotional graphics and visual materials. The game does not use generative AI during gameplay. | Control Room Labs | 23 | May 23, 2026 | |
Kick The Dungeon In-game content art | This game uses generative artificial intelligence (AI) to create some of its visual art assets. Certain in-game images and illustrations were partially generated with the assistance of AI-based painting tools. | Fortuity Studio | - | May 23, 2026 | |
Abjure In-game content artaudiotext | Based on the developer's original creative direction, AI tools were used to generate the game's store page capsule images, soundtrack, and the non-English in-game text translations. AI coding assistance supported programming during development. | Jax Games | - | May 23, 2026 | |
BrightGlade Tales In-game content artaudio | Visual assets in the game, including static and animated artwork, were created using generative AI tools. Generative AI was also used during the creation of the game's music. | Massive Mustache | - | May 23, 2026 | |
Before the Tee Store/marketing art | Gen AI was used to make some art and visuals. | GT Labs LLC | - | May 23, 2026 | |
AITA: The Dark Domain In-game content art | Generative AI was used to create artwork for the game, including visual assets seen by players and/or promotional materials. All AI-generated artwork was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content live during gameplay. | Tommyruin | - | May 23, 2026 | |
The Last Braincell: Escape In-game content audioart | AI was used only for humorous and non-core elements of the game, such as trailer music, meme-style images, and similar comedic assets. The game’s logic, models, animations, gameplay systems, and other core production elements were created by humans. | Jan Radtke | - | May 23, 2026 | |
Ore Legacy Store/marketing art | Generative AI was used to enhance the game's steam page artwork. | Keplerium Games | - | May 23, 2026 | |
Blosharper In-game content art | This game utilizes generative AI tools to assist in the creation of pre-rendered 2D visual assets, including character illustrations and in-game icons. | Joon x Jin Works | - | May 23, 2026 | |
Pathogen In-game content artaudiocodetext | Some game assets were partially created using AI. | DreamDart | - | May 23, 2026 | |
Organism Detected In-game content art | - Two in-game images have been upscaled/enhanced using generative AI: the NeuroLink portrait and one UI border asset.
- Achievement icon art is AI assisted.
While we prefer to avoid the use of generative AI, its limited use helped improve presentation given the constraints of our team. | Yulari Games | - | May 23, 2026 | |
Beyond the Fracture Live AI artaudiotext | Beyond the Fracture contains both pre-generated and live-generated AI content.
Pre-generated AI content:
Some visual, audio, and voice assets were generated with AI tools during development and reviewed, edited, and curated by the developers before being included in the game. This includes selected construct opponent portraits, spoken name clips, character histories, and HERALD-7 commentary voice clips in German and English.
Live-generated AI content:
During first-time onboarding, the game uses external AI services to generate three candidate player identities live. Each identity includes a generated profile portrait and a generated spoken name introduction. The profile portraits are additionally guided by internal short character descriptions generated from predefined archetypes and prompt templates.
This live generation is constrained by predefined prompts, fixed character archetypes, a controlled name system, and no free-form text input from players. The player selects one of the three generated identities. The chosen identity cannot be changed during the current Playtest, and repeated regeneration is not available during normal gameplay.
No live AI generation occurs during normal matches after onboarding. | Turning Rook Games | - | May 23, 2026 | |
Crowned art | Some artwork and visual assets in Crowned, including
card illustrations and background graphics, were created with the assistance of generative AI tools. All content was
reviewed, curated and integrated by the developer. | Stonepath Games | - | May 23, 2026 | |
Dark Web Store/marketing art | AI was used to create individual parts of the Steam graphics and then blended together in GIMP. | Recoil Mojo | - | May 23, 2026 | |
Shardmirror In-game content art | Some static 2D artwork used in the game and Steam marketing materials was created with assistance from generative AI, then curated, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | 咕咕呱呱 | - | May 23, 2026 | |
Synergrid In-game content textart | Some game and store page text or visual assets were created or refined with generative AI during development. This content is pre-generated and included in the shipped game or store materials. The game does not generate AI content during gameplay and does not connect to external AI services during gameplay. | Synergrid Studio | - | May 23, 2026 | |
女武者 In-game content artaudiocodetext | All in-game assets are AI-generated and then undergo secondary processing. | MYSTERY CROWN | - | May 23, 2026 | |
Card Traveler In-game content textart | Programs, localization, and some posters. | YAoGuang | - | May 23, 2026 | |
War in Asia In-game content art | Certain visual assets were created with the assistance of generative AI. | Bufo Studio | - | May 23, 2026 | |
Hold The Gates Store/marketing art | The capsule art includes developer-created imagery that was enhanced and polished using generative AI tools. | DragonSmashStudios | - | May 23, 2026 | |
Clankerfront In-game content art | Temporary pre-rendered visual assets were created with the assistance of generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services while running. | Lizz Studio | - | May 23, 2026 | |
World Order: Global Power In-game content arttext | This game uses generative AI tools during development to assist with certain assets such as artwork, text, and design elements. All AI-assisted content has been reviewed, edited, and curated by the developer to ensure quality and appropriateness.
The game does not use AI to generate content during gameplay, and no external AI services are accessed while playing. | Global Strategy Games | - | May 23, 2026 | |
三国志奇谋 In-game content arttext | AI was used to assist with game art and translating text into multiple languages. | 王名昌 | - | May 23, 2026 | |
Mind Prison: The Last War In-game content art | Vibe Coded 4x Lite Strategy Game, With Ai Generated images. But hand made UI, Story & Voicelines and Sound Effects | Rotten Sewer Productions | - | May 23, 2026 | |
StarWay text | Some images and translations in this game were referenced from AI-generated content | jiahuiJIA | - | May 23, 2026 | |
Frostward In-game content art | This game uses generative AI technology to assist in creating some 2D art assets. All content has been reviewed and edited by humans to ensure it meets our design specifications and is free from inappropriate material. | KoPoint Games | - | May 23, 2026 | |
WeeWars Dev only | We live in an era where every developer uses generative AI. We see it as just another tool that helps with development, and we'll continue to use it more actively going forward. | G1C | - | May 23, 2026 | |
Days Of Reckoning: Last Battle In-game content arttextaudio | During the development of Days Of Reckoning, generative artificial intelligence is used as a supportive tool in certain parts of production.
AI has been used primarily for:
creating visual references and concept ideas
assisting with marketing materials (e.g., text, scripts)
experimenting with certain audio or atmospheric elements
All content included in the final version of the game is reviewed, refined, and approved by the developer.
Generative AI is not used to generate content in real time during gameplay and does not directly influence gameplay mechanics or in-game systems. | Nice 2 Have | - | May 23, 2026 |