1.Some scenes 2.promotional renderings。
- Creator
- Runeborn Studio
- Reviews
- -
- Added
- Sep 28, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
1.Some scenes 2.promotional renderings。
Most of the game's visual art and sound was pre-generated with AI tools and then selected, edited and placed by the developer: the dungeon panoramas, room props, floors, town and building plates, character portraits, walk and combat sprite sheets, monster, boss and villager sprites, item, skill and stack icons, combat and reward effects, and the store page art were generated with the FLUX.1 image model through fal.ai and animated with AutoSprite; the sound effects, ambience beds, voice barks and music were generated with ElevenLabs. Every generated file, the tool that made it and the prompt that asked for it are recorded in the game's files (assets/README.md and assets/PROMPTS.md). All game text, design, rules and code are written by people. Nothing is generated while you play: the game contains no live AI generation and calls no AI service at runtime.
some code and text translation used AI
Pre-generated AI content includes equipment illustrations, skill icons, clothing surface textures, short English character-selection voice lines, and Steam capsule and library artwork. AI tools also assisted with store-page text and translations. The game does not generate AI content or connect to AI services during gameplay.
The game's original languages are Portuguese and English. Generative AI was used exclusively to translate and localize the text into the other supported languages, making the game accessible to more players worldwide at launch. All code, game design, artwork, audio, and original Portuguese and English text were created by humans.
During development, I used procedural and AI-based tools to assist with content creation. The final game reflects my own creative direction and design choices.
Some promotional images on the Steam store are made with artificial intelligence; no artificial intelligence-made art assets are used in the game.
只用于制作宣传素材
Art assets were initially generated using AI image-generation tools, then reviewed, manually edited, and refined by human artists.
Generative AI was used to create some content, including certain images, music, text and translations, as well as some store and promotional materials. AI-assisted content was created in advance; the game does not generate AI content or connect to external AI services during gameplay.
用于产品的宣传素材制作
Dawn of Irkalla includes pre-generated AI-assisted content used during development, including some 3D models, images, and code assistance. The game's level design, story, lore, gameplay, music, and many other assets were created by us or sourced from licensed third parties.
Some steps of the art production used AI tools, for example to create or upscale backgrounds and illustrations that were then refined by hand, and for first drafts of language translations. No AI content is generated during gameplay.
The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay.
Some backgrounds, item artwork, character portraits, vehicles, icons, and store artwork were created using generative AI during development. These assets are pre-generated. The game does not generate AI content or connect to external AI services during gameplay.
This game was created as a personal challenge to myself to see if i could solo dev a game and release it the same day as GTA 6. I wanted to see what the highest quality final release consumer ready product I could create with only 69 days and a 200 dollar per month codex pro plan as the budget. While the majority of implementation and art assets were llm derived, the architecture, game design, card concepts and overall vision of the project remain the product of my own efforts.
Spellsanity is made by one person and uses generative AI as a tool, not as a substitute for design. Art: Much of the pixel art (enemies, bosses, characters, portraits, story stills, environment details) was produced with AI image generators and then reworked by hand: reduced to the game's colour palette, corrected pixel by pixel, animated and fitted into the game. Some of the art (surfaces, effects, UI frames) was drawn without AI or generated procedurally. Text: Dialogue, descriptions and help texts were written with AI assistance and revised by the developer. The translations from English (German, Spanish, Portuguese, Russian, Chinese) were produced with AI and spot-checked; please report mistakes. Code: AI assistants were used during programming. Music and sound are not AI: the music is licensed work by Kevin MacLeod (incompetech.com), the sound effects are synthesized. No AI runs inside the game. All content is shipped with the game and was reviewed before release; nothing is generated at runtime.
Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call.
Generative AI was used during development to create visual artwork, including character, enemy, item and skill images, as well as store promotional artwork. These are pre-generated assets. The game does not generate AI content during gameplay or connect to external AI services.
AI assisted for Portraits.
AI was used to help generate code for this game. AI was not used to generate any art, ideas, or features.
The announcement artwork was created with the help of generative AI. I also use AI coding agents for debugging and development assistance. A small number of early-access placeholder sprites were created with AI assistance as well, but these are planned to be replaced before the full release.
AI-generated artifacts
I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools. I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows: I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements. For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks. Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game. I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction. I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game. No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing.
Some of the artwork and text in this game and on its store page, including the translations, were created with the assistance of AI tools and reviewed by the developer.
Some of the game's artwork was created with the help of an AI image model and then curated, edited and composited by the developer: companion and character portraits, boss and zone art, and the store page key art. Some in-game item and companion descriptions and patch notes were drafted with AI writing assistance and reviewed by the developer. The game does not generate content with AI while you play and does not connect to any AI service during gameplay.
AI was used to aid in coding. All game design, systems, data structures and balance were done by myself. Some AI art was used.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
Generative AI tools were used in the development of game assets and content.
开发阶段使用了ai辅助开发代码
Some store and marketing images were created with generative AI tools. Parts of the in-game UI artwork were also created or assisted with generative AI, then reviewed and integrated by the developer. All other game content is human-authored or from licensed third-party assets. No generative AI content is created live during gameplay.
AI used for productivity assistance and maintenance of the code base.
Generative AI was used during development to create certain ability icons and a small number of sound effects.
Generative AI tools were used during development to assist with language translation and localization, as well as researching historical and contextual lore to ensure narrative accuracy. All final text, gameplay content, and lore were reviewed and edited by human creators.
Some static art assets and store promotional texts of this game are drafted with generative AI. All AI-generated materials have been manually checked for copyright and revised by the development team. No dynamic AI content will be generated in real time during gameplay.
Generative AI tools were used to assist with some visual assets and localization. All AI-assisted content was reviewed and edited by the development team before being included in the final game.
Only the character images are AI generated.
Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play.
Generative AI tools were used during development to help create some 3D character assets and store page text. This content is prepared in advance. Mega Exile does not generate AI content during gameplay or connect to external AI services while you play.
Some minor store assets might be put through AI, but no game content is AI Generated.
Machine translation programs have been used for translations into the various languages, except for Spanish and English.
1.Some scenes 2.promotional renderings。
Generative AI was used to create the game's artwork, music, voices and sound effects, including store and promotional artwork. The game does not generate AI content during gameplay.
仅仅使用AI来协助制造宣传素材
The game used generative AI in the models and UI design
Some of the artwork in this game was created with the assistance of AI tools.
Artificial intelligence was used as a productivity tool during the development phase to program the mathematical balance, optimize the interface code, and structure the underlying data tables. The entire final gameplay, design, and logic were controlled by humans. The game does not contain any live AI content generated during gameplay.
Use of AI for translation. Use of AI to create/enhance some images. Use of AI to Generate Audio
Some capsule artworks were created with the assistance of generative AI and subsequently edited and refined manually.
The game uses generative AI for some of the artwork on the Steam page and for certain audio content within the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Endless Valkyrie Unclear | 1.Some scenes
2.promotional renderings。 | Runeborn Studio | - | Sep 28, 2026 | |
May the Best Craft Win In-game content artaudio | Most of the game's visual art and sound was pre-generated with AI tools and then selected, edited and placed by the developer: the dungeon panoramas, room props, floors, town and building plates, character portraits, walk and combat sprite sheets, monster, boss and villager sprites, item, skill and stack icons, combat and reward effects, and the store page art were generated with the FLUX.1 image model through fal.ai and animated with AutoSprite; the sound effects, ambience beds, voice barks and music were generated with ElevenLabs. Every generated file, the tool that made it and the prompt that asked for it are recorded in the game's files (assets/README.md and assets/PROMPTS.md). All game text, design, rules and code are written by people. Nothing is generated while you play: the game contains no live AI generation and calls no AI service at runtime. | SCVI Media | - | Sep 28, 2026 | |
Void and Fighter In-game content codetext | some code and text translation used AI | Never Knows Game | - | Sep 28, 2026 | |
Vamblo In-game content artaudiotext | Pre-generated AI content includes equipment illustrations, skill icons, clothing surface textures, short English character-selection voice lines, and Steam capsule and library artwork. AI tools also assisted with store-page text and translations. The game does not generate AI content or connect to AI services during gameplay. | firearlydev | - | Sep 27, 2026 | |
Stellarite Miner In-game content text | The game's original languages are Portuguese and English. Generative AI was used exclusively to translate and localize the text into the other supported languages, making the game accessible to more players worldwide at launch. All code, game design, artwork, audio, and original Portuguese and English text were created by humans. | Rising Moon Games | - | Sep 27, 2026 | |
The King Speaks Dev only | During development, I used procedural and AI-based tools to assist with content creation. The final game reflects my own creative direction and design choices. | Kangru Games | - | Sep 27, 2026 | |
Advancing Legion In-game content art | Some promotional images on the Steam store are made with artificial intelligence; no artificial intelligence-made art assets are used in the game. | 1029studio | - | Sep 27, 2026 | |
牛马沉默之绝世传奇 In-game content art | 只用于制作宣传素材 | 牛马沉默 | - | Sep 27, 2026 | |
The Rotting Corridor In-game content art | Art assets were initially generated using AI image-generation tools, then reviewed, manually edited, and refined by human artists. | NimbusCode Studio | - | Sep 27, 2026 | |
Steel & Fortune In-game content artaudiotext | Generative AI was used to create some content, including certain images, music, text and translations, as well as some store and promotional materials. AI-assisted content was created in advance; the game does not generate AI content or connect to external AI services during gameplay. | jaemsgames | - | Sep 27, 2026 | |
君临天下之风云传奇 Store/marketing art | 用于产品的宣传素材制作 | 君临天下之风云传奇 | - | Sep 27, 2026 | |
Dawn of Irkalla Dev only artcode | Dawn of Irkalla includes pre-generated AI-assisted content used during development, including some 3D models, images, and code assistance. The game's level design, story, lore, gameplay, music, and many other assets were created by us or sourced from licensed third parties. | GreenMind Media Inc | - | Sep 26, 2026 | |
Coldstar In-game content arttext | Some steps of the art production used AI tools, for example to create or upscale backgrounds and illustrations that were then refined by hand, and for first drafts of language translations. No AI content is generated during gameplay. | Coldstar Games | - | Sep 25, 2026 | |
MOLD-09 In-game content audioart | The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay. | Hatred Engine | - | Sep 25, 2026 | |
盲拍大亨:黑市货柜 In-game content art | Some backgrounds, item artwork, character portraits, vehicles, icons, and store artwork were created using generative AI during development. These assets are pre-generated. The game does not generate AI content or connect to external AI services during gameplay. | daiyongxiang | - | Sep 25, 2026 | |
Peril and Plunder In-game content arttext | This game was created as a personal challenge to myself to see if i could solo dev a game and release it the same day as GTA 6.
I wanted to see what the highest quality final release consumer ready product I could create with only 69 days and a 200 dollar per month codex pro plan as the budget.
While the majority of implementation and art assets were llm derived, the architecture, game design, card concepts and overall vision of the project remain the product of my own efforts. | Zero Sequels | - | Sep 25, 2026 | |
Spellsanity: Wizard Survival In-game content arttext | Spellsanity is made by one person and uses generative AI as a tool, not as a substitute for design.
Art: Much of the pixel art (enemies, bosses, characters, portraits, story stills, environment details) was produced with AI image generators and then reworked by hand: reduced to the game's colour palette, corrected pixel by pixel, animated and fitted into the game. Some of the art (surfaces, effects, UI frames) was drawn without AI or generated procedurally.
Text: Dialogue, descriptions and help texts were written with AI assistance and revised by the developer. The translations from English (German, Spanish, Portuguese, Russian, Chinese) were produced with AI and spot-checked; please report mistakes.
Code: AI assistants were used during programming.
Music and sound are not AI: the music is licensed work by Kevin MacLeod (incompetech.com), the sound effects are synthesized.
No AI runs inside the game. All content is shipped with the game and was reviewed before release; nothing is generated at runtime. | Spellsanity Games | - | Sep 25, 2026 | |
Krevholt In-game content arttextcodeaudio | Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call. | Morass | - | Sep 25, 2026 | |
Mortal Cultivators: Idle Companions In-game content art | Generative AI was used during development to create visual artwork, including character, enemy, item and skill images, as well as store promotional artwork. These are pre-generated assets. The game does not generate AI content during gameplay or connect to external AI services. | Luyu Games | - | Sep 25, 2026 | |
Wallpaper Dungeon In-game content art | AI assisted for Portraits. | Xxen | - | Sep 25, 2026 | |
Dungeon Descent Dev only code | AI was used to help generate code for this game. AI was not used to generate any art, ideas, or features. | Leviathan Corporation | - | Sep 25, 2026 | |
Joey's Slimeventure In-game content artcode | The announcement artwork was created with the help of generative AI.
I also use AI coding agents for debugging and development assistance.
A small number of early-access placeholder sprites were created with AI assistance as well, but these are planned to be replaced before the full release. | Joshua Pond | - | Sep 25, 2026 | |
Bid Master Simulator Unclear | AI-generated artifacts | BMaster | - | Sep 24, 2026 | |
DIGGING NERA In-game content artaudiotext | I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools.
I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows:
I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements.
For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks.
Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game.
I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction.
I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game.
No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing. | PC FORGE EXPERIENCE | - | Sep 24, 2026 | |
Taskbar Quest In-game content arttext | Some of the artwork and text in this game and on its store page, including the translations, were created with the assistance of AI tools and reviewed by the developer. | Henrique Maciel | - | Sep 24, 2026 | |
Shadow Realms RPG In-game content arttext | Some of the game's artwork was created with the help of an AI image model and then curated, edited and composited by the developer: companion and character portraits, boss and zone art, and the store page key art. Some in-game item and companion descriptions and patch notes were drafted with AI writing assistance and reviewed by the developer. The game does not generate content with AI while you play and does not connect to any AI service during gameplay. | Shadow Realms Games | - | Sep 24, 2026 | |
Gods Against the Invasion In-game content artcode | AI was used to aid in coding. All game design, systems, data structures and balance were done by myself. Some AI art was used. | Greenbean | - | Sep 24, 2026 | |
Javelin Dev only arttext | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 24, 2026 | |
Rogue Tithe In-game content arttextaudio | Generative AI tools were used in the development of game assets and content. | David Gamble | - | Sep 24, 2026 | |
异世天书录:乱纪元 Dev only code | 开发阶段使用了ai辅助开发代码 | 蓄势游戏工作室 | - | Sep 24, 2026 | |
Ashfield In-game content art | Some store and marketing images were created with generative AI tools. Parts of the in-game UI artwork were also created or assisted with generative AI, then reviewed and integrated by the developer. All other game content is human-authored or from licensed third-party assets. No generative AI content is created live during gameplay. | Pioneer Games | - | Sep 24, 2026 | |
Touwers Dev only code | AI used for productivity assistance and maintenance of the code base. | Lily's Little Adventures | - | Sep 24, 2026 | |
Moltenfall In-game content artaudio | Generative AI was used during development to create certain ability icons and a small number of sound effects. | Latsnok | - | Sep 24, 2026 | |
Fort Burton In-game content text | Generative AI tools were used during development to assist with language translation and localization, as well as researching historical and contextual lore to ensure narrative accuracy. All final text, gameplay content, and lore were reviewed and edited by human creators. | Ledx | - | Sep 24, 2026 | |
修仙行 Store/marketing arttext | Some static art assets and store promotional texts of this game are drafted with generative AI. All AI-generated materials have been manually checked for copyright and revised by the development team. No dynamic AI content will be generated in real time during gameplay. | 青行互娱 | - | Sep 24, 2026 | |
Land of Glarefall In-game content arttext | Generative AI tools were used to assist with some visual assets and localization. All AI-assisted content was reviewed and edited by the development team before being included in the final game. | BLAIKE GAMES | - | Sep 23, 2026 | |
Illyrium: Chronicles In-game content art | Only the character images are AI generated. | The Kingdom | - | Sep 22, 2026 | |
Aventureiro 95 In-game content artaudiotext | Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play. | STREAM ON | - | Sep 22, 2026 | |
Mega Exile Store/marketing arttext | Generative AI tools were used during development to help create some 3D character assets and store page text. This content is prepared in advance. Mega Exile does not generate AI content during gameplay or connect to external AI services while you play. | Felipe Cruz | - | Sep 22, 2026 | |
Gang Crime Simulator Store/marketing art | Some minor store assets might be put through AI, but no game content is AI Generated. | Anshar Studios | - | Sep 22, 2026 | |
Looterkeeper: Tidy up the loot In-game content text | Machine translation programs have been used for translations into the various languages, except for Spanish and English. | Tortita Studio | - | Sep 21, 2026 | |
挂机魔王 II Unclear | 1.Some scenes
2.promotional renderings。 | Ashforge Games | - | Sep 21, 2026 | |
RunGun Riot In-game content artaudio | Generative AI was used to create the game's artwork, music, voices and sound effects, including store and promotional artwork. The game does not generate AI content during gameplay. | Forbidden Fruit Productions | - | Sep 21, 2026 | |
至尊传奇之终极必杀 Store/marketing art | 仅仅使用AI来协助制造宣传素材 | 至尊传奇之终极必杀 | - | Sep 21, 2026 | |
Mimic2 - Idle MMORPG In-game content art | The game used generative AI in the models and UI design | Mimic2 | - | Sep 21, 2026 | |
Horde is Coming In-game content art | Some of the artwork in this game was created with the assistance of AI tools. | NeuroCore Studios | - | Sep 20, 2026 | |
LUCKY BLOCK Dev only code | Artificial intelligence was used as a productivity tool during the development phase to program the mathematical balance, optimize the interface code, and structure the underlying data tables. The entire final gameplay, design, and logic were controlled by humans. The game does not contain any live AI content generated during gameplay. | DIRECTOR`S CUT | - | Sep 19, 2026 | |
Undealt In-game content textartaudio | Use of AI for translation.
Use of AI to create/enhance some images.
Use of AI to Generate Audio | Tail House | - | Sep 19, 2026 | |
Vault of Eras Store/marketing art | Some capsule artworks were created with the assistance of generative AI and subsequently edited and refined manually. | Singulith | - | Sep 19, 2026 | |
Project Remnant In-game content artaudio | The game uses generative AI for some of the artwork on the Steam page and for certain audio content within the game. | Retro Head Game Studio | - | Sep 19, 2026 |