AI generated art is used for the capsule logo, and some other logos in the community section of the game
- Creator
- CodeCrunch Games
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 26,831 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.
AI generated art is used for the capsule logo, and some other logos in the community section of the game
Some program code uses generative AI.
All the images inside the game and in the store was created using AI. There is no other use of AI.
The in-game assets generated by AI
Libra Apocrypha combines traditional art creation methods with generative AI practices to create hybrid designs for some 2D artworks featured within the game. Typically this is used to conform existing artworks to an aesthetic style by using AI-based tools to recolour and adjust composition of pre-rendered shots of characters, locations and effects, most notably present in current card designs.
Some promotional images for this game were created with the assistance of artificial intelligence.
We utilized generative artificial intelligence to design the Steam Community Items and the capsules featured in our store.
AI tools were used only to generate a few static images, such as the store cover art and certain decorative paintings displayed within the game. All in-game environments, gameplay, and code were created and reviewed by me using Unreal engine
AI is used to create marketing material for this game
Base Model, code, outfits, dialogues and voice acting, sounds and store assets have been generated with AI tools.
The mother's voice is made with an AI TTS until I can afford to hire a voice actress. Thank you for your understanding.
Some images on wall paintings and UI sprites were made using gen AI. One of the TV anchors uses a voice changer.
AI is used to translate the store page.
This game contains AI-generated music and voice acting.
Halfway uses AI to generate every aspect of the player’s experience — from courtroom cases and character dialogue to evidence details and public reactions. The AI dynamically creates unique stories, adapting its tone and logic to each player’s decisions during interrogation and judgment. This means that every trial, conversation, and verdict is procedurally generated in real time.
Marketing materials, pre-rendered in-game visual effects, textures and materials for characters, props, and environments and translations are partly or completly AI-generated.
Images for the game was partially generated by AI
Artificial intelligence was used in the cover photo and visuals of the game.
We use — and plan to continue using — neural networks to generate various types of content. This is done primarily to optimize routine tasks, as well as time and financial costs. The content is generated using neural networks that have been additionally trained by our team. All AI-generated content undergoes extensive refinement and manual adjustment by our developers.
本游戏的代码和图像存在由AI生成的情况
キャラクターや背景など一部の画像の生成にAIを使用しています。
We have used AI to generate game assets and marketing assets.
The conversation with the N.E.K.O. Companion is generated by AI.
This store page and the in-game content include images created using AI image generation technology.
Some placeholder music is AI Generated (will eventually be replaced with custom music but AI is easier for now due to not having copyright issues for content creators. If you make music contact us).
Some of the materials are being used for the game.
Pre-Generated: Some of this game's art and code were made with the help of AI tools, and then edited, rigged, tested and integrated by hand. - Character models for the police, SWAT officers, gang members and prisoners were generated with Meshy.ai, then re-rigged in AccuRIG and animated with hand-authored animation. - The title screen background, the loading screen backgrounds and the inventory item icons were made with OpenArt. - Parts of the game's source code were written with the help of an AI coding assistant. All of it was reviewed and tested before it shipped. - Store page text and some marketing images were written and made with AI assistance. Everything else — the world, the buildings, the vehicles, the weapons, the music and the sound — is either hand-made or licensed from asset marketplaces. Live-Generated: None. Nothing in this game is generated by AI while it is running. The game's AI survivors are simulated characters, not a language model. What they say is a fixed set of hand-written lines chosen by what they are doing at the time, and their decisions come from an ordinary game-AI system running on the player's machine. The game makes no calls to any AI service at runtime.
Generative AI is used only during the initial creation of 2D marketing assets, UI icons, and loading screens, which are later manually refined and finalized by the development team.
In-game music and localization were created using AI.
AI was used to develop some of the sprites for the items and terrains as well as images for the Steam library and store pages.
The background images and raspberrys pictures are pre-rendered AI art.
to generate palceholder content before we will replace them by human made content
Areteion is a solo passion project. AI tools are what made this scope of art and audio possible for one person, and each asset was chosen, not accepted. All card art was generated with Midjourney. Finding the game's visual style took a large part of development, and every one of the 600+ card images was individually directed, selected from many candidates, and rejected or reworked until it fit. Sound effects and music were made with ElevenLabs and Suno and carefully selected in the same manner. The narrator's card and encounter introductions were written with Claude from the original myths and voiced with ElevenLabs.
ElevenLabs was utilized to produce several in-game audio elements, primarily VFX sounds, while GitHub Copilot assisted us in efficiently completing repetitive or time-consuming tasks.
Cinematic and soundtrack
It has been used in a way for some 2D asset
AI was only used to produce some visuals in the game.
Some in-game visuals were created or enhanced using AI-assisted tools. All assets were manually reviewed and adjusted by the developer to ensure they do not infringe on any copyrights and align with the artistic vision of the game.
Some assets and promotional materials were created or enhanced using AI tools. However, all game content is original, owned by the developer, and does not include unlicensed third-party material. The AI tools were used only to assist in creating art, text, and marketing visuals under full creative control.
This game uses AI-generated images that were created during the development phase (e.g., for backgrounds, characters, or other visual assets). No AI-generated content is created or modified while the game is running. All AI-generated content complies with Steam Store requirements, and no copyrighted or impersonating material has been used.
This game uses AI-generated images that were created during the development phase (e.g., for backgrounds, characters, or other visual assets). No AI-generated content is created or modified while the game is running. All AI-generated content complies with Steam Store requirements, and no copyrighted or impersonating material has been used.
During the development of RAEN: Survival Frontier, AI tools were used in a limited way during the concept phase to assist with early visual ideas and text drafts. AI does not control gameplay, mechanics, character behavior, or in-game systems in real time. All content in the game has been reviewed, edited, and implemented by the development team.
The game and its Steam store page include some AI-generated images and translated text content (all non-Chinese text was generated using AI translation).
This game features illustrations created using AI technology.
We use AI translation to support multiple languages. We use AI image generation for the illustrations and backgrounds used in the game. Some of the game's programming is supported by AI.
AI is used in parts of the 3D asset creation and coding process.
AI is used to generate music, illustrations, character motions for some stages, and to translate in-game text.
Generative AI was used to assist in the creation of a few specific background art assets and the store page text. All final content was reviewed and edited by me.
ForgeRun does not use AI to generate gameplay content, code, or behavior during gameplay. All in-game systems, visuals, and logic are manually designed and scripted. However, AI tools were used outside of the game for marketing and support materials, such as assisting with text writing, image concepts, and store page descriptions.
AI has been used to generate logos and other game artwork.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
After Dark Store/marketing art | AI generated art is used for the capsule logo, and some other logos in the community section of the game | CodeCrunch Games | - | Mar 18, 2026 | |
種も仕掛けも思い出も Dev only code | Some program code uses generative AI. | 地下れんじゃく | - | Mar 18, 2026 | |
Watch The Pet In-game content art | All the images inside the game and in the store was created using AI. There is no other use of AI. | Avelar Studios | - | Mar 18, 2026 | |
Football Club Inside In-game content | The in-game assets generated by AI | Vladimir Pliashkun | - | Mar 18, 2026 | |
Libra Apocrypha In-game content art | Libra Apocrypha combines traditional art creation methods with generative AI practices to create hybrid designs for some 2D artworks featured within the game. Typically this is used to conform existing artworks to an aesthetic style by using AI-based tools to recolour and adjust composition of pre-rendered shots of characters, locations and effects, most notably present in current card designs. | False Ibis Interactive | - | Mar 18, 2026 | |
CORRUPTIA: The Last Minute Store/marketing art | Some promotional images for this game were created with the assistance of artificial intelligence. | Andes Interactive | - | Mar 18, 2026 | |
7 Nights Later Store/marketing art | We utilized generative artificial intelligence to design the Steam Community Items and the capsules featured in our store. | _atfs | - | Mar 18, 2026 | |
The Tragedy of Ezekiel Asmerom In-game content art | AI tools were used only to generate a few static images, such as the store cover art and certain decorative paintings displayed within the game. All in-game environments, gameplay, and code were created and reviewed by me using Unreal engine | Jawhar Tazi | - | Mar 18, 2026 | |
Typing Ascension Store/marketing arttext | AI is used to create marketing material for this game | Simen Sollihøgda | - | Mar 18, 2026 | |
Ultimate Girlfriend Experience In-game content arttextaudio | Base Model, code, outfits, dialogues and voice acting, sounds and store assets have been generated with AI tools. | NSFW18 Games | - | Mar 18, 2026 | |
Dream Voyage In-game content audio | The mother's voice is made with an AI TTS until I can afford to hire a voice actress. Thank you for your understanding. | Fire Cat | - | Mar 18, 2026 | |
Black Fog In-game content art | Some images on wall paintings and UI sprites were made using gen AI.
One of the TV anchors uses a voice changer. | RedPolarGames | - | Mar 18, 2026 | |
IT WATCHES In-game content text | AI is used to translate the store page. | Alex Le Mesurier | - | Mar 18, 2026 | |
Wave Function 1.0 In-game content audio | This game contains AI-generated music and voice acting. | Usual Game Developer | - | Mar 18, 2026 | |
Halfway Live AI text | Halfway uses AI to generate every aspect of the player’s experience — from courtroom cases and character dialogue to evidence details and public reactions. The AI dynamically creates unique stories, adapting its tone and logic to each player’s decisions during interrogation and judgment. This means that every trial, conversation, and verdict is procedurally generated in real time. | Three Old Pals | - | Mar 18, 2026 | |
Tower Survivors In-game content arttext | Marketing materials, pre-rendered in-game visual effects, textures and materials for characters, props, and environments and translations are partly or completly AI-generated. | Denpixel | - | Mar 18, 2026 | |
Galactic Gardener In-game content art | Images for the game was partially generated by AI | SteelSky | - | Mar 18, 2026 | |
Parkour Simulator Store/marketing art | Artificial intelligence was used in the cover photo and visuals of the game. | GalaxyVerse | - | Mar 18, 2026 | |
Sunderborn Unclear | We use — and plan to continue using — neural networks to generate various types of content. This is done primarily to optimize routine tasks, as well as time and financial costs.
The content is generated using neural networks that have been additionally trained by our team. All AI-generated content undergoes extensive refinement and manual adjustment by our developers. | Painless Games Co | - | Mar 18, 2026 | |
侠见五十年 In-game content artcode | 本游戏的代码和图像存在由AI生成的情况 | 楚狂 | - | Mar 18, 2026 | |
D.D.D. 災薬対策課 In-game content art | キャラクターや背景など一部の画像の生成にAIを使用しています。 | fug | - | Mar 18, 2026 | |
Gully Champ In-game content art | We have used AI to generate game assets and marketing assets. | Studio Innovate Private Limited | - | Mar 18, 2026 | |
Project N.E.K.O. Live AI text | The conversation with the N.E.K.O. Companion is generated by AI. | Project N.E.K.O. | 391 | Mar 18, 2026 | |
ECHOES OF THE VALKYRIE THE SWORD OF AGES In-game content art | This store page and the in-game content include images created using AI image generation technology. | FUNAKI GAMES | - | Mar 18, 2026 | |
Don't Say That In-game content audio | Some placeholder music is AI Generated (will eventually be replaced with custom music but AI is easier for now due to not having copyright issues for content creators. If you make music contact us). | Finite Studios | - | Mar 18, 2026 | |
ArvusForge Unclear | Some of the materials are being used for the game. | UniqX Lab | - | Mar 18, 2026 | |
Rags 2 Riches In-game content artcode | Pre-Generated:
Some of this game's art and code were made with the help of AI tools, and then edited, rigged, tested and integrated by hand.
- Character models for the police, SWAT officers, gang members and prisoners were generated with Meshy.ai, then re-rigged in AccuRIG and animated with hand-authored animation.
- The title screen background, the loading screen backgrounds and the inventory item icons were made with OpenArt.
- Parts of the game's source code were written with the help of an AI coding assistant. All of it was reviewed and tested before it shipped.
- Store page text and some marketing images were written and made with AI assistance.
Everything else — the world, the buildings, the vehicles, the weapons, the music and the sound — is either hand-made or licensed from asset marketplaces.
Live-Generated:
None. Nothing in this game is generated by AI while it is running.
The game's AI survivors are simulated characters, not a language model. What they say is a fixed set of hand-written lines chosen by what they are doing at the time, and their decisions come from an ordinary game-AI system running on the player's machine. The game makes no calls to any AI service at runtime. | UndaWirrld Arcade | - | Mar 18, 2026 | |
PUNCH ARENA In-game content art | Generative AI is used only during the initial creation of 2D marketing assets, UI icons, and loading screens, which are later manually refined and finalized by the development team. | Cankivanc Yigit | - | Mar 18, 2026 | |
Squid Hunt 1923 In-game content audiotext | In-game music and localization were created using AI. | Absturz Interactive | - | Mar 18, 2026 | |
TD Run: Survivors In-game content art | AI was used to develop some of the sprites for the items and terrains as well as images for the Steam library and store pages. | Chet Preston | - | Mar 18, 2026 | |
Sweetie Candy Maze: Pink Raspberry In-game content art | The background images and raspberrys pictures are pre-rendered AI art. | Cute Hannah's Games | - | Mar 18, 2026 | |
The First Library general | to generate palceholder content before we will replace them by human made content | Escliene Games | - | Mar 18, 2026 | |
Areteion In-game content artaudiotext | Areteion is a solo passion project. AI tools are what made this scope of art and audio possible for one person, and each asset was chosen, not accepted.
All card art was generated with Midjourney. Finding the game's visual style took a large part of development, and every one of the 600+ card images was individually directed, selected from many candidates, and rejected or reworked until it fit.
Sound effects and music were made with ElevenLabs and Suno and carefully selected in the same manner.
The narrator's card and encounter introductions were written with Claude from the original myths and voiced with ElevenLabs. | juxtapositioned | 20 | Mar 18, 2026 | |
SCP: Rift Moles In-game content audiocode | ElevenLabs was utilized to produce several in-game audio elements, primarily VFX sounds, while GitHub Copilot assisted us in efficiently completing repetitive or time-consuming tasks. | Spookline | - | Mar 18, 2026 | |
AIUprising In-game content audio | Cinematic and soundtrack | DMG Studios | - | Mar 18, 2026 | |
Madman's Maze 2: Garret's Nightmare In-game content art | It has been used in a way for some 2D asset | Joni Hollow | - | Mar 18, 2026 | |
G.A.M.M.A. In-game content art | AI was only used to produce some visuals in the game. | Bugs&Features Studio | - | Mar 18, 2026 | |
Out of Place: Origin In-game content art | Some in-game visuals were created or enhanced using AI-assisted tools. All assets were manually reviewed and adjusted by the developer to ensure they do not infringe on any copyrights and align with the artistic vision of the game. | Karma Studio | - | Mar 18, 2026 | |
Battle Synth In-game content arttext | Some assets and promotional materials were created or enhanced using AI tools.
However, all game content is original, owned by the developer, and does not include unlicensed third-party material. The AI tools were used only to assist in creating art, text, and marketing visuals under full creative control. | Cow Games | 66 | Mar 18, 2026 | |
IN LOVE : Temptations in Amsterdam In-game content art | This game uses AI-generated images that were created during the development phase (e.g., for backgrounds, characters, or other visual assets). No AI-generated content is created or modified while the game is running.
All AI-generated content complies with Steam Store requirements, and no copyrighted or impersonating material has been used. | Playtouch | - | Mar 18, 2026 | |
IN LOVE: Mystic Passions Pack In-game content art | This game uses AI-generated images that were created during the development phase (e.g., for backgrounds, characters, or other visual assets). No AI-generated content is created or modified while the game is running.
All AI-generated content complies with Steam Store requirements, and no copyrighted or impersonating material has been used. | Playtouch | - | Mar 18, 2026 | |
RAEN: Survival Frontier Dev only arttext | During the development of RAEN: Survival Frontier, AI tools were used in a limited way during the concept phase to assist with early visual ideas and text drafts.
AI does not control gameplay, mechanics, character behavior, or in-game systems in real time.
All content in the game has been reviewed, edited, and implemented by the development team. | Paragon Game Studio | - | Mar 18, 2026 | |
Power TD In-game content arttext | The game and its Steam store page include some AI-generated images and translated text content (all non-Chinese text was generated using AI translation). | FunGame Studio | - | Mar 18, 2026 | |
큐트 여전사 3 (Cute Warrior Girl 3) In-game content art | This game features illustrations created using AI technology. | SEO SOFT | - | Mar 18, 2026 | |
DELTARIS In-game content arttextcode | We use AI translation to support multiple languages.
We use AI image generation for the illustrations and backgrounds used in the game.
Some of the game's programming is supported by AI. | XEXTRA JAPAN | - | Mar 18, 2026 | |
Resignation Agency Dev only artcode | AI is used in parts of the 3D asset creation and coding process. | SnakeTone | - | Mar 18, 2026 | |
ノリ・リズム In-game content audioarttext | AI is used to generate music, illustrations, character motions for some stages, and to translate in-game text. | GrooveCrews | - | Mar 18, 2026 | |
Room Flow Store/marketing arttext | Generative AI was used to assist in the creation of a few specific background art assets and the store page text. All final content was reviewed and edited by me. | Not, Sure | - | Mar 18, 2026 | |
ForgeRun In-game content textart | ForgeRun does not use AI to generate gameplay content, code, or behavior during gameplay.
All in-game systems, visuals, and logic are manually designed and scripted. However, AI tools were used outside of the game for marketing and support materials, such as assisting with text writing, image concepts, and store page descriptions. | StariStudios | - | Mar 18, 2026 | |
Delta 4 Terminal Protocol In-game content art | AI has been used to generate logos and other game artwork. | Ignivar Technology Solutions | - | Mar 18, 2026 |