Some images are generated using AI.
- Creator
- Xuan
- 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.
Some images are generated using AI.
I primarily leverage generative AI to assist me with refining grammar and ensuring correct spelling in English and French.
Card Survival: Tropical Island used an early version of MidJourney exclusively to generate character portraits.
*This game used AI for Soundtracks. AIVA: 2019 ~ 2024 Suno: 2024 ~
This game uses a Large Language Model to help parse out in-game player character data (quests, allied factions, in-game world events, NPCs the player has interacted with, etc.) to customize quest objectives and reword hand written dialogue to fit that particular player character's playthrough.
AI is only used for background images and some artworks. Prompts used do not contain any names and references to any artists.
This game has utilized materials generated by Adobe Firefly for both marketing banners on the store page and also the Ablockalypse game title logo.
Political Arena is being produced by a small team on a tight budget. We’re proud to have worked with a number of gifted artists, designers, developers and other creators on many of our core systems and assets. We have employed AI art assets only when it exceeds our budget capacity to provide fair wages for our team. We have employed AI to create or modify specialized, low-frequency art assets including art for certain event windows. Nearly all of our game’s most visible art assets, including its UI, backgrounds and character art were all produced by experienced artists.
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
The artist interacts with generative artificial intelligence to create the desired artistic effect that can evoke an emotional response.
There is no AI generated content in the game, and we don't use AI to generate content or assets for the game. During a previous playtest we found out that some assets from a third-party-pack from the marketplace, that we used in game as placeholders for icons, might have been created using generative AI, even though the seller did not explicitly state this. We removed these assets from the game just to be sure.
Image generation for game update announcements
The preliminary version of some audio sound effects and soundtracks were generated by generative AI before being refined to the final version.
AI-generated music will be used starting from the EA v0.61 update and in subsequent versions.
Used to create some visual assets for subsequent refinement by the artist.
AI is only used in some 2D icons and images.
Image generation used for the store page only
AI was used to generate some of prototype art.
We use voice generation for some in-game introductory voices and music on bar.
During the development phase, some placeholder voices and vocal prototypes are generated using AI tools. These are used solely for iteration, testing, and internal production workflows. For the final release, all characters will be voiced by professional voice actors.
AI was used to generate voiceover.
The artist interacts with generative artificial intelligence to create the desired artistic effect that can evoke an emotional response.
We use prerendered AI generated voices for in-game voice overs for dialogue. It is a paid asset on the Unity Asset Store: https://assetstore.unity.com/packages/tools/generative-ai/deepvoice-ai-text-to-voice-251738
In Zero Factory, there is no option for users to generate content using AI or other means that could infringe on intellectual property rights. The game’s content is fully curated and controlled by the development team, ensuring that any assets or user interactions within the game are legally compliant and original.
I've used chatgpt to translate the text in the game and on the steam page.
The Store Page' game front cover(ie marketing material) made use of AI tools during its creation process.
AI-generated voices are used in cutscenes.
Artificial intelligence is used solely for minor content improvements and to speed up certain tasks in the development process. It is not used in any way to create original content.
The game use AI generated music and some pictures generated by AI.
Promo materials and SFX
AI Voice generation was used to generate voice of the in-game AI character (AI assistant ZERA is speaking to the player). AI was used to help the human editor person to correct dialogues written by a human.
The game use AI generated music and some pictures generated by AI.
AI image generation used to produce characters in gas masks and background for store page logos
The game use AI generated music and some pictures generated by AI.
I use Grok to help render background images for Scenes and the stores in order to set the tone/atmosphere.
- Some of the background assets were generated using AI and then manually modified. - The BGM was generated using AI.
The game's store promotional images and some in-game scene asset are generated by AI
I used AI to make the images for each Fruit
AI generated art
As a solo dev, I use custom-trained AI tools for a small portion of the visuals/audio, based on assets I own or created. The vast majority of my development effort goes into the realistic rocket simulation and engineering systems.
Community items are created with the help of AI
Some music and some voices were AI generated.
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is also used to help translate the game.
Cover images, achievement images, several in-game textures were created, voice actors, TEXTS
A majority of the static image content, the character portrait animations in the Character Select screen, and some flavor text on playable cards, had AI play a role in their development. Some notable exceptions to this are: The card frame artwork for all cards, which were created by a contracted artist. Our capsule and header images, which were created by a contracted artist. Some enemy portraits. Marketing materials which include artwork from the capsule and header. All narrative and dialogue text, which was written by the team. We would like to extend a special thank you to the select family and friends who volunteered their likenesses for use as models for some of our main characters. It is deeply appreciated and we enjoyed working with you.
I will not directly provide any AI services, but plan to only retain the interface for external AI to take over the game logic in the game. Users can use their own trained language models, and they can only solve problems such as computing power by themselves. I plan to not allow users to enter text in the game, so that users have no chance of inducing language model generation. However, some overfitting language models will ignore the prompts and output nfsw. At the same time, I used two methods: 1. Limit the output length and suppress it from the root. 2. Keyword check to see if nfsw content exists. If someone tries to report it, he should report it to the person who gave him the language model. If the user enables AI, I will change the name of the enabled AI service into a game watermark to prove that it is the user's own problem.
Store capsule art was assisted with generative AI.
This game features voice acting and ambient music created using ElevenLabs. We exclusively use Professional Voice Clones (PVC) from the ElevenLabs Voice Library, which are created with the explicit consent and verification of the original voice actors. Through ElevenLabs’ Royalty Sharing program, the voice artists are financially compensated for their work used in this project.
The game contains about 2,000 unique pre-rendered player portraits that were algorithmically generated and (badly) touched up by me, a human. The stadium backdrop image used in promotional material and on the home screen is likewise generated.
Tutorial character (Kim) and voiceovers were created with the help of AI and then retouched by our team to fit the game. AI tools have been used solely to assist our small indie dev team. Please be assured that the game's content represents our team's creativity and dedication.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
世族演义 Unclear art | Some images are generated using AI. | Xuan | - | Mar 18, 2026 | |
Moons of Ardan Dev only text | I primarily leverage generative AI to assist me with refining grammar and ensuring correct spelling in English and French. | Pandora Technology | 76 | Mar 18, 2026 | |
Card Survival: Tropical Island In-game content art | Card Survival: Tropical Island used an early version of MidJourney exclusively to generate character portraits. | WinterSpring Games | 691 | Mar 18, 2026 | |
Project: Vaccine A In-game content audio | *This game used AI for Soundtracks.
AIVA: 2019 ~ 2024
Suno: 2024 ~ | Birb Games | 47 | Mar 18, 2026 | |
The Wayward Realms Live AI text | This game uses a Large Language Model to help parse out in-game player character data (quests, allied factions, in-game world events, NPCs the player has interacted with, etc.) to customize quest objectives and reword hand written dialogue to fit that particular player character's playthrough. | OnceLost Games | - | Mar 18, 2026 | |
Rhythmetallic In-game content art | AI is only used for background images and some artworks.
Prompts used do not contain any names and references to any artists. | Garrison Gate Games | 43 | Mar 18, 2026 | |
Ablockalypse Store/marketing art | This game has utilized materials generated by Adobe Firefly for both marketing banners on the store page and also the Ablockalypse game title logo. | Color It Company | - | Mar 18, 2026 | |
Political Arena In-game content art | Political Arena is being produced by a small team on a tight budget. We’re proud to have worked with a number of gifted artists, designers, developers and other creators on many of our core systems and assets.
We have employed AI art assets only when it exceeds our budget capacity to provide fair wages for our team. We have employed AI to create or modify specialized, low-frequency art assets including art for certain event windows.
Nearly all of our game’s most visible art assets, including its UI, backgrounds and character art were all produced by experienced artists. | Wayside Press | 66 | Mar 18, 2026 | |
I'm Strongest Legend Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | 111 | Mar 18, 2026 | |
ONCE / однажды Unclear art | The artist interacts with generative artificial intelligence to create the desired artistic effect that can evoke an emotional response. | dipgames | - | Mar 18, 2026 | |
Towns of Yore general | There is no AI generated content in the game, and we don't use AI to generate content or assets for the game.
During a previous playtest we found out that some assets from a third-party-pack from the marketplace, that we used in game as placeholders for icons, might have been created using generative AI, even though the seller did not explicitly state this. We removed these assets from the game just to be sure. | Yvora game studio | - | Mar 18, 2026 | |
Write 'n' Fight Store/marketing art | Image generation for game update announcements | AVOS' | 33 | Mar 18, 2026 | |
Apopia: Sugar Coated Tale In-game content audio | The preliminary version of some audio sound effects and soundtracks were generated by generative AI before being refined to the final version. | Quillo Entertainment Limited | 13 | Mar 18, 2026 | |
New Home: Medieval Village In-game content audio | AI-generated music will be used starting from the EA v0.61 update and in subsequent versions. | Mustafa Caner Tonbul | 187 | Mar 18, 2026 | |
Rhythm Story In-game content art | Used to create some visual assets for subsequent refinement by the artist. | Relax & Play | - | Mar 18, 2026 | |
Developer Daily In-game content art | AI is only used in some 2D icons and images. | Mehan Games | - | Mar 18, 2026 | |
Nemesis - FDT Store/marketing art | Image generation used for the store page only | Ismylife | - | Mar 18, 2026 | |
Outlaw Squadron Dev only art | AI was used to generate some of prototype art. | Pixel Perfect Worlds | - | Mar 18, 2026 | |
QANGA In-game content audio | We use voice generation for some in-game introductory voices and music on bar. | iolaCorp Studio | 552 | Mar 18, 2026 | |
Shadow Strings In-game content audio | During the development phase, some placeholder voices and vocal prototypes are generated using AI tools. These are used solely for iteration, testing, and internal production workflows.
For the final release, all characters will be voiced by professional voice actors. | hybrisgames | - | Mar 18, 2026 | |
Grimstar: Crystals are the New Oil! In-game content audio | AI was used to generate voiceover. | SvenRahn Games | 13 | Mar 18, 2026 | |
РЕZИК Unclear art | The artist interacts with generative artificial intelligence to create the desired artistic effect that can evoke an emotional response. | dipgames | - | Mar 18, 2026 | |
Out of Sight In-game content audio | We use prerendered AI generated voices for in-game voice overs for dialogue.
It is a paid asset on the Unity Asset Store: https://assetstore.unity.com/packages/tools/generative-ai/deepvoice-ai-text-to-voice-251738 | Mainframe Games | - | Mar 18, 2026 | |
Aerotopia Old Sky general | In Zero Factory, there is no option for users to generate content using AI or other means that could infringe on intellectual property rights. The game’s content is fully curated and controlled by the development team, ensuring that any assets or user interactions within the game are legally compliant and original. | Mystery Soul's | - | Mar 18, 2026 | |
Cannonball Crew In-game content text | I've used chatgpt to translate the text in the game and on the steam page. | Sweetbeard | 15 | Mar 18, 2026 | |
DoomBreaker Store/marketing art | The Store Page' game front cover(ie marketing material) made use of AI tools during its creation process. | wildlogicgames | - | Mar 18, 2026 | |
Tactics of World War One In-game content audio | AI-generated voices are used in cutscenes. | Headless Horseman Games | 10 | Mar 18, 2026 | |
PROPHUNT Dev only | Artificial intelligence is used solely for minor content improvements and to speed up certain tasks in the development process. It is not used in any way to create original content. | Venalith Game Studios | 18 | Mar 18, 2026 | |
Street Racing: United In-game content audioart | The game use AI generated music and some pictures generated by AI. | Technologies&Simulators | - | Mar 18, 2026 | |
Cairn. Stone Towers In-game content audioart | Promo materials and SFX | Ildar Alimov | - | Mar 18, 2026 | |
Stardiver In-game content audiotext | AI Voice generation was used to generate voice of the in-game AI character (AI assistant ZERA is speaking to the player).
AI was used to help the human editor person to correct dialogues written by a human. | Green Planet Games | 31 | Mar 18, 2026 | |
Offroad Truck Racing In-game content audioart | The game use AI generated music and some pictures generated by AI. | Technologies&Simulators | - | Mar 18, 2026 | |
Radioactivity Store/marketing art | AI image generation used to produce characters in gas masks and background for store page logos | Synthetic Mind Corp. | - | Mar 18, 2026 | |
Inno World In-game content audioart | The game use AI generated music and some pictures generated by AI. | Technologies&Simulators | - | Mar 18, 2026 | |
Tales of Arcrath Store/marketing art | I use Grok to help render background images for Scenes and the stores in order to set the tone/atmosphere. | Codex Games USA | - | Mar 18, 2026 | |
The Haunted House : Dark Island In-game content artaudio | - Some of the background assets were generated using AI and then manually modified.
- The BGM was generated using AI. | Dave Studio | - | Mar 18, 2026 | |
ACE Overheat 空战:过热 In-game content art | The game's store promotional images and some in-game scene asset are generated by AI | Gumou | 12 | Mar 18, 2026 | |
Fruits In-game content art | I used AI to make the images for each Fruit | Studio Gygax | 80 | Mar 18, 2026 | |
City Of Stolen Worlds Unclear art | AI generated art | Michael Rfdshir | - | Mar 18, 2026 | |
Meco Rocket Simulator In-game content artaudio | As a solo dev, I use custom-trained AI tools for a small portion of the visuals/audio, based on assets I own or created. The vast majority of my development effort goes into the realistic rocket simulation and engineering systems. | Loren Aerospace Ltd | 12 | Mar 18, 2026 | |
Dark frame In-game content art | Community items are created with the help of AI | Nimos Games | 53 | Mar 18, 2026 | |
Sociopat In-game content audio | Some music and some voices were AI generated. | Bartoš Studio | 16 | Mar 18, 2026 | |
Sins of a Solar Empire II In-game content arttext | This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is also used to help translate the game. | Ironclad Games Corporation | 5k | Mar 18, 2026 | |
Cult of the Sons In-game content artaudiotext | Cover images, achievement images, several in-game textures were created, voice actors, TEXTS | SIENTURE | - | Mar 18, 2026 | |
Mori Carta In-game content arttext | A majority of the static image content, the character portrait animations in the Character Select screen, and some flavor text on playable cards, had AI play a role in their development.
Some notable exceptions to this are:
The card frame artwork for all cards, which were created by a contracted artist.
Our capsule and header images, which were created by a contracted artist.
Some enemy portraits.
Marketing materials which include artwork from the capsule and header.
All narrative and dialogue text, which was written by the team.
We would like to extend a special thank you to the select family and friends who volunteered their likenesses for use as models for some of our main characters. It is deeply appreciated and we enjoyed working with you. | Nevergreen Games | 73 | Mar 18, 2026 | |
新世界 general | I will not directly provide any AI services, but plan to only retain the interface for external AI to take over the game logic in the game. Users can use their own trained language models, and they can only solve problems such as computing power by themselves. I plan to not allow users to enter text in the game, so that users have no chance of inducing language model generation. However, some overfitting language models will ignore the prompts and output nfsw. At the same time, I used two methods: 1. Limit the output length and suppress it from the root. 2. Keyword check to see if nfsw content exists. If someone tries to report it, he should report it to the person who gave him the language model. If the user enables AI, I will change the name of the enabled AI service into a game watermark to prove that it is the user's own problem. | ZIWord Soft | - | Mar 18, 2026 | |
Dread Store/marketing art | Store capsule art was assisted with generative AI. | WeSummonDemons! | - | Mar 18, 2026 | |
Drone Alone In-game content audio | This game features voice acting and ambient music created using ElevenLabs. We exclusively use Professional Voice Clones (PVC) from the ElevenLabs Voice Library, which are created with the explicit consent and verification of the original voice actors. Through ElevenLabs’ Royalty Sharing program, the voice artists are financially compensated for their work used in this project. | Helskor Games | - | Mar 18, 2026 | |
Squiggle Football In-game content art | The game contains about 2,000 unique pre-rendered player portraits that were algorithmically generated and (badly) touched up by me, a human. The stadium backdrop image used in promotional material and on the home screen is likewise generated. | Max Barry | 127 | Mar 18, 2026 | |
Espresso Tycoon In-game content audio | Tutorial character (Kim) and voiceovers were created with the help of AI and then retouched by our team to fit the game. AI tools have been used solely to assist our small indie dev team. Please be assured that the game's content represents our team's creativity and dedication. | DreamWay Games | 1.1k | Mar 18, 2026 |