This game and its marketing materials include AI-assisted assets refined to fit the creative vision.
- Creator
- NanningsGames
- Reviews
- 17
- Added
- Mar 18, 2026
Public Steam disclosure research 25,519 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 and its marketing materials include AI-assisted assets refined to fit the creative vision.
AI used during development for some of the code, music, and marketing images.
the capsule art, main menu background, and various other visual elements in our game are AI-generated. This allows us to bring a unique and dynamic aesthetic to the game while optimizing our creative workflow
BEFORE PATCH 1.2.0 : The capsule art was partially created using generative AI tools and then edited and refined manually. The logo was not generated by AI. No in-game content was created using AI. SINCE PATCH 1.2.0 : The game is 100% hand made : The new HAND-DRAWN key art is there, as requested by some players. I didn't think it would be such a big deal for some people at first. The old cover was ok but not great indeed. Now I realise it was a mistake, and it was my bad. From now on I'll either draw them myself to the best of my abilities, or hire a pro if I can afford it.
Promo materials.
Some background images and music tracks were generated using AI tools (e.g., OpenAI and an AI music generator with a valid license). All assets are edited and integrated manually. No live AI generation is used during gameplay.
This match3 game is built with AI: - Game logic generated from Cline (VSCode plugin) + Claude AI & Unity Muse - Graphics from Midjourney processed with Rembg - Music from Udio - Sound effects from https://www.optimizerai.xyz/ and https://freesound.org/ (non-AI) - Font suggestions from a mixture of experts with ChatGPT's and Claude's suggestions winning out so far. - Special effects from Unity Particle Pack (non-AI) Thank you to all the awesome providers above! See source code at: https://github.com/chrisaharden/SpAIceRocks
No AI code generation is used in the game, only the enemy images in the game are AI generated, and all other resources are from the official RPGMaker MV. Other than that, all other content is original.
AI-generated art objects
AI has been used to help improve steam store images and achievements images.
Store and other promotional graphics are ai generated
The game uses AI to generate image and audio resources, thereby providing a rich array of playable content.
Character Voices are AI Generated
AI technology will be used to assist in creating visual content for store pages, marketing materials, and some in-game 2D assets.
AI-generated content is used exclusively for localization purposes and marketing illustrations.
Promo materials.
Some in-game or store images were created with the assistance of artificial intelligence.
All images in the game were generated using AI technology. This includes character designs, backgrounds, and various visual elements throughout the game. By leveraging AI, our goal was to create unique and visually appealing graphics that enhance the overall gaming experience. Additionally, the music was also generated by AI, contributing to the immersive and original atmosphere of the game.
The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality.
Some UI elements are created with the help of AI. AI has also been used to help to create vast and rich dialogue trees for the conversations between the player and some NPC's
Artificial intelligence was used to create a few visual elements, such as the logo, the loading screen background, and the Steam store banners. No other aspects of the game or live-generated content rely on AI. These elements aim to enhance the game's visual appeal and its presentation on Steam without affecting gameplay.
Promo materials.
translation, partial art, code & writing support
Some game assets.
Voice acting
We used AI technology to generate some images and videos. The images include promotional graphics, game icons, some in-game ending interfaces, and mini-game UI screens. The videos consist of AI-generated segments depicting Fang Xiaoyu at different life stages interacting with Fang Zhilian, scenes showing the post-time-travel daily lives of protagonists from "Game Of Fate" 1-3 series (such as riding mammoths during the Ice Age or landing on another planet in spacesuits), as well as a display case presenting successful case studies of a human cloning program initiated by Chronos Corporation in a parallel timeline. Since these visual scenarios could not be feasibly captured through live-action filming, AI technology was utilized for their production.
AI drawing generation only generates original parts, and there will be no direct use of AI drawing. The original ideas and raw materials of some parts of the pixel charater are generated by AI drawing. If AI drawing is used for the original map in the game, it is only used as original material and creative material.
The original illustration is loaded and the illustration is generated by AI.
In the game, the background image of the main interface and the static materials included in the plot animations are presented in a form that combines the original AI - generated images with subsequent modifications.
I use generative AI in Chaos Machina for the following: 1. Generating background for some promotional materials (example is Steam Capsule). 2. Grammar check of all written text. 3. Translation of Chaos Machina text to languages that are not English and Croatian.
AI-generated content does not directly affect the player's experience in our game. AI has been used as a development tool to optimize content creation, such as scriptwriting for videos, cinematics, character models, and sound effects. However, all gameplay and in-game interactions have been manually designed and fine-tuned to ensure an authentic and controlled experience.
Voice for the AI assistant uses pre-rendered audio.
Textures
Some of the in-game images and audio, store page assets, and translations were created with assistance from AI tools.
AI has been used to help develop the game's cover art.
Artificial intelligence was used to create promotional art. Also for creating some graphic banners in the game.
Generative AI may have been used in creating pre-rendered or live-generated content for this game. All such content is the result of a human-led artistic and creative process.
Pictures by ChatGPT & Canva Some Code by Unity Muse
AI is used to generate some graphical and audio content.
The game uses ai for the cover art and some assets in the game.
Some of the promotional materials or visual assets may have been created using generative AI tools. However, the game itself does not utilize AI for generating real-time content or functionality.
Using AI to generate pre-rendered content for games, their store pages, marketing materials, and community assets.
Generative AI was used to assist in the coding of this game only. All artwork, level design, game sounds and music are 100% human-made.
Minimal use of AI. Basic code generation. Upscale textures.
The pixel materials in the game are generated by AI.
noRma's photo was invented and then generated by AI. The English voice in the introduction is spoken by an AI.
We used AI to create the capsules for the game's store page. We used AI to translate the game into other languages.
Some of the art assets are AI-generated.
In developing Maid of Venia, I harnessed the power of AI tools to create compelling and immersive cutscenes. Using art editing software, I refined the visual elements to align with the story’s rich, fantasy-driven aesthetic, enhancing the details and creating cinematic transitions. For voice acting, Eleven Labs provided lifelike and emotionally resonant performances that brought the characters of Venia to life. Suno’s AI-driven music composition tools helped craft a unique and evocative soundtrack, blending traditional and modern sounds to enrich the game’s atmosphere. These AI technologies enabled me to elevate the storytelling and artistry of Maid of Venia, making it a truly captivating experience.
No generative AI is used live by players. Artificial intelligence is used in Akumon Summoner as a support tool for development. It is involved in the following areas: Translations: AI was used to produce an early version of the in-game text translations. These translations are provisional and are subject to manual revisions. Visuals: AI tools were employed to create temporary visuals during the early stages of development. These visuals were used to test and adjust the game's artistic direction. Some of these temporary visuals may still be present during early access.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Satan Santa In-game content art | This game and its marketing materials include AI-assisted assets refined to fit the creative vision. | NanningsGames | 17 | Mar 18, 2026 | |
Forest Floor In-game content artaudio | AI used during development for some of the code, music, and marketing images. | Megatherium | - | Mar 18, 2026 | |
İstanbul Puzzle In-game content art | the capsule art, main menu background, and various other visual elements in our game are AI-generated. This allows us to bring a unique and dynamic aesthetic to the game while optimizing our creative workflow | Zombie Developer | - | Mar 18, 2026 | |
The Duck Amikaze Strikes Back Dev only art | BEFORE PATCH 1.2.0 : The capsule art was partially created using generative AI tools and then edited and refined manually. The logo was not generated by AI. No in-game content was created using AI.
SINCE PATCH 1.2.0 : The game is 100% hand made : The new HAND-DRAWN key art is there, as requested by some players. I didn't think it would be such a big deal for some people at first. The old cover was ok but not great indeed. Now I realise it was a mistake, and it was my bad. From now on I'll either draw them myself to the best of my abilities, or hire a pro if I can afford it. | Alexandre Mailliu | - | Mar 18, 2026 | |
Room Escape: Open Doors Store/marketing art | Promo materials. | Taranau Aliaksei | - | Mar 18, 2026 | |
OMEXYAN In-game content artaudio | Some background images and music tracks were generated using AI tools (e.g., OpenAI and an AI music generator with a valid license). All assets are edited and integrated manually. No live AI generation is used during gameplay. | 2 Crying Attic Games | - | Mar 18, 2026 | |
SpAIceRocks In-game content artaudiotextcode | This match3 game is built with AI:
- Game logic generated from Cline (VSCode plugin) + Claude AI & Unity Muse
- Graphics from Midjourney processed with Rembg
- Music from Udio
- Sound effects from https://www.optimizerai.xyz/ and https://freesound.org/ (non-AI)
- Font suggestions from a mixture of experts with ChatGPT's and Claude's suggestions winning out so far.
- Special effects from Unity Particle Pack (non-AI)
Thank you to all the awesome providers above! See source code at: https://github.com/chrisaharden/SpAIceRocks | Chris Harden | 11 | Mar 18, 2026 | |
Elemental Continent In-game content art | No AI code generation is used in the game, only the enemy images in the game are AI generated, and all other resources are from the official RPGMaker MV. Other than that, all other content is original. | ZIIPOR | - | Mar 18, 2026 | |
MINER’S BUSINESS SIMULATOR In-game content art | AI-generated art objects | Baker Game Forge | - | Mar 18, 2026 | |
Tropical Clicker Store/marketing art | AI has been used to help improve steam store images and achievements images. | LGC Studio | - | Mar 18, 2026 | |
迷失ロストTheDark Store/marketing art | Store and other promotional graphics are ai generated | Sun Hanrui | - | Mar 18, 2026 | |
Villages & Dungeons In-game content artaudio | The game uses AI to generate image and audio resources, thereby providing a rich array of playable content. | CaCaFrog Studio | 946 | Mar 18, 2026 | |
The Fallow City In-game content audio | Character Voices are AI Generated | Astronix Games | - | Mar 18, 2026 | |
Dao's Cover In-game content art | AI technology will be used to assist in creating visual content for store pages, marketing materials, and some in-game 2D assets. | Beijing Baidong Technology | - | Mar 18, 2026 | |
POGO Epoch: Impossible 99% In-game content textart | AI-generated content is used exclusively for localization purposes and marketing illustrations. | 힉학헉 | - | Mar 18, 2026 | |
Ninja Store/marketing art | Promo materials. | Taranau Aliaksei | - | Mar 18, 2026 | |
Brutal Cube In-game content art | Some in-game or store images were created with the assistance of artificial intelligence. | Woziva | - | Mar 18, 2026 | |
Vida In-game content artaudio | All images in the game were generated using AI technology. This includes character designs, backgrounds, and various visual elements throughout the game. By leveraging AI, our goal was to create unique and visually appealing graphics that enhance the overall gaming experience. Additionally, the music was also generated by AI, contributing to the immersive and original atmosphere of the game. | YEON 연 | - | Mar 18, 2026 | |
WonderLang Spanish Dev only art | The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality. | bair games | 19 | Mar 18, 2026 | |
The Sauna Game In-game content text | Some UI elements are created with the help of AI. AI has also been used to help to create vast and rich dialogue trees for the conversations between the player and some NPC's | Pietari Niinimäki | - | Mar 18, 2026 | |
Postman Simulator Store/marketing art | Artificial intelligence was used to create a few visual elements, such as the logo, the loading screen background, and the Steam store banners. No other aspects of the game or live-generated content rely on AI. These elements aim to enhance the game's visual appeal and its presentation on Steam without affecting gameplay. | Blackbird Studios | - | Mar 18, 2026 | |
Military Defense Store/marketing art | Promo materials. | Taranau Aliaksei | - | Mar 18, 2026 | |
7 Days Shrine Unclear textartcode | translation, partial art, code & writing support | Na2Ka | 41 | Mar 18, 2026 | |
Super Farmer Unclear | Some game assets. | Sun Haitao | - | Mar 18, 2026 | |
Magic Wands Workshop Unclear audio | Voice acting | Cleversan Games | - | Mar 18, 2026 | |
命运游戏3:王者棋局 In-game content art | We used AI technology to generate some images and videos. The images include promotional graphics, game icons, some in-game ending interfaces, and mini-game UI screens. The videos consist of AI-generated segments depicting Fang Xiaoyu at different life stages interacting with Fang Zhilian, scenes showing the post-time-travel daily lives of protagonists from "Game Of Fate" 1-3 series (such as riding mammoths during the Ice Age or landing on another planet in spacesuits), as well as a display case presenting successful case studies of a human cloning program initiated by Chronos Corporation in a parallel timeline. Since these visual scenarios could not be feasibly captured through live-action filming, AI technology was utilized for their production. | KARMAGAME HK LIMITED | 693 | Mar 18, 2026 | |
东方神域传 ~在游戏里展示威严~ In-game content art | AI drawing generation only generates original parts, and there will be no direct use of AI drawing.
The original ideas and raw materials of some parts of the pixel charater are generated by AI drawing.
If AI drawing is used for the original map in the game, it is only used as original material and creative material. | Oct.Works | 51 | Mar 18, 2026 | |
MIKO x MIKO SISTERS 神楽家の巫女と悪霊 In-game content art | The original illustration is loaded and the illustration is generated by AI. | CyberStep, Inc. | - | Mar 18, 2026 | |
永夜镇EternalNightTown In-game content art | In the game, the background image of the main interface and the static materials included in the plot animations are presented in a form that combines the original AI - generated images with subsequent modifications. | 阁楼实验室 | 11 | Mar 18, 2026 | |
Chaos Machina In-game content text | I use generative AI in Chaos Machina for the following:
1. Generating background for some promotional materials (example is Steam Capsule).
2. Grammar check of all written text.
3. Translation of Chaos Machina text to languages that are not English and Croatian. | Marko Zovko | 12 | Mar 18, 2026 | |
Breaking Point: Operation Exodus In-game content artaudiotext | AI-generated content does not directly affect the player's experience in our game. AI has been used as a development tool to optimize content creation, such as scriptwriting for videos, cinematics, character models, and sound effects. However, all gameplay and in-game interactions have been manually designed and fine-tuned to ensure an authentic and controlled experience. | Aurora Abyss | - | Mar 18, 2026 | |
Soundward: The Lost Signal In-game content audio | Voice for the AI assistant uses pre-rendered audio. | Betawaves | - | Mar 18, 2026 | |
a Difficult game about Wheelchair Unclear art | Textures | SATEKI GAMES | - | Mar 18, 2026 | |
Bubble Tea Revolution In-game content artaudiotext | Some of the in-game images and audio, store page assets, and translations were created with assistance from AI tools. | Apache Gunner Games | 14 | Mar 18, 2026 | |
Bowling Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
MR DONALD In-game content art | Artificial intelligence was used to create promotional art. Also for creating some graphic banners in the game. | RSK TEAM | - | Mar 18, 2026 | |
EA SPORTS FC™ 26 In-game content art | Generative AI may have been used in creating pre-rendered or live-generated content for this game. All such content is the result of a human-led artistic and creative process. | EA Canada | 24.2k | Mar 18, 2026 | |
Melon Clicker Store/marketing artcode | Pictures by ChatGPT & Canva
Some Code by Unity Muse | GFZ Games | 51 | Mar 18, 2026 | |
Hayden's Odyssey In-game content artaudio | AI is used to generate some graphical and audio content. | MxCreationLab | - | Mar 18, 2026 | |
Rise of the Penguins GB In-game content art | The game uses ai for the cover art and some assets in the game. | Bill Woo | 16 | Mar 18, 2026 | |
Turkish Coffee Daily Store/marketing art | Some of the promotional materials or visual assets may have been created using generative AI tools. However, the game itself does not utilize AI for generating real-time content or functionality. | ReaskGames | - | Mar 18, 2026 | |
Magic World Simulator Store/marketing art | Using AI to generate pre-rendered content for games, their store pages, marketing materials, and community assets. | Xu Miping | - | Mar 18, 2026 | |
Pack Lunch Dev only code | Generative AI was used to assist in the coding of this game only. All artwork, level design, game sounds and music are 100% human-made. | Grid Kid Games | - | Mar 18, 2026 | |
Twins & Dreams In-game content artcode | Minimal use of AI. Basic code generation. Upscale textures. | Moralabs | - | Mar 18, 2026 | |
魔塔:八王之争 In-game content art | The pixel materials in the game are generated by AI. | GameMaker | - | Mar 18, 2026 | |
noRma In-game content artaudio | noRma's photo was invented and then generated by AI.
The English voice in the introduction is spoken by an AI. | Cubic-Lemon | - | Mar 18, 2026 | |
Screen Cat In-game content textart | We used AI to create the capsules for the game's store page.
We used AI to translate the game into other languages. | Vorh Games | 1.6k | Mar 18, 2026 | |
Fighting for land / 打怪兽抢领地 In-game content art | Some of the art assets are AI-generated. | SUN FANJUN | - | Mar 18, 2026 | |
Maid of Venia In-game content artaudiotext | In developing Maid of Venia, I harnessed the power of AI tools to create compelling and immersive cutscenes. Using art editing software, I refined the visual elements to align with the story’s rich, fantasy-driven aesthetic, enhancing the details and creating cinematic transitions. For voice acting, Eleven Labs provided lifelike and emotionally resonant performances that brought the characters of Venia to life. Suno’s AI-driven music composition tools helped craft a unique and evocative soundtrack, blending traditional and modern sounds to enrich the game’s atmosphere. These AI technologies enabled me to elevate the storytelling and artistry of Maid of Venia, making it a truly captivating experience. | Starving Lama Games | - | Mar 18, 2026 | |
Akumon Summoner In-game content textart | No generative AI is used live by players.
Artificial intelligence is used in Akumon Summoner as a support tool for development. It is involved in the following areas:
Translations: AI was used to produce an early version of the in-game text translations. These translations are provisional and are subject to manual revisions.
Visuals: AI tools were employed to create temporary visuals during the early stages of development. These visuals were used to test and adjust the game's artistic direction. Some of these temporary visuals may still be present during early access. | Nerking Games | 11 | Mar 18, 2026 |