主に制作作業のアシスタント、パッケージの制作補助。
- Creator
- Karam Works
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,508 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.
主に制作作業のアシスタント、パッケージの制作補助。
Statement Regarding the Use of AI in Development We maintain a strict and transparent policy regarding the use of AI in our creative process: 【100% Original Human Artistry】 Every character illustration and original soundtrack (BGM) in the game is handcrafted and composed by our development team. These core assets are created "stroke by stroke" and "note by note," with absolutely no AI generation involved. 【Precision Application of AI Technology】 The use of AI is strictly limited to "Game Backgrounds." To ensure a consistent artistic style across diverse real-world locations, we utilize AI solely for stylistic harmonization and animation processing. 【From Reality to Virtual Worlds】 Every background is rooted in reality. Our team personally traveled to each location for on-site photography. These original photos serve as the foundation, which are then stylized via AI to ensure a seamless blend between real-world scenery and our hand-drawn characters. Players can view the original reference photos in the in-game Media Library.
Translation and some background pictures
AI was used for some Chinese and Japanese translations, as well as for certain cutscenes and icons.
"Generative AI tools were used to create the static character sprites and background images for this visual novel."
AI tools were used to assist with writing game narrative and event text during development. All style guides directing tone, humor, and historical relevance were created by the developer and all content was reviewed, edited, and curated by the developer.
AI is currently used for translated text.
AI tools were utilized during the development process to assist with code optimization, debugging, and the implementation of core system architectures. All code and logic generated by AI have been manually reviewed, verified, and integrated into the final build by the developer to ensure stability and policy compliance.
AI was used only for creating a small number of store page promotional images (capsule and marketing visuals). All in-game content, including gameplay, visuals, and assets, was created manually by the developer or uses properly licensed assets. No AI is used during gameplay.
This game uses AI-generated content for localization. All in-game text translations are produced with the assistance of generative AI.
Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game.
This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text. This game contains ai (grok) generated graphic assets.
part of image, sound
Some visible in-game assets, including but not limited to cutscenes, characters, environments, and UI elements, were created or visually enhanced with the help of AI, including generation based on white model references. Some store page assets were also created or visually enhanced with the help of AI, including generation based on white model references. Some music and sound effects were generated with the help of AI. Some localized language content was translated with the help of AI.
AI-generated paintings were used in the game prototype to populate the manor’s interiors.
This game currently includes a few 2D Image AI-generated assets (those include 5 of the slot machine's icons, 7 character portraits displayed on the main hallway, the main menu background image & current thumbnail) used as placeholders during the Early Access phase. These assets are scheduled to be replaced with original, non-AI artwork in a future content update. No AI tools are used for live, runtime content generation.
This game uses AI to assist in generating [art assets/localized text/voice dubbing]. All AI-generated content has been manually reviewed and modified to ensure compliance with regulations and the game's world setting.
Generative AI was used to create certain 2D background assets within the game world. This includes some family group photographs used as props, visuals shown on in-game television screens, and decorative wall posters. These AI-generated elements are static environmental assets only and were not used for in-game cinematics, character models, or animations.
I'm building this game on my own, with generative AI tools as finishing and scaling assistants on top of my own creative foundations. 3D mech and monster meshes started as my own concept sketches; Meshy AI generated the base 3D models from those sketches, which I then refined and animated myself in Blender. Character voices began as dialogue I wrote and the tone I set — some are my own voice recordings, and for others I used ElevenLabs to alter the voices so they fit each character. Music tracks each started from vocal melody references I recorded; Lyria (through Gemini) developed those references into the final orchestrated tracks. Cinematic video sequences were generated by Veo3 from my prompts and storyboards, then fully edited by me in DaVinci Resolve. I review every AI output before it ships in the game, and I hold commercial-use rights to all generated content per each service's paid-subscription terms.
A few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content.
Generate background music using AI technology
This game uses generative artificial intelligence to polish the store page description, add text to some screenshots, and compose the trailer music. No AI was used to generate core gameplay content or in-game assets.
Characters, monsters and capsule arts were made by AI.
This game uses AI to generate design drafts and sketches for some characters and scenes. All final in-game assets have been manually adjusted, revised, and finalized by the development team. Additionally, some in-game music and voice lines are AI-synthesized, all of which have undergone full manual editing and post-processing by our audio team.
AI generated music
Some prop textures for 3D assets in the game were created with the assistance of AI tools.
Some of the music/sound effects in this game were arranged or edited with the assistance of generative AI tools. All AI-generated audio was reviewed and curated by the development team.
Some images are generated using AI.
Generative AI was used during development to draft initial art concepts and assist with the foundation of text localization. All final in-game visual assets were manually refined, edited, and finished in Photoshop to ensure a high-quality, hand-crafted aesthetic. Localization was human-reviewed to ensure accuracy for players.
This app includes pre-generated content created or assisted using generative AI. This includes the game logo, title screen, certain story-related images used during key moments of the game, a majority of item-related visuals (such as weapons, armors, accessories, and quest items), and approximately 60% of character portraits used in dialogue. All such content was selected, reviewed, and in many cases manually edited and integrated by the developer before being included in the game or on the store page. Additionally, most of the game's plugins were developed with the assistance of AI tools. No AI is used at runtime or during gameplay.
The game's translation was partially assisted by AI, but all in-game text was created and edited by real people. AI was used to enhance a small portion of the textures, but these were always manually refined afterward and served only as one method to make the textures sharper alongside other hand-made improvements in graphic editors. All images, including signs and drawings on the walls, were commissioned from real artists.
I use token-prediction tools to help create certain in-game background assets, including environment textures, secondary NPC voices, parts of the soundtrack, and translations into several languages.
My Music Label leverages generative artificial intelligence to enhance your gaming experience. All in-game images, music-related assets, and even parts of the code are generated using AI technology.
Some background scenes, supporting character artwork, music, and localization text in this game were created with the assistance of AI generation tools. All main character artwork, UI design, and core visual assets were created by human artists.
Prop images,3D models,Background music (BGM)
The game features a multilingual system, with some languages processed using AI. Some UI elements and game scene components were designed with AI assistance. Game plugin code was processed using AI. Some game music, sound effects, and trailer music were also processed using AI.
I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI. But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter. This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive. My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand. Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together.
HEME is a solo project created by a developer pursuing a dream without formal training. To bring this vision to life, Generative AI was used as a primary collaborator throughout the development: Art & Graphics: AI assisted in creating concept art, environmental designs, and refining visual assets to match the game's emotional tone. Coding & Technical: AI served as a mentor and technical assistant to write, debug, and optimize game logic within the Unity engine. Narrative & Translation: AI helped in refining the script and ensuring the dramatic elements are effectively communicated in both Thai and English. Development Support: Beyond technical tasks, AI served as a constant source of guidance and support for the solo developer during this challenging journey.
We use AI for localization for the store page.
Generative AI was used during the development process to enhance and diversify the variety of card assets and narrative content. This technology allowed for the creation of a more expansive and unique library of scenarios, ensuring a richer and more varied gameplay experience for the player.
Generative AI was used during development only for early ideation and reference purposes. All final in-game assets, visuals, audio, writing, and gameplay content were created manually and are not AI-generated. The game does not use any live-generated AI content.
This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds. All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights.
Generative AI was used for localization.
In The Hollow, artificial intelligence is used to enhance images, create the basis for certain textures, and ensure more accurate translations. Some of the characters’ faces could not have been created without processing their images using artificial intelligence. Furthermore, some of the generated results served as the basis for further manual refinement of the game assets.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
Some parts of the image asset production and adjustment process involved the auxiliary use of technologies including generative AI.
A few select original assets were refined with AI assistance and finished by hand to match the game's atmosphere. No AI content is generated during gameplay.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
No AI was used to write the storyline or visual assets in the game. All of it is my own creative work. However, AI was used to assist in the creation of game artwork used for the store page and for helping craft and improve store descriptions.
translation etc
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
黄泉園(Yomi no Sono) Dev only | 主に制作作業のアシスタント、パッケージの制作補助。 | Karam Works | - | May 23, 2026 | |
我們的蜂狂人生 In-game content art | Statement Regarding the Use of AI in Development
We maintain a strict and transparent policy regarding the use of AI in our creative process:
【100% Original Human Artistry】
Every character illustration and original soundtrack (BGM) in the game is handcrafted and composed by our development team. These core assets are created "stroke by stroke" and "note by note," with absolutely no AI generation involved.
【Precision Application of AI Technology】
The use of AI is strictly limited to "Game Backgrounds." To ensure a consistent artistic style across diverse real-world locations, we utilize AI solely for stylistic harmonization and animation processing.
【From Reality to Virtual Worlds】
Every background is rooted in reality. Our team personally traveled to each location for on-site photography. These original photos serve as the foundation, which are then stylized via AI to ensure a seamless blend between real-world scenery and our hand-drawn characters. Players can view the original reference photos in the in-game Media Library. | 陳政傑 | - | May 23, 2026 | |
Pointer Manual In-game content textart | Translation and some background pictures | 川月瑰奇 | - | May 23, 2026 | |
Where the Echo Sleeps In-game content textart | AI was used for some Chinese and Japanese translations, as well as for certain cutscenes and icons. | SANHO GAMES | - | May 23, 2026 | |
Touhou: Beyond Gensokyo In-game content art | "Generative AI tools were used to create the static character sprites and background images for this visual novel." | FUF Games | 22 | May 23, 2026 | |
Vested In-game content text | AI tools were used to assist with writing game narrative and event text during development. All style guides directing tone, humor, and historical relevance were created by the developer and all content was reviewed, edited, and curated by the developer. | Paper Wasp Games | - | May 23, 2026 | |
ワンダーランドに帰らないで In-game content text | AI is currently used for translated text. | Krachware | - | May 23, 2026 | |
Luditect: Game Design Tool Dev only code | AI tools were utilized during the development process to assist with code optimization, debugging, and the implementation of core system architectures. All code and logic generated by AI have been manually reviewed, verified, and integrated into the final build by the developer to ensure stability and policy compliance. | Durultay Studio | - | May 23, 2026 | |
Farewell to my Playground In-game content art | AI was used only for creating a small number of store page promotional images (capsule and marketing visuals).
All in-game content, including gameplay, visuals, and assets, was created manually by the developer or uses properly licensed assets.
No AI is used during gameplay. | Sloped Armour Games | - | May 23, 2026 | |
アルテスノート In-game content text | This game uses AI-generated content for localization. All in-game text translations are produced with the assistance of generative AI. | R.N.Studio | 107 | May 23, 2026 | |
火の言伝 In-game content art | Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game. | 紺ノトバリ / Konno Tobari | - | May 23, 2026 | |
UNDEFINED: ILS Live AI arttext | This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text.
This game contains ai (grok) generated graphic assets. | Kamekichi | - | May 23, 2026 | |
가리사니 흥신소 Unclear artaudio | part of image, sound | polarion | - | May 23, 2026 | |
The Unfinished Melody: Prologue In-game content artaudiotext | Some visible in-game assets, including but not limited to cutscenes, characters, environments, and UI elements, were created or visually enhanced with the help of AI, including generation based on white model references.
Some store page assets were also created or visually enhanced with the help of AI, including generation based on white model references.
Some music and sound effects were generated with the help of AI.
Some localized language content was translated with the help of AI. | Peanut Bear Studio | - | May 23, 2026 | |
Illusionary Manor In-game content art | AI-generated paintings were used in the game prototype to populate the manor’s interiors. | ALAMID Games | - | May 23, 2026 | |
Gambling Simulator - Win it All or Lose it All In-game content art | This game currently includes a few 2D Image AI-generated assets (those include 5 of the slot machine's icons, 7 character portraits displayed on the main hallway, the main menu background image & current thumbnail) used as placeholders during the Early Access phase. These assets are scheduled to be replaced with original, non-AI artwork in a future content update. No AI tools are used for live, runtime content generation. | NG Games | - | May 23, 2026 | |
时间花园 In-game content arttextaudio | This game uses AI to assist in generating [art assets/localized text/voice dubbing]. All AI-generated content has been manually reviewed and modified to ensure compliance with regulations and the game's world setting. | Shanghai Tri-Core Workshop Network Technology Co., Ltd. | - | May 23, 2026 | |
Ashes of Torment In-game content art | Generative AI was used to create certain 2D background assets within the game world. This includes some family group photographs used as props, visuals shown on in-game television screens, and decorative wall posters. These AI-generated elements are static environmental assets only and were not used for in-game cinematics, character models, or animations. | Frostfire Entertainment | - | May 23, 2026 | |
The Ghost Protocol: Echoes of Steel In-game content artaudiotext | I'm building this game on my own, with generative AI tools as finishing and scaling assistants on top of my own creative foundations.
3D mech and monster meshes started as my own concept sketches; Meshy AI generated the base 3D models from those sketches, which I then refined
and animated myself in Blender.
Character voices began as dialogue I wrote and the tone I set — some are my own voice recordings, and for others I used ElevenLabs to alter the voices so they fit each character.
Music tracks each started from vocal melody references I recorded; Lyria (through Gemini) developed those references into the final orchestrated tracks.
Cinematic video sequences were generated by Veo3 from my prompts and storyboards, then fully edited by me in DaVinci Resolve.
I review every AI output before it ships in the game, and I hold commercial-use rights to all generated content per each service's paid-subscription terms. | 8an Studio | - | May 23, 2026 | |
Tally4: Operation MARY Store/marketing art | A few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content. | WildRealm Inc | - | May 23, 2026 | |
Bootstrap Unclear audio | Generate background music using AI technology | 手术刀 | - | May 23, 2026 | |
Sovereign Strike: Submarine Supremacy Store/marketing textaudio | This game uses generative artificial intelligence to polish the store page description, add text to some screenshots, and compose the trailer music. No AI was used to generate core gameplay content or in-game assets. | Pepper Games | - | May 23, 2026 | |
Lordress In-game content art | Characters, monsters and capsule arts were made by AI. | Crow's Perch | - | May 23, 2026 | |
答题吧!!魅魔 In-game content artaudio | This game uses AI to generate design drafts and sketches for some characters and scenes. All final in-game assets have been manually adjusted, revised, and finalized by the development team. Additionally, some in-game music and voice lines are AI-synthesized, all of which have undergone full manual editing and post-processing by our audio team. | 宅友派对 | - | May 23, 2026 | |
The Worlds of Narayana VR In-game content audio | AI generated music | Anantasrushti Private Limited | - | May 23, 2026 | |
The Tape: Origins In-game content art | Some prop textures for 3D assets in the game were created with the assistance of AI tools. | Alex X | - | May 23, 2026 | |
GOD: B In-game content audio | Some of the music/sound effects in this game were arranged or edited with the assistance of generative AI tools. All AI-generated audio was reviewed and curated by the development team. | SandStew | - | May 23, 2026 | |
Close For The Night Store/marketing art | Some images are generated using AI. | ONLYGAMES S.R.L | - | May 23, 2026 | |
Sin And Serve In-game content arttext | Generative AI was used during development to draft initial art concepts and assist with the foundation of text localization. All final in-game visual assets were manually refined, edited, and finished in Photoshop to ensure a high-quality, hand-crafted aesthetic. Localization was human-reviewed to ensure accuracy for players. | Forgotten Cartridge | - | May 23, 2026 | |
Mystic Depths: the Corrupted King In-game content artcode | This app includes pre-generated content created or assisted using generative AI.
This includes the game logo, title screen, certain story-related images used during key moments of the game, a majority of item-related visuals (such as weapons, armors, accessories, and quest items), and approximately 60% of character portraits used in dialogue.
All such content was selected, reviewed, and in many cases manually edited and integrated by the developer before being included in the game or on the store page.
Additionally, most of the game's plugins were developed with the assistance of AI tools. No AI is used at runtime or during gameplay. | François Duchesne | - | May 23, 2026 | |
The Derailed: Devour the Harvest In-game content textart | The game's translation was partially assisted by AI, but all in-game text was created and edited by real people. AI was used to enhance a small portion of the textures, but these were always manually refined afterward and served only as one method to make the textures sharper alongside other hand-made improvements in graphic editors. All images, including signs and drawings on the walls, were commissioned from real artists. | Deformed Dreams Studio | - | May 23, 2026 | |
A Bad Morning for a Roman Cornetto In-game content artaudiotext | I use token-prediction tools to help create certain in-game background assets, including environment textures, secondary NPC voices, parts of the soundtrack, and translations into several languages. | Domus Ludus | - | May 23, 2026 | |
My Music Label In-game content artaudiocode | My Music Label leverages generative artificial intelligence to enhance your gaming experience. All in-game images, music-related assets, and even parts of the code are generated using AI technology. | Tristan Glowa | - | May 23, 2026 | |
Echoes of Ash In-game content artaudiotext | Some background scenes, supporting character artwork, music, and localization text in this game were created with the assistance of AI generation tools. All main character artwork, UI design, and core visual assets were created by human artists. | Ash Studio | - | May 23, 2026 | |
星穹幻想世界 In-game content artaudio | Prop images,3D models,Background music (BGM) | SHI ZHENG DUO | - | May 23, 2026 | |
The Rule of Adult In-game content textartaudio | The game features a multilingual system, with some languages processed using AI.
Some UI elements and game scene components were designed with AI assistance.
Game plugin code was processed using AI.
Some game music, sound effects, and trailer music were also processed using AI. | HaiBin Studio | - | May 23, 2026 | |
Nuktedan: The Forgotten Emotions In-game content artcode | I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI.
But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter.
This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive.
My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand.
Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together. | Saydexi | - | May 23, 2026 | |
HEME In-game content arttextcode | HEME is a solo project created by a developer pursuing a dream without formal training. To bring this vision to life, Generative AI was used as a primary collaborator throughout the development:
Art & Graphics: AI assisted in creating concept art, environmental designs, and refining visual assets to match the game's emotional tone.
Coding & Technical: AI served as a mentor and technical assistant to write, debug, and optimize game logic within the Unity engine.
Narrative & Translation: AI helped in refining the script and ensuring the dramatic elements are effectively communicated in both Thai and English.
Development Support: Beyond technical tasks, AI served as a constant source of guidance and support for the solo developer during this challenging journey. | Alchekit Studio | - | May 23, 2026 | |
The Warden's Rite In-game content text | We use AI for localization for the store page. | Storyforge Games | - | May 23, 2026 | |
Throne of Decisions In-game content arttext | Generative AI was used during the development process to enhance and diversify the variety of card assets and narrative content. This technology allowed for the creation of a more expansive and unique library of scenarios, ensuring a richer and more varied gameplay experience for the player. | Five Punch Studio | - | May 23, 2026 | |
Griffinblade Dev only | Generative AI was used during development only for early ideation and reference purposes. All final in-game assets, visuals, audio, writing, and gameplay content were created manually and are not AI-generated. The game does not use any live-generated AI content. | Pathlight Studios | - | May 23, 2026 | |
Funeral Flowers Lament: Helena In-game content art | This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds.
All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights. | Kiseki Kobo Games | - | May 23, 2026 | |
Death Denied In-game content text | Generative AI was used for localization. | Maroš Berdis | - | May 23, 2026 | |
The Hollow In-game content arttext | In The Hollow, artificial intelligence is used to enhance images, create the basis for certain textures, and ensure more accurate translations. Some of the characters’ faces could not have been created without processing their images using artificial intelligence. Furthermore, some of the generated results served as the basis for further manual refinement of the game assets. | Brenntkopf Development | 18 | May 23, 2026 | |
Bianhe River Monster In-game content text | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK20006 | - | May 23, 2026 | |
葦原のアニマ Unclear art | Some parts of the image asset production and adjustment process involved the auxiliary use of technologies including generative AI. | July Lab. | - | May 23, 2026 | |
Refrain: Verse of Fate In-game content art | A few select original assets were refined with AI assistance and finished by hand to match the game's atmosphere. No AI content is generated during gameplay. | illusorys | - | May 23, 2026 | |
Balorizon In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | 25 | May 23, 2026 | |
The Forgotten Nightmare Series Store/marketing arttext | No AI was used to write the storyline or visual assets in the game. All of it is my own creative work. However, AI was used to assist in the creation of game artwork used for the store page and for helping craft and improve store descriptions. | Chris Radford | - | May 23, 2026 | |
Held Unclear text | translation etc | Sense of Games Inc. | - | May 23, 2026 |