RUTHLESS:1 uses AI generated textures in some places for additional detailing. They are never the main focus of a scene.
- Creator
- Teal Lime Games
- Reviews
- -
- Added
- Mar 18, 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.
RUTHLESS:1 uses AI generated textures in some places for additional detailing. They are never the main focus of a scene.
Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original.
I have troubles writing long descriptions so I used ChatGPT to help me write some of the descriptions and lore in the game. It was used as a reference, nothing more. I have used ONLY my own content and ONLY my own algorithm models to generate content from. I wrote my own to be able to use it for this purpose only. I do NOT infringe on ANY creative rights in doing so.
Some AI tools were used to help bring human-led ideas to life. It helped us see what some ideas could look like, and helped us refine other ideas mid process. All of the assets within the Demo were initiated by artists within the team. These refined compositions are always fed back into artists and AI for further iteration, each step demanding an artistic eye to guide the output.
As a solo developer, AI has assisted with voice acting, allowing me to bring my vision to life more efficiently and effectively.
Some of the game's images were generated by AI and then modified. AI was not used in any part of the gameplay. Only certain images on the store page and in the prologue involved the use of AI.
A very few in-game assets (in game image and less than 5 icons) were ai-generated first and then reworked by a human to match with Seven Cities lore.
I used AI in the process of creating loading screens and the capsule images.
Some images generated with AI are present in the loading screens and the intro cinematic.
The game uses AI-generated audio prompts for certain characters (english only).
The game features character portraits, generated by AI based on illustrations created specifically for the game by illustrators. The AI graphics will be replaced with hand-painted graphics and are currently serving as a prototype/reference work for human artists (we are planning a kickstarter fundraiser and will include illustrators' fees). The AI graphics will be removed as we raise funds. AI works for us and not us working for AI!
I only used AI for the capsule image.
Used for creating the game banner
Ai is used to generate speech for the game.
Generative AI Integration: During the early access phase, Morgenstern leverages generative AI to create placeholder assets, including images, sound effects, and text. This approach allows for rapid prototyping and iterative development, ensuring a dynamic and evolving gaming experience as we refine and enhance the final content.
Some visual elements in this game were initially generated with the help of AI tools. All such material has been extensively refined, altered, and expanded by a human creator to form the final in-game content.
AI is used to visualise some characters, locations, text, etc. for promotional materials and to enhance or support illustrations or textures. It is used sparingly to support and enhance rather than replace human effort.
Generative AI was used during development to assist in the creation of some art and music assets, a portion of which are included in the final game. This includes select in-game visuals and music tracks that were generated or enhanced using AI tools. All AI-generated content was reviewed and curated by human developers to ensure it meets quality standards and does not infringe on any intellectual property. No live AI content is generated during gameplay. The game does not use AI to create or modify content while it is running. All assets are pre-generated and static within the final release.
The vast majority of the game is handcrafted. AI tools were used to assist in the creation of 2D character dialogue portraits and some minor environment textures.
The cover image is AI generated
We trained an AI that helped us generate base pictures that we then used as source to create illustrations for blessings and some items ingame. All other illustration are original creation made by our artists.
art/music
Some of the images in the Intro Cinematic are AI generated. Some of the VO for the characters are AI generated.
We generate models, textures, code and concept art with AI.
This game includes a limited number of AI assisted graphical assets.
Warchief uses AI to generate UI unit images, enhancing the visual experience with dynamically created artwork. Each unit's appearance is crafted to fit seamlessly within the game's aesthetic, ensuring a fresh look.
Certain in-game Icons and textures may be generated with AI.
2D Art (Open AI)Narrator (elevenlabs)Narrative Help (Open AI)Coding (Different Models, Open AI, Antrhopic...)For more information on my views about AI, visit my website
A portion of the Steam community assets and marketing materials are generated using AI.
AI processes were used in creating some of the icons in game
Quick note: The capsule art is AI-generated as a temporary placeholder, but I’m already working with an artist to replace and upgrade it with final artwork.
In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey.
AI tools are used to assist with artwork and localization.
The background of our logo is generated by AI. As a solo developer I've been 100% focused on gameplay and have not had the time or resources to work with an artist for marketing and social materials. Hopefully as we grow our community during Early Access we can find a few artists that are passionate about creating personalized content that best represent Nova. Nothing in-game is generated by AI.
Generate achievement icons using AIGC
All in-game content is created and authored by the development team. Like most modern game development, our tools and software may include AI-assisted features for internal workflows such as iteration, editing, or placeholder experimentation. These tools do not generate final player-facing content.
We use AI to generate art pictures or graffiti used in some backgrounds.
2D Art (Open AI)Narrator (elevenlabs)Narrative Help (Open AI)Coding (Different models, Open AI, Antrhopic...)For more information on my views about AI, visit my website
The graphics for the steam community were partially created with the help of AI assistance
Artificial Intelligence is used in the background images on trading cards.
We do not use generative AI in the game. For community-requested languages that are not officially supported, we use DeepL to assist with localization, with the help of community members who review and improve the translations.
AI is used to generate pre-rendered avatars used for heroes in the game.
AI Generated: - Loading Screens - Store Graphical Assets - Achievements Icons. - Cinematics & Voice Overs.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
RUTHLESS:1 In-game content art | RUTHLESS:1 uses AI generated textures in some places for additional detailing. They are never the main focus of a scene. | Teal Lime Games | - | Mar 18, 2026 | |
On the Wings - Birth of a Hero In-game content art | Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original. | Queen | 85 | Mar 18, 2026 | |
Just Another Day In-game content text | I have troubles writing long descriptions so I used ChatGPT to help me write some of the descriptions and lore in the game. It was used as a reference, nothing more.
I have used ONLY my own content and ONLY my own algorithm models to generate content from. I wrote my own to be able to use it for this purpose only. I do NOT infringe on ANY creative rights in doing so. | Elemental Spark | - | Mar 18, 2026 | |
Directorate Novitiate Unclear art | Some AI tools were used to help bring human-led ideas to life. It helped us see what some ideas could look like, and helped us refine other ideas mid process. All of the assets within the Demo were initiated by artists within the team. These refined compositions are always fed back into artists and AI for further iteration, each step demanding an artistic eye to guide the output. | Nesting Games | - | Mar 18, 2026 | |
Tundralia In-game content audio | As a solo developer, AI has assisted with voice acting, allowing me to bring my vision to life more efficiently and effectively. | JSquared Games | - | Mar 18, 2026 | |
Slayer : the Demon Haunted World In-game content art | Some of the game's images were generated by AI and then modified. AI was not used in any part of the gameplay. Only certain images on the store page and in the prologue involved the use of AI. | PLAY Mephistowaltz | 18 | Mar 18, 2026 | |
Seven Cities In-game content art | A very few in-game assets (in game image and less than 5 icons) were ai-generated first and then reworked by a human to match with Seven Cities lore. | IMV Studio | 31 | Mar 18, 2026 | |
Powerlust Store/marketing art | I used AI in the process of creating loading screens and the capsule images. | Bart Mamzer | 83 | Mar 18, 2026 | |
Sir Galgano - A Medieval Tale In-game content art | Some images generated with AI are present in the loading screens and the intro cinematic. | La Fucina del Granducato | - | Mar 18, 2026 | |
Hood Story: Kaito Yamazaki In-game content audio | The game uses AI-generated audio prompts for certain characters (english only). | Kenzo Games | 14 | Mar 18, 2026 | |
Dungeons of the Amber Griffin In-game content art | The game features character portraits, generated by AI based on illustrations created specifically for the game by illustrators. The AI graphics will be replaced with hand-painted graphics and are currently serving as a prototype/reference work for human artists (we are planning a kickstarter fundraiser and will include illustrators' fees). The AI graphics will be removed as we raise funds.
AI works for us and not us working for AI! | Frozengem Studio | - | Mar 18, 2026 | |
Legends of Dionysos Store/marketing art | I only used AI for the capsule image. | TheGamingVan | 13 | Mar 18, 2026 | |
Firelight Fantasy: Vengeance Store/marketing art | Used for creating the game banner | Quacky Games | 156 | Mar 18, 2026 | |
The Brew Barons In-game content audio | Ai is used to generate speech for the game. | Lifetap Studios | 798 | Mar 18, 2026 | |
Morgenstern In-game content artaudiotext | Generative AI Integration:
During the early access phase, Morgenstern leverages generative AI to create placeholder assets, including images, sound effects, and text. This approach allows for rapid prototyping and iterative development, ensuring a dynamic and evolving gaming experience as we refine and enhance the final content. | Doublesmith GmbH | 87 | Mar 18, 2026 | |
Beware of Dog In-game content art | Some visual elements in this game were initially generated with the help of AI tools. All such material has been extensively refined, altered, and expanded by a human creator to form the final in-game content. | DSW Games | - | Mar 18, 2026 | |
Wizard's Wrath In-game content arttext | AI is used to visualise some characters, locations, text, etc. for promotional materials and to enhance or support illustrations or textures. It is used sparingly to support and enhance rather than replace human effort. | DragonfiAR | - | Mar 18, 2026 | |
Commoners In-game content artaudio | Generative AI was used during development to assist in the creation of some art and music assets, a portion of which are included in the final game. This includes select in-game visuals and music tracks that were generated or enhanced using AI tools. All AI-generated content was reviewed and curated by human developers to ensure it meets quality standards and does not infringe on any intellectual property.
No live AI content is generated during gameplay. The game does not use AI to create or modify content while it is running. All assets are pre-generated and static within the final release. | Pixel Glitch Studios | - | Mar 18, 2026 | |
Dreadhunter In-game content arttext | The vast majority of the game is handcrafted. AI tools were used to assist in the creation of 2D character dialogue portraits and some minor environment textures. | Trickster Arts | 133 | Mar 18, 2026 | |
Elemancer Store/marketing art | The cover image is AI generated | Elemancer | - | Mar 18, 2026 | |
Isles of Krom In-game content art | We trained an AI that helped us generate base pictures that we then used as source to create illustrations for blessings and some items ingame. All other illustration are original creation made by our artists. | Floppy Goat Inc. | - | Mar 18, 2026 | |
Starfighter General Unclear artaudio | art/music | James Sager III | 31 | Mar 18, 2026 | |
Hero's Story In-game content artaudio | Some of the images in the Intro Cinematic are AI generated.
Some of the VO for the characters are AI generated. | Silentplaygames | - | Mar 18, 2026 | |
Zombie Hunter, Inc. In-game content artcode | We generate models, textures, code and concept art with AI. | Maya Gameworks | - | Mar 18, 2026 | |
Knight Online In-game content art | This game includes a limited number of AI assisted graphical assets. | Noah System | 1.8k | Mar 18, 2026 | |
Warchief In-game content art | Warchief uses AI to generate UI unit images, enhancing the visual experience with dynamically created artwork. Each unit's appearance is crafted to fit seamlessly within the game's aesthetic, ensuring a fresh look. | Honikou Games | 70 | Mar 18, 2026 | |
Turf Battles In-game content art | Certain in-game Icons and textures may be generated with AI. | Eonic Games | - | Mar 18, 2026 | |
School of Magic Prologue In-game content arttextcode | 2D Art (Open AI)Narrator (elevenlabs)Narrative Help (Open AI)Coding (Different Models, Open AI, Antrhopic...)For more information on my views about AI, visit my website | PartTimeIndie | 41 | Mar 18, 2026 | |
An Amazing Wizard Store/marketing art | A portion of the Steam community assets and marketing materials are generated using AI. | Tiny Goblins | 96 | Mar 18, 2026 | |
Hell Heroes In-game content art | AI processes were used in creating some of the icons in game | Michael Watson | - | Mar 18, 2026 | |
GraeHart Store/marketing art | Quick note: The capsule art is AI-generated as a temporary placeholder, but I’m already working with an artist to replace and upgrade it with final artwork. | Cole Hardin | - | Mar 18, 2026 | |
Source of Madness Live AI arttext | In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey. | Carry Castle | 1.3k | Mar 18, 2026 | |
Time Wasters In-game content arttext | AI tools are used to assist with artwork and localization. | Proton Studio | 1.4k | Mar 18, 2026 | |
Nova In-game content art | The background of our logo is generated by AI. As a solo developer I've been 100% focused on gameplay and have not had the time or resources to work with an artist for marketing and social materials. Hopefully as we grow our community during Early Access we can find a few artists that are passionate about creating personalized content that best represent Nova.
Nothing in-game is generated by AI. | Tenlastic | - | Mar 18, 2026 | |
SaveKunkun In-game content art | Generate achievement icons using AIGC | Qingmu production team | - | Mar 18, 2026 | |
Deadhaus Sonata Dev only | All in-game content is created and authored by the development team.
Like most modern game development, our tools and software may include AI-assisted features for internal workflows such as iteration, editing, or placeholder experimentation. These tools do not generate final player-facing content. | Apocalypse Studios | 37 | Mar 17, 2026 | |
Neon Tail In-game content art | We use AI to generate art pictures or graffiti used in some backgrounds. | Fei | 69 | Mar 17, 2026 | |
School of Magic In-game content arttextcode | 2D Art (Open AI)Narrator (elevenlabs)Narrative Help (Open AI)Coding (Different models, Open AI, Antrhopic...)For more information on my views about AI, visit my website | PartTimeIndie | 17 | Mar 17, 2026 | |
Era of Miracles Store/marketing art | The graphics for the steam community were partially created with the help of AI assistance | Argentum Gaming | 108 | Mar 17, 2026 | |
Captain Bones: A Pirate''s Journey In-game content art | Artificial Intelligence is used in the background images on trading cards. | World of Poly | 342 | Mar 17, 2026 | |
Alaloth: Champions of The Four Kingdoms In-game content text | We do not use generative AI in the game. For community-requested languages that are not officially supported, we use DeepL to assist with localization, with the help of community members who review and improve the translations. | Gamera Interactive | 1.5k | Mar 17, 2026 | |
Nevergrind Online In-game content art | AI is used to generate pre-rendered avatars used for heroes in the game. | Neverworks Games | 1.2k | Mar 17, 2026 | |
Ruzar - The Dark Stones In-game content artaudio | AI Generated:
- Loading Screens
- Store Graphical Assets
- Achievements Icons.
- Cinematics & Voice Overs. | Hammer Glass Studio Inc. | 20 | Mar 17, 2026 |