Utilize AI for localized translation and pre-rendering
- Creator
- 倍科莱游戏
- Reviews
- -
- Added
- Sep 25, 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.
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Utilize AI for localized translation and pre-rendering
The game includes pre-generated content created with the help of generative AI, including some character voice lines and sound effects.
During development, we used generative AI to assist with some character art assets and early UI concepts. All related assets were subsequently refined and manually adjusted extensively by professional artists and other team members to ensure the finished work matched the game's distinctive style and quality standards.
AI was used to help generate code for this game. AI was not used to generate any art, ideas, or features.
Help in creating images
Help in creating images
Help in creating images
Help in creating images
Generative AI tools were used during development to assist in creating some visual artwork and image assets. These images were subsequently edited and modified by the developer using image-editing software before being incorporated into the game. Other game assets include original developer-created artwork and licensed assets purchased from third-party artists/asset creators. No AI-generated content is created live during gameplay.
In the trailer's song, NPC voices (although its only a placeholder) and 2 NPC's shirt textures.
Generative AI was used in the editing of the main visual image and in the prototyping of some of the music tracks.
The relevant images have been stylized and optimized using AI.
Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay.
This game uses generative AI to help create pre-generated content. Artwork (character art, backgrounds, card illustrations, icons) is produced with AI image generation as base material, then hand-curated, edited and integrated by the developer before it is finalized. Text is drafted with AI assistance and edited by hand. Cinematics and store videos are assembled from AI-generated footage and edited by hand. Background music and stingers are produced with AI music generation and hand-selected. The game contains no AI content generated at runtime and does not connect to any external AI service.
Only TTS voices in English. Some fragments of the code was made with AI, but these features are invisible for the client.
AI tools were used during development, including code assistance and design iteration. All creative direction, game design, and final decisions are the work of the developer. The game contains no live/runtime AI-generated content.
AI is used to proofread texts and to help ensure that visual banners for Steam are formatted correctly.
AI tools were used to help translate the game's text. All artwork, music and game design were created by the developer.
We are relying on pre-rendered assets for proof-of-concepts, but continuously replacing these with our assets. Our plan to is replace all textures before go-live. No AI-generated music/sfx is used.
Some textures and 3D models
Some AI tools were sued to assist in asset production
We used AI tools for capsules, library assets, translations, and a limited amount of in-game textures.
The game was 100% designed and tested by me and my kids. I did use AI tools to help create the logo, some of the 3d objects in the game (portion of the buildings) and the voice narration in the trailer.
Generative AI tools were used for selected visual assets, promotional artwork, trailer voices, and text/localization drafts. This content is pre-generated and reviewed during development. The game does not generate AI content during play or connect to an external AI service.
Generative AI tools were used during development to assist with the creation of some pre-generated visual assets. AI tools were also used as development assistance for programming. No content is generated by AI during gameplay.
Some 3D models in the game were created with the assistance of generative AI tools. The generated models were used as part of the art production process, with their final appearance, materials, placement, and artistic direction determined by the developer.
Scriptura uses pre-generated AI content for ambient music, sound effects, and some artwork used on the store page and in marketing. The Race Friends trailer includes AI-generated music and sound effects. Certain optional DLC texts include AI-generated translations, identified in their edition information. Scriptura does not generate AI content during gameplay or connect to an AI service while you play.
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-assisted tools were used to assist with the creation of some in-game image assets and promotional materials. No AI-generated content is created during gameplay.
AI-assisted programming tools were used during development to help write game code. Generative AI was also used to create or assist with portions of the artwork and logo, music, sound effects, written text, and localization in the game and its store and marketing materials. These uses take place during development and content production. The game does not use AI to generate content or code during gameplay and does not connect to external AI services during gameplay.
AI-Generated Content Disclosure This game includes a small number of visual assets, such as certain images and food ingredient models, that were created with the assistance of generative AI. These assets have been carefully curated and refined by the development team to align with the game’s style and quality. All core gameplay, design, player character, dragon character, and player interactions are handcrafted.
Generative AI was used for some game banners, localization, and a small number of in-game icons.
Generative AI was used solely to create placeholder card artwork during development, allowing the team to focus on refining the gameplay. The final card artwork will be created by human artists.
This game is developed under the direction of an independent developer. Its core tank mechanics, combat system, UI design, and mission system were all implemented using Godot, with AI-assisted tools incorporated to improve development efficiency. AI tools are primarily used in asset creation, including background images, vehicle images, sound effects, and UI elements. The game’s core design philosophy, gameplay mechanics, and programming logic were all personally conceived and implemented by the developer. AI serves only as a supporting tool and is not the primary source of creation. With the assistance of AI tools, we are able to focus more closely on gameplay and overall quality, allowing our limited resources to be invested in the most important aspects of the player experience.
AI-generated artifacts
Generative AI tools were used to assist with programming and debugging, and to create some occasional textures.
AI-assisted tools were used during development to create some visual assets and textures, music and sound effects, and to assist with English localization. Generated promotional illustrations and pre-generated synthetic voice performances are also used in the Steam store materials and trailers. These assets were selected, edited and integrated during production. The game does not generate AI content while it is running.
PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay.
AI tools assisted development by speeding up programming. Generative AI was also used for the game logo and Steam promotional artwork.
AI was used for text proofreading and translation. AI was also used to enhance some textures.
Generative AI was used during development to create some pre-rendered artwork and music, as well as store and promotional artwork. These are pre-created assets. The game does not generate AI content or connect to external AI services during gameplay.
Some assets used in this game may have been created using AI. Information about these assets can be found in the game's credits. AI-assisted tools were also used during the development of this game.
本游戏内容含ai参与创作
The character portraits, the menu backdrop and the store art were generated with AI image tools in one fixed illustration style, then chosen and checked by the developer. Nothing is generated while you play.
Generative AI used as developer tool for code, testing, modeling, and sound. Generative AI used directly for campaign mission brief and victory screen full screen background art.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Some pre-production assets were generated with AI tools and then hand-finished by the team: 3D character bodies (Tripo) that were re-rigged, textured and animated by hand; concept and brand imagery (OpenAI image generation) redrawn or composited by hand; voice lines and sound effects (ElevenLabs); and music (Suno) under a commercial licence. No AI content is generated during gameplay, and the game connects to no AI service.
This game was developed with the help of generative AI (Anthropic's Claude). The game code, in-game text, English translation and store page text were created by AI under the developer's direction and review. The icon and store images were drawn as shapes by AI-written code; no image-generation models were used. Screenshots and trailers are taken from actual gameplay. The game does not use AI while it is being played; all content is fixed at release.
Runecast’s illustrations were generated with AI tools, then curated, edited and integrated by hand. The soundtrack was generated with Suno under a commercial license. The game’s design and code were developed with AI assistance, directed and reviewed by the developer.
Generative AI was used during development to create image assets, including characters, environments, items and titles, and to create background music. Selected images were adapted into the game's pixel-art assets. AI and machine translation were also used when preparing localized text. These assets are prepared in advance; the game does not generate images, music or text with AI during play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
影袭 In-game content text | Utilize AI for localized translation and pre-rendering | 倍科莱游戏 | - | Sep 25, 2026 | |
BETWEEN ROOMS In-game content audio | The game includes pre-generated content created with the help of generative AI, including some character voice lines and sound effects. | Viis | - | Sep 25, 2026 | |
Ember District In-game content art | During development, we used generative AI to assist with some character art assets and early UI concepts. All related assets were subsequently refined and manually adjusted extensively by professional artists and other team members to ensure the finished work matched the game's distinctive style and quality standards. | Cyber Egg Tart | - | 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 | |
Puzzle Whales Unclear art | Help in creating images | IR Studio | - | Sep 25, 2026 | |
Puzzle Sharks Unclear art | Help in creating images | IR Studio | - | Sep 25, 2026 | |
Puzzle Snakes Unclear art | Help in creating images | IR Studio | - | Sep 25, 2026 | |
Puzzle Wild Cats Unclear art | Help in creating images | IR Studio | - | Sep 25, 2026 | |
The Town is Overrun In-game content art | Generative AI tools were used during development to assist in creating some visual artwork and image assets. These images were subsequently edited and modified by the developer using image-editing software before being incorporated into the game. Other game assets include original developer-created artwork and licensed assets purchased from third-party artists/asset creators. No AI-generated content is created live during gameplay. | Lockstead Studios | - | Sep 25, 2026 | |
Rio Beachside In-game content audioart | In the trailer's song, NPC voices (although its only a placeholder) and 2 NPC's shirt textures. | Fazedor De Jogos | - | Sep 25, 2026 | |
A-Train 9 PRIME LINE In-game content artaudio | Generative AI was used in the editing of the main visual image and in the prototyping of some of the music tracks. | ARTDINK | - | Sep 25, 2026 | |
逸空越崖者 Cliff Trigger Unclear art | The relevant images have been stylized and optimized using AI. | YANG JINWEI | - | Sep 25, 2026 | |
MOBBED Store/marketing art | Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay. | Stari Studios | - | Sep 25, 2026 | |
OneThought In-game content arttextaudio | This game uses generative AI to help create pre-generated content. Artwork (character art, backgrounds, card illustrations, icons) is produced with AI image generation as base material, then hand-curated, edited and integrated by the developer before it is finalized. Text is drafted with AI assistance and edited by hand. Cinematics and store videos are assembled from AI-generated footage and edited by hand. Background music and stingers are produced with AI music generation and hand-selected. The game contains no AI content generated at runtime and does not connect to any external AI service. | 一念工作室 / OneThought Studio | - | Sep 25, 2026 | |
The Enchanted Crayon Dev only code | Only TTS voices in English.
Some fragments of the code was made with AI, but these features are invisible for the client. | Włodzimierz O. Kubera | - | Sep 25, 2026 | |
UNIT 44 Dev only code | AI tools were used during development, including code assistance and design iteration. All creative direction, game design, and final decisions are the work of the developer. The game contains no live/runtime AI-generated content. | Tyler Selwyn | - | Sep 25, 2026 | |
Magnyard Store/marketing textart | AI is used to proofread texts and to help ensure that visual banners for Steam are formatted correctly. | Bakogame | - | Sep 25, 2026 | |
Baan Khok In-game content text | AI tools were used to help translate the game's text. All artwork, music and game design were created by the developer. | Atiwat Cotpakdee | - | Sep 25, 2026 | |
Fairy Tales Survivors Dev only art | We are relying on pre-rendered assets for proof-of-concepts, but continuously replacing these with our assets. Our plan to is replace all textures before go-live. No AI-generated music/sfx is used. | BNO Games | - | Sep 25, 2026 | |
Anubis: Wrath of the Underworld Unclear art | Some textures and 3D models | Pavel Nikolov | - | Sep 25, 2026 | |
Arcana Rift: Tactics Unclear | Some AI tools were sued to assist in asset production | PixcelzStudios | - | Sep 25, 2026 | |
Manage Town Together In-game content arttext | We used AI tools for capsules, library assets, translations, and a limited amount of in-game textures. | Manas Games | - | Sep 25, 2026 | |
Cozy Burg In-game content artaudio | The game was 100% designed and tested by me and my kids. I did use AI tools to help create the logo, some of the 3d objects in the game (portion of the buildings) and the voice narration in the trailer. | Noise Harbor | - | Sep 25, 2026 | |
NeoPangea In-game content artaudiotext | Generative AI tools were used for selected visual assets, promotional artwork, trailer voices, and text/localization drafts. This content is pre-generated and reviewed during development. The game does not generate AI content during play or connect to an external AI service. | Lawliet | - | Sep 25, 2026 | |
Splitcard In-game content artcode | Generative AI tools were used during development to assist with the creation of some pre-generated visual assets. AI tools were also used as development assistance for programming. No content is generated by AI during gameplay. | OctaGames | - | Sep 25, 2026 | |
MÁG In-game content art | Some 3D models in the game were created with the assistance of generative AI tools. The generated models were used as part of the art production process, with their final appearance, materials, placement, and artistic direction determined by the developer. | darth.games | - | Sep 25, 2026 | |
Scriptura In-game content audioarttext | Scriptura uses pre-generated AI content for ambient music, sound effects, and some artwork used on the store page and in marketing. The Race Friends trailer includes AI-generated music and sound effects. Certain optional DLC texts include AI-generated translations, identified in their edition information. Scriptura does not generate AI content during gameplay or connect to an AI service while you play. | Light Burden Software | - | 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 | |
How I Learned to Stop Worrying and Love the Kill Line In-game content art | AI-assisted tools were used to assist with the creation of some in-game image assets and promotional materials. No AI-generated content is created during gameplay. | Seattle Fusion Chef | - | Sep 25, 2026 | |
高山之旅 In-game content artaudiotext | AI-assisted programming tools were used during development to help write game code. Generative AI was also used to create or assist with portions of the artwork and logo, music, sound effects, written text, and localization in the game and its store and marketing materials. These uses take place during development and content production. The game does not use AI to generate content or code during gameplay and does not connect to external AI services during gameplay. | PANKUNHONG | - | Sep 25, 2026 | |
Scaley Kitchen In-game content art | AI-Generated Content Disclosure
This game includes a small number of visual assets, such as certain images and food ingredient models, that were created with the assistance of generative AI. These assets have been carefully curated and refined by the development team to align with the game’s style and quality.
All core gameplay, design, player character, dragon character, and player interactions are handcrafted. | Scale Back Studios | - | Sep 25, 2026 | |
Mine It All! In-game content arttext | Generative AI was used for some game banners, localization, and a small number of in-game icons. | Golden Pick Games | - | Sep 25, 2026 | |
Project Paladin Dev only art | Generative AI was used solely to create placeholder card artwork during development, allowing the team to focus on refining the gameplay. The final card artwork will be created by human artists. | Nebo Games | - | Sep 25, 2026 | |
Tank Odyssey In-game content artaudio | This game is developed under the direction of an independent developer. Its core tank mechanics, combat system, UI design, and mission system were all implemented using Godot, with AI-assisted tools incorporated to improve development efficiency.
AI tools are primarily used in asset creation, including background images, vehicle images, sound effects, and UI elements.
The game’s core design philosophy, gameplay mechanics, and programming logic were all personally conceived and implemented by the developer. AI serves only as a supporting tool and is not the primary source of creation.
With the assistance of AI tools, we are able to focus more closely on gameplay and overall quality, allowing our limited resources to be invested in the most important aspects of the player experience. | px172 | - | Sep 24, 2026 | |
Bid Master Simulator Unclear | AI-generated artifacts | BMaster | - | Sep 24, 2026 | |
Drunk Golf In-game content artcode | Generative AI tools were used to assist with programming and debugging, and to create some occasional textures. | Thnked | - | Sep 24, 2026 | |
香腸大冒險 Sausage Adventure In-game content artaudiotext | AI-assisted tools were used during development to create some visual assets and textures, music and sound effects, and to assist with English localization. Generated promotional illustrations and pre-generated synthetic voice performances are also used in the Steam store materials and trailers. These assets were selected, edited and integrated during production. The game does not generate AI content while it is running. | Ladle Lantern | - | Sep 24, 2026 | |
PROF-MAN In-game content artaudio | PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay. | Prof's Arcade | - | Sep 24, 2026 | |
Room Service Report Store/marketing codeart | AI tools assisted development by speeding up programming. Generative AI was also used for the game logo and Steam promotional artwork. | OfficialOppoz | - | Sep 24, 2026 | |
True Crime Archive: Horror Tidy Up In-game content textart | AI was used for text proofreading and translation. AI was also used to enhance some textures. | Bormak Studio | - | Sep 24, 2026 | |
Oblivion Line In-game content artaudio | Generative AI was used during development to create some pre-rendered artwork and music, as well as store and promotional artwork. These are pre-created assets. The game does not generate AI content or connect to external AI services during gameplay. | Deluxe Gaming | - | Sep 24, 2026 | |
War From Above Unclear | Some assets used in this game may have been created using AI. Information about these assets can be found in the game's credits. AI-assisted tools were also used during the development of this game. | BERCAMILAN | - | Sep 24, 2026 | |
无尽军团 Unclear | 本游戏内容含ai参与创作 | a游戏工作室 | - | Sep 24, 2026 | |
Cricket Club President In-game content art | The character portraits, the menu backdrop and the store art were generated with AI image tools in one fixed illustration style, then chosen and checked by the developer. Nothing is generated while you play. | JSK Software Pty Ltd | - | Sep 24, 2026 | |
G.D.F. PHALANX: Missile Defense Protocol In-game content arttextcodeaudio | Generative AI used as developer tool for code, testing, modeling, and sound.
Generative AI used directly for campaign mission brief and victory screen full screen background art. | KC Ogren | - | Sep 24, 2026 | |
JIGOKU YUGI: Only The Last Gambler Standing Returns to Life In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 24, 2026 | |
Dawn of Embers In-game content artaudio | Some pre-production assets were generated with AI tools and then hand-finished by the team: 3D character bodies (Tripo) that were re-rigged, textured and animated by hand; concept and brand imagery (OpenAI image generation) redrawn or composited by hand; voice lines and sound effects (ElevenLabs); and music (Suno) under a commercial licence. No AI content is generated during gameplay, and the game connects to no AI service. | DTX Studios | - | Sep 24, 2026 | |
Girigiri Shussha! — One Second to Spare In-game content arttextcode | This game was developed with the help of generative AI (Anthropic's Claude).
The game code, in-game text, English translation and store page text were created by AI under the developer's direction and review.
The icon and store images were drawn as shapes by AI-written code; no image-generation models were used.
Screenshots and trailers are taken from actual gameplay.
The game does not use AI while it is being played; all content is fixed at release. | はるなな | - | Sep 24, 2026 | |
Runecast In-game content artaudiocode | Runecast’s illustrations were generated with AI tools, then curated, edited and integrated by hand. The soundtrack was generated with Suno under a commercial license. The game’s design and code were developed with AI assistance, directed and reviewed by the developer. | perdido101 | - | Sep 24, 2026 | |
Happy Cats Market In-game content artaudiotext | Generative AI was used during development to create image assets, including characters, environments, items and titles, and to create background music. Selected images were adapted into the game's pixel-art assets. AI and machine translation were also used when preparing localized text. These assets are prepared in advance; the game does not generate images, music or text with AI during play. | Satoshi Onishi | - | Sep 24, 2026 |