I only use AI for the images related to the game's story.
- Creator
- wanderson_ods
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 disclosures tracked
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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I only use AI for the images related to the game's story.
Promotional artwork for R.E.M. Rage was created using AI-assisted tools. These assets are used solely for marketing purposes and do not reflect the in-game visuals or assets, which were created manually.
Artificial intelligence helped in the development of the game's graphic content.
Marketing materials
The following is generated using AI: The main interface of the game includes four worm cards, six panda cards, one molten rock puppet card, three Spider Egg cards, two human cards, and two blacksmith cards
I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me.
Game and trailer use AI-generated placeholder music.
Some language translations in this game were generated using AI.
The background images and chinchillas pictures are pre-rendered AI art
This game includes some assets that were created with the help of generative AI tools.
- The developer initially generated base code using ChatGPT, through which they learned C# and Unity. This code was then manually edited and expanded by hand. - For the music, the developer received guidance from ChatGPT on composition methods, such as chord progressions, and composed the music manually. - While the developer received advice from ChatGPT on how to create pixel art, no AI was used in the actual drawing process.
Pre-rendered assets and some development assistance code/text were generated using AI tools.
promo and voice
AI translation with manual edited language localization; A few icon pictures;
some interface images for the game were generated
The background images and primates pictures are pre-rendered AI art
AI tools used to create game store assets.
AI was used to generate some of the artwork and assets in the game.
Some of the game’s 2D artwork was created by feeding my original 3D models and hand drawn sketches to a generative model. I further edited and refined the output using digital painting to match the game’s style and maintain a cohesive visual identity.
A small number of models are generated using AI.
This game utilizes AI for certain translation tasks and programming.
AI Usage Overview • Core Framework – The game is built on a licensed third-party action-RPG engine. • Custom Code – A few ability scripts were drafted with the help of an offline AI coding assistant and then manually reviewed and tested by the developer. • Art Prototypes – Early concept portraits were produced with an offline AI art tool; every final in-game asset will be hand-painted. The released game never connects to any online AI services while you play, and all shipped content has passed copyright and quality checks.
The game's artstyle and static assets were created using AI.
A.I. is used for concept art and general ideas. A.I. is also used for fine tuning the code
Background images were generated with AI.
Some in-game art assets and the game’s logo were created using generative AI tools to support the visual design and overall style of the game.
Some of the illustrations were generated with the assistance of Ai image tools and were then manually edited for final use.
The background images and dinosaurs pictures are pre-rendered AI art
Some of the 2D background images were created using AI.
Occasional AI for some prototype backgrounds will be visible in demo until 3D model are added to the game.
We've used AI to generate icons for our power-ups. The translations may also be generated by AI in some instances.
The game uses local, offline LLMs (meaning no data ever leaves your computer and nothing is used in training) for controlling and adapting the behavior of the main enemy in the game.
The background images and cats pictures are pre-rendered AI art
As a single indie developer I had to use AI to help with creating some of the assets for store pages and logos.
Some in-game text and sound assets were generated with the help of AI tools, primarily to assist with ideation and early drafts. All final content has been reviewed, edited by human developers. AI was also used during the concept phase of artwork to explore visual directions, but final visuals were created or finalized by human artists. No AI is used to generate content or code during live gameplay.
Store page and marketing materials are AI generated and so is the splash screen in the game
Our game utilizes neural networks for creating visually stunning and immersive environments. AI technology is employed in the production pipeline to assist in rendering backgrounds and character designs, ensuring a unique and high-quality artistic style. While AI aids in the creative process, all generated content is carefully reviewed, refined, and finalized by our team of professional artists to meet the highest standards of originality and quality.
AI was used for production tasks such as background removal on digitized sprites, interpolation frame generation, and some UI elements. Core visuals are a mix of traditional pixel art and 90s-style digitized assets. All music and sound effects are original and human-made.
Some of the game's promotional visuals were created using artificial intelligence support. The AI was provided with information about the game's concept, style, and cultural background, allowing it to generate completely original visuals that belong to us. Artificial intelligence was used as a supportive tool in the visual design process.
Some background image may generated by artificial intelligence.
Generative AI tools were used in the development of Flower Dungeon. Tools used: NovelAI, SUNO Scope of use: Backgrounds, enemy and hero illustrations, and background music
Some textures and 2D environmental paintings were generated using AI tools during development. These assets are limited to decorative elements only. No generative AI is used during gameplay or for game logic. All final assets were manually reviewed, edited, and integrated.
Our promotional materials may include some content that has been expanded upon by AI based on the original, while ensuring no infringement of any copyrights.
AI-generated art object
some textures are created by AI image creators
Please note that the English translation has been supported by AI tools, and some expressions may differ slightly from the original Japanese.
Some image asset designs have made use of AI.
Background pictures
Some visual assets used in this game, on its Steam store page, and in related marketing materials were created or enhanced with generative AI tools. All final assets were reviewed, manually edited where needed, and selected by the developer.
Some visuals were generated, then refined and customized to fit the game’s style and atmosphere.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Mind Snare In-game content art | I only use AI for the images related to the game's story. | wanderson_ods | - | Mar 18, 2026 | |
R.E.M. Rage In-game content art | Promotional artwork for R.E.M. Rage was created using AI-assisted tools. These assets are used solely for marketing purposes and do not reflect the in-game visuals or assets, which were created manually. | Roger Eduardo de Couto | - | Mar 18, 2026 | |
Gifts, Please Unclear art | Artificial intelligence helped in the development of the game's graphic content. | Artist | 39 | Mar 18, 2026 | |
AstroRage2049 Store/marketing arttext | Marketing materials | CJ | - | Mar 18, 2026 | |
SoulFeast(灵魂盛宴) In-game content art | The following is generated using AI:
The main interface of the game includes four worm cards, six panda cards, one molten rock puppet card, three Spider Egg cards, two human cards, and two blacksmith cards | LingL | - | Mar 18, 2026 | |
The Black Knight Chronicles - The Quest Beyond Destiny Dev only art | I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me. | ERMedia | - | Mar 18, 2026 | |
Myth and Magery In-game content audio | Game and trailer use AI-generated placeholder music. | NoeL | - | Mar 18, 2026 | |
Avoid the Missiles In-game content text | Some language translations in this game were generated using AI. | ES Studio | - | Mar 18, 2026 | |
Space Memory: Chinchillas In-game content art | The background images and chinchillas pictures are pre-rendered AI art | Quantum Quiver Games | - | Mar 18, 2026 | |
GhosTrick-The Sacred War of Light vs Shadow In-game content | This game includes some assets that were created with the help of generative AI tools. | peavegame | - | Mar 18, 2026 | |
Merge Coin: Mai In-game content codeaudioart | - The developer initially generated base code using ChatGPT, through which they learned C# and Unity. This code was then manually edited and expanded by hand.
- For the music, the developer received guidance from ChatGPT on composition methods, such as chord progressions, and composed the music manually.
- While the developer received advice from ChatGPT on how to create pixel art, no AI was used in the actual drawing process. | GhostTempura | - | Mar 18, 2026 | |
Diceeee In-game content arttextcode | Pre-rendered assets and some development assistance code/text were generated using AI tools. | packnrollgames | - | Mar 18, 2026 | |
No One Here But Me Unclear artaudio | promo and voice | Blue Cat studio | - | Mar 18, 2026 | |
The Elomont Raider In-game content textart | AI translation with manual edited language localization;
A few icon pictures; | Louis & Happy Indie Game Studio | - | Mar 18, 2026 | |
PLACE In-game content art | some interface images for the game were generated | PimpGameStudio | 10 | Mar 18, 2026 | |
Anime Dream Match: Primates In-game content art | The background images and primates pictures are pre-rendered AI art | Blender Games | - | Mar 18, 2026 | |
Tombs & Trials Store/marketing art | AI tools used to create game store assets. | Logan K | - | Mar 18, 2026 | |
Bloodzap In-game content art | AI was used to generate some of the artwork and assets in the game. | Void65 | - | Mar 18, 2026 | |
The Odyssey of Commander Cookie In-game content art | Some of the game’s 2D artwork was created by feeding my original 3D models and hand drawn sketches to a generative model. I further edited and refined the output using digital painting to match the game’s style and maintain a cohesive visual identity. | Nethro Interactive | - | Mar 18, 2026 | |
奇怪的梦 Unclear | A small number of models are generated using AI. | Half Flower | 75 | Mar 18, 2026 | |
The Rotting Man | 悪臭男 In-game content codetext | This game utilizes AI for certain translation tasks and programming. | RAYBIS GAMES | 65 | Mar 18, 2026 | |
Light & Claw In-game content codeart | AI Usage Overview
• Core Framework – The game is built on a licensed third-party action-RPG engine.
• Custom Code – A few ability scripts were drafted with the help of an offline AI coding assistant and then manually reviewed and tested by the developer.
• Art Prototypes – Early concept portraits were produced with an offline AI art tool; every final in-game asset will be hand-painted.
The released game never connects to any online AI services while you play, and all shipped content has passed copyright and quality checks. | ViperStudio | - | Mar 18, 2026 | |
I/O In-game content art | The game's artstyle and static assets were created using AI. | CES Studio | - | Mar 18, 2026 | |
Command-Ω Omega Dev only artcode | A.I. is used for concept art and general ideas. A.I. is also used for fine tuning the code | IMPERIAL DYNAMICS | - | Mar 18, 2026 | |
Ball Travel In-game content art | Background images were generated with AI. | Taranau Aliaksei | - | Mar 18, 2026 | |
BlackJack Saloon In-game content art | Some in-game art assets and the game’s logo were created using generative AI tools to support the visual design and overall style of the game. | Boogygames Studios | - | Mar 18, 2026 | |
Square Shooter In-game content art | Some of the illustrations were generated with the assistance of Ai image tools and were then manually edited for final use. | QuickBug Studios | - | Mar 18, 2026 | |
Space Memory: Horses In-game content art | The background images and dinosaurs pictures are pre-rendered AI art | Quantum Quiver Games | - | Mar 18, 2026 | |
Tekkout2 - Balls of Rust In-game content art | Some of the 2D background images were created using AI. | TSSpiele | - | Mar 18, 2026 | |
Director Manager Total In-game content art | Occasional AI for some prototype backgrounds will be visible in demo until 3D model are added to the game. | Nightwolf Games | - | Mar 18, 2026 | |
Still Space In-game content arttext | We've used AI to generate icons for our power-ups. The translations may also be generated by AI in some instances. | Sofa Interactive | 13 | Mar 18, 2026 | |
Hollow Host code | The game uses local, offline LLMs (meaning no data ever leaves your computer and nothing is used in training) for controlling and adapting the behavior of the main enemy in the game. | Crit42 Studio | - | Mar 18, 2026 | |
Anime Dream Match: Cats In-game content art | The background images and cats pictures are pre-rendered AI art | Blender Games | - | Mar 18, 2026 | |
Flarebound In-game content art | As a single indie developer I had to use AI to help with creating some of the assets for store pages and logos. | 42 BYTES | - | Mar 18, 2026 | |
Countryballs: Power Protocol In-game content textaudioart | Some in-game text and sound assets were generated with the help of AI tools, primarily to assist with ideation and early drafts. All final content has been reviewed, edited by human developers. AI was also used during the concept phase of artwork to explore visual directions, but final visuals were created or finalized by human artists. No AI is used to generate content or code during live gameplay. | KNK DEVELOP | 159 | Mar 18, 2026 | |
BallStack In-game content art | Store page and marketing materials are AI generated and so is the splash screen in the game | PlaySpace Interactive | - | Mar 18, 2026 | |
Festival Journey: Venetian Masquerade Collector's Edition In-game content art | Our game utilizes neural networks for creating visually stunning and immersive environments. AI technology is employed in the production pipeline to assist in rendering backgrounds and character designs, ensuring a unique and high-quality artistic style. While AI aids in the creative process, all generated content is carefully reviewed, refined, and finalized by our team of professional artists to meet the highest standards of originality and quality. | Do Games Limited | - | Mar 18, 2026 | |
Poodle Kick In-game content art | AI was used for production tasks such as background removal on digitized sprites, interpolation frame generation, and some UI elements. Core visuals are a mix of traditional pixel art and 90s-style digitized assets. All music and sound effects are original and human-made. | One Sunny Night | - | Mar 18, 2026 | |
iblis3phenomena Store/marketing art | Some of the game's promotional visuals were created using artificial intelligence support. The AI was provided with information about the game's concept, style, and cultural background, allowing it to generate completely original visuals that belong to us. Artificial intelligence was used as a supportive tool in the visual design process. | Bulut ULU | 241 | Mar 18, 2026 | |
Harvestlord Store/marketing art | Some background image may generated by artificial intelligence. | Vert Lime Atelier | - | Mar 18, 2026 | |
Flower Dungeon In-game content artaudio | Generative AI tools were used in the development of Flower Dungeon.
Tools used: NovelAI, SUNO
Scope of use: Backgrounds, enemy and hero illustrations, and background music | MOZO Games | 15 | Mar 18, 2026 | |
BLAME In-game content art | Some textures and 2D environmental paintings were generated using AI tools during development. These assets are limited to decorative elements only. No generative AI is used during gameplay or for game logic. All final assets were manually reviewed, edited, and integrated. | KriegorIndustry | - | Mar 18, 2026 | |
英雄传奇 In-game content arttext | Our promotional materials may include some content that has been expanded upon by AI based on the original, while ensuring no infringement of any copyrights. | 英雄传奇 | 134 | Mar 18, 2026 | |
Revolver Gambit In-game content art | AI-generated art object | Welch Antony | - | Mar 18, 2026 | |
Oars of Silence In-game content art | some textures are created by AI image creators | SuloSounds | - | Mar 18, 2026 | |
Ronnie Park In-game content text | Please note that the English translation has been supported by AI tools, and some expressions may differ slightly from the original Japanese. | Bunomimic | - | Mar 18, 2026 | |
异兽山海 In-game content art | Some image asset designs have made use of AI. | 散木 | - | Mar 18, 2026 | |
Anime Minesweeper Unclear | Background pictures | zakawizard | - | Mar 18, 2026 | |
Grizzly Cup Turbo Challenge '92 Store/marketing art | Some visual assets used in this game, on its Steam store page, and in related marketing materials were created or enhanced with generative AI tools. All final assets were reviewed, manually edited where needed, and selected by the developer. | Pixel Grizzly Games | - | Mar 18, 2026 | |
Off the Beaten Track In-game content art | Some visuals were generated, then refined and customized to fit the game’s style and atmosphere. | Blackroot Studios | 13 | Mar 18, 2026 |