Some art of the game have used tools or applications that uses Generative AI
- Creator
- Javi9826
- Reviews
- -
- Added
- Sep 12, 2026
Public Steam disclosure research 25,508 disclosures tracked
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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 art of the game have used tools or applications that uses Generative AI
AI translation tools were used to create first-pass localization drafts. All final text was reviewed and edited by human speakers before release.
This game used generative AI in the development and iterative refinement process for 3D models, music, art, code, and copy.
Some of this game's artwork - the Steam achievement icons and a number of interface icons - was created with a generative image model, then hand-selected, cropped and colour-matched by the developer. In-game text and the English localisation were also drafted with AI assistance and reviewed by the developer. The game does not generate any content while you play, and it does not connect to any AI service.
The store page header and the asteroids in game used the AI generated arts.
This application essentially installs and runs free, open-source artificial intelligence models on your computer. Its working principle is as follows: the model listens to the video you are watching 5-10 seconds beforehand, then generates real-time dubbed audio in your chosen language, and simultaneously produces subtitles in your selected language.
This game is currently in pre-alpha, and its visual assets are still evolving. Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight. The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve.
Generative AI was used for the localization and translation of some languages in this game.
Almost all of the game’s content has been handmade by our art team. A small number of textures were generated with generative AI tools, then edited and integrated into the final assets by the development team.
Some assets in this game were created using generative AI and subsequently edited. AI tools were also used to assist with development.
We are actively working to replace all placeholder AI art before launch. While we aim for a fully human-crafted experience, a few minor assets may still remain at release. AI tools were also used to assist with localizing the game and store page. All 3D in-game art was created by human artists or derived from real-world museum photoscans. (See the credits menu for full attributions.)
As a solo indie developer, I use AI to assist with multi-language localization and the creation of some visual assets.
Some of the image assets were generated using AI.
AI was used to develop this game.
Only the store page picture generated by ai
cut scene
Some art assets, sound effects and narrative materials were pre‑generated with AI tools during development. No AI‑generated content is created in real‑time during gameplay.
Generative AI is used for a portion of the 2D art and sound effects.
Some of the original art in this game (the bonus cards, bomb card, curse card, crimson paulownia card, soiled card back, pixel card back, two reward chest frames, and combination popup frame) was created using AI-assisted procedural generation scripts. The store capsules, icon, and trailer are derived from this in-game art and are therefore covered by this disclosure. All supported languages other than Korean (including English) were translated using AI translation tools, then checked through machine back-translation and additional review.
The images currently used on the Steam store page, including the capsule art, were generated using AI. All of these images will be replaced with final, original artwork when the game demo is released. No AI-generated assets are used in the game itself.
The music and some of the images are created using artificial intelligence. The source code was created with the support of artificial intelligence.
AI-generated content is used during development as temporary placeholder material. Nearly all of it has already been replaced, and the final game will contain only original artwork created by human artists.
The game cover was made using ii. The pictures in the game were drawn by a person.
Some of the artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI.
Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content.
Some code is aided by claude code
all the pictures are generated by artificial intelligence.
Some images for steam store page generated by AI.
Some static 2D artwork and store promotional images were created with the assistance of generative AI and were selected, edited, and integrated by the developer. The game does not use generative AI at runtime, does not generate content in real time, and does not transmit player data to AI services.
"In-game cinematic intro uses pre-generated AI video clips that were manually edited, paced, and layered with original text in OpenShot. Character sprites are based on original artwork that was digitized and enhanced for detail using Gemini, then animated in Krita."
Setlist Shuffle ships two categories of pre-generated, player-facing AI content. They are the card illustrations and the genre music tracks. Both sets were reviewed and hand-selected before release and ship as fixed assets. No content is generated live during play, and the game contains no AI-driven chat or dialogue. Everything else is not AI-generated: the achievement icons are hand-drawn vectors, and all game text, design and simulation logic are the developer's own.
AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process.
Generative AI was used in the development of this game. No generative AI runs during gameplay, and the game does not connect to any external AI service.
All images on the store page and game library are derived from AI-generated source images. The game contains images that were generated by the AI during the development process. The developer designed a specific prompt for each image that was requested from the AI and the generated images were stored in the game. No AI is used during the game and no internet connection is used.
The background images and birds pictures are pre-rendered AI art
Some 2D art in this game was created with the assistance of AI image generation tools and then curated, pixel-processed and hand-corrected by the developer: backgrounds, story cutscene illustrations, card art, the title logo, and the Steam store assets. All game design, systems, balance, code and the original Korean script were written by the developer. The nine non-Korean localizations were produced with AI translation assistance and then reviewed and corrected in-game. The game does not generate any content with AI while you play, and it never connects to an AI service.
AI generation including Codes, models, sfx, bgm.
A message from The Narrator: “The developer already had the rooms, layouts, colour schemes and designs in mind before using generative AI to help turn those ideas into visual starting points. He then edited and modified the results himself to create the final environments used in the game. The creative direction, game design, writing, narration and voice acting are his own. No AI-generated content is created during gameplay
AI was used to create promotional materials for the game's Steam page.
Ai-assisted tools were used during development for programming support. Some visuals and audio were created through developer-directed, deterministic code and exported as fixed assets—not generated by image, video, or audio models. Screenshots and trailers show actual gameplay footage.
sound elements in this game were generated using an AI agent.
AI tools were used during development to assist with code, artwork, music, and other production tasks. All creative direction, design decisions, implementation, integration, testing, and final selection of content were handled by the developer.
AI has been used to help develop the game's cover art.
Some of the game's artwork — environments, ships, collectible objects — was created with the help of generative AI tools, then reworked, cropped and integrated by hand by the developer.
AI is unsed for translation, proofreading and improving of the artwork
Codex wurde unterstützend für einzelne Grafiken, Programmierarbeiten und Fehlerbehebungen eingesetzt.
In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
Pre-generated AI was used during development to create some artwork and audio included with the game, including avatars, wallpapers, card artwork, logo and branding artwork, music, and sound effects. All related assets were generated under the developer's direction, reviewed, selected, and edited before inclusion. The game does not generate AI content during play or connect to a live generative AI service.
Steam store page logo and cover art made ai tools. Game menu images made ai tools
Some of the game's 2D art — backgrounds, obstacle textures, sticker illustrations and the logo — was created with the help of generative AI tools during development. All of it was reviewed, edited and assembled by the developer. Part of the game's source code was also written with AI assistance. The game itself contains no AI models and generates nothing at runtime: every asset ships as a fixed file.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Society Chess 3D In-game content art | Some art of the game have used tools or applications that uses Generative AI | Javi9826 | - | Sep 12, 2026 | |
喂饭人 In-game content text | AI translation tools were used to create first-pass localization drafts. All final text was reviewed and edited by human speakers before release. | Nanyang Wancheng District Nadouzhong Game Development Co., Ltd. | - | Sep 12, 2026 | |
Verdreamia Unclear artaudiotextcode | This game used generative AI in the development and iterative refinement process for 3D models, music, art, code, and copy. | AtomicBorg Inc. | - | Sep 12, 2026 | |
Anvilborn In-game content arttext | Some of this game's artwork - the Steam achievement icons and a number of interface icons - was created with a generative image model, then hand-selected, cropped and colour-matched by the developer. In-game text and the English localisation were also drafted with AI assistance and reviewed by the developer. The game does not generate any content while you play, and it does not connect to any AI service. | Nokiworks | - | Sep 12, 2026 | |
StellaCore: Mining Odyssey In-game content art | The store page header and the asteroids in game used the AI generated arts. | Gonga Games | - | Sep 12, 2026 | |
Smart Translator Live AI audiotext | This application essentially installs and runs free, open-source artificial intelligence models on your computer. Its working principle is as follows: the model listens to the video you are watching 5-10 seconds beforehand, then generates real-time dubbed audio in your chosen language, and simultaneously produces subtitles in your selected language. | ismail ozel games | - | Sep 12, 2026 | |
Project Oasis In-game content art | This game is currently in pre-alpha, and its visual assets are still evolving.
Generative AI has been used as part of the asset creation process to help achieve more detailed and varied visuals than a purely simplistic low-poly approach. AI-generated elements are extensively iterated, customized, and integrated specifically for this game under direct developer oversight.
The current assets should not be considered final. As development progresses, we plan to replace and improve them with better versions as the game's visual direction and production evolve. | Magma Studios | - | Sep 12, 2026 | |
SUPER GAHAKU In-game content text | Generative AI was used for the localization and translation of some languages in this game. | North Fox Games | - | Sep 12, 2026 | |
RISE99 In-game content art | Almost all of the game’s content has been handmade by our art team. A small number of textures were generated with generative AI tools, then edited and integrated into the final assets by the development team. | Springplay Studio | - | Sep 12, 2026 | |
좀비짱은 XX가 되고 싶어 (ZZXX) In-game content art | Some assets in this game were created using generative AI and subsequently edited. AI tools were also used to assist with development. | Devdepot | - | Sep 12, 2026 | |
Tidy Up History In-game content arttext | We are actively working to replace all placeholder AI art before launch. While we aim for a fully human-crafted experience, a few minor assets may still remain at release.
AI tools were also used to assist with localizing the game and store page.
All 3D in-game art was created by human artists or derived from real-world museum photoscans. (See the credits menu for full attributions.) | Alienline Softworks | - | Sep 12, 2026 | |
Animal Cozy Corner Shop In-game content arttext | As a solo indie developer, I use AI to assist with multi-language localization and the creation of some visual assets. | ZT-Studio | - | Sep 12, 2026 | |
BBQ Rush In-game content art | Some of the image assets were generated using AI. | Beijing Yanbei Mingchuan Technology Center | - | Sep 12, 2026 | |
MaMills Unclear | AI was used to develop this game. | Department of Ducks | - | Sep 12, 2026 | |
桌面骰子牧场 Store/marketing art | Only the store page picture generated by ai | zeros | - | Sep 12, 2026 | |
Loop Miner general | cut scene | AITHENA | 27 | Sep 11, 2026 | |
Stellar Office artaudiotext | Some art assets, sound effects and narrative materials were pre‑generated with AI tools during development. No AI‑generated content is created in real‑time during gameplay. | Dissonance Nexus | - | Sep 11, 2026 | |
Croupiered In-game content artaudio | Generative AI is used for a portion of the 2D art and sound effects. | Variazioni Games | - | Sep 11, 2026 | |
RogueHanafuda In-game content arttext | Some of the original art in this game (the bonus cards, bomb card, curse card, crimson paulownia card, soiled card back, pixel card back, two reward chest frames, and combination popup frame) was created using AI-assisted procedural generation scripts. The store capsules, icon, and trailer are derived from this in-game art and are therefore covered by this disclosure.
All supported languages other than Korean (including English) were translated using AI translation tools, then checked through machine back-translation and additional review. | WildBerry | - | Sep 11, 2026 | |
Below the Crust Store/marketing art | The images currently used on the Steam store page, including the capsule art, were generated using AI. All of these images will be replaced with final, original artwork when the game demo is released.
No AI-generated assets are used in the game itself. | Be Water | - | Sep 11, 2026 | |
Woman Simulator In-game content artaudio | The music and some of the images are created using artificial intelligence. The source code was created with the support of artificial intelligence. | Sebasa Games | - | Sep 11, 2026 | |
Go Boba Go Dev only art | AI-generated content is used during development as temporary placeholder material. Nearly all of it has already been replaced, and the final game will contain only original artwork created by human artists. | Not-a-Dragon | - | Sep 11, 2026 | |
ADutopia Store/marketing art | The game cover was made using ii. The pictures in the game were drawn by a person. | NALSUR | - | Sep 11, 2026 | |
Loot & Bolt In-game content art | Some of the artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI. | Rush Bunnies Games | - | Sep 11, 2026 | |
Emberholme Store/marketing art | Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content. | Goyski | - | Sep 10, 2026 | |
Logistica: Under Glass Dev only code | Some code is aided by claude code | Flirp | - | Sep 10, 2026 | |
Visual Novel: DARKENED MIRROR In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 10, 2026 | |
Renz Soccer Sim Store/marketing art | Some images for steam store page generated by AI. | Logan Renz | - | Sep 10, 2026 | |
Campfire Expedition In-game content art | Some static 2D artwork and store promotional images were created with the assistance of generative AI and were selected, edited, and integrated by the developer. The game does not use generative AI at runtime, does not generate content in real time, and does not transmit player data to AI services. | 核桃小磐 | - | Sep 10, 2026 | |
Keepers of the Farkle In-game content arttext | "In-game cinematic intro uses pre-generated AI video clips that were manually edited, paced, and layered with original text in OpenShot.
Character sprites are based on original artwork that was digitized and enhanced for detail using Gemini, then animated in Krita." | Keepers of the Light LLC | - | Sep 10, 2026 | |
Setlist Shuffle In-game content artaudio | Setlist Shuffle ships two categories of pre-generated, player-facing AI content. They are the card illustrations and the genre music tracks.
Both sets were reviewed and hand-selected before release and ship as fixed assets. No content is generated live during play, and the game contains no AI-driven chat or dialogue.
Everything else is not AI-generated: the achievement icons are hand-drawn vectors, and all game text, design and simulation logic are the developer's own. | Dan's Brain Fart Factory | - | Sep 10, 2026 | |
Sediment Dev only codeart | AI tools were used during development to assist with parts of the workflow, including code, materials, graphics, and other production tasks. All generated content was reviewed, adjusted, integrated, and refined as part of the game’s development process. | skeleton picture | - | Sep 10, 2026 | |
Thread the Wall Dev only | Generative AI was used in the development of this game.
No generative AI runs during gameplay, and the game does not connect to any
external AI service. | Plain Studio | - | Sep 10, 2026 | |
The drawing of the Genesis In-game content art | All images on the store page and game library are
derived from AI-generated source images.
The game contains images that were generated by the AI during the development process.
The developer designed a specific prompt for each image that was requested from the AI
and the generated images were stored in the game.
No AI is used during the game and no internet connection is used. | Vox Mare | - | Sep 10, 2026 | |
Chronime Puzzle: Birds In-game content art | The background images and birds pictures are pre-rendered AI art | Quantum Quiver Games | - | Sep 10, 2026 | |
ANT HELL In-game content arttext | Some 2D art in this game was created with the assistance of AI image generation tools and then curated, pixel-processed and hand-corrected by the developer: backgrounds, story cutscene illustrations, card art, the title logo, and the Steam store assets. All game design, systems, balance, code and the original Korean script were written by the developer. The nine non-Korean localizations were produced with AI translation assistance and then reviewed and corrected in-game. The game does not generate any content with AI while you play, and it never connects to an AI service. | Basement Store | - | Sep 10, 2026 | |
Downhill Drift In-game content codeartaudio | AI generation including Codes, models, sfx, bgm. | Rainy Walker | - | Sep 10, 2026 | |
The Narrator In-game content art | A message from The Narrator:
“The developer already had the rooms, layouts, colour schemes and designs in mind before using generative AI to help turn those ideas into visual starting points. He then edited and modified the results himself to create the final environments used in the game. The creative direction, game design, writing, narration and voice acting are his own. No AI-generated content is created during gameplay | BiscuitfaceGaming | - | Sep 10, 2026 | |
Bunker Tidy Up Store/marketing art | AI was used to create promotional materials for the game's Steam page. | Tovarishch Games | - | Sep 10, 2026 | |
Atom By Atom Dev only artaudiocode | Ai-assisted tools were used during development for programming support. Some visuals and audio were created through developer-directed, deterministic code and exported as fixed assets—not generated by image, video, or audio models. Screenshots and trailers show actual gameplay footage. | FurkanFS | - | Sep 10, 2026 | |
ESC ape, You died? In-game content audio | sound elements in this game were generated using an AI agent. | Salt&Vinegar | - | Sep 10, 2026 | |
Catoscope In-game content artaudiocode | AI tools were used during development to assist with code, artwork, music, and other production tasks. All creative direction, design decisions, implementation, integration, testing, and final selection of content were handled by the developer. | skeleton picture | - | Sep 10, 2026 | |
Gold Digging Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 10, 2026 | |
Odyssée Stellaire 2 In-game content art | Some of the game's artwork — environments, ships, collectible objects — was created with the help of generative AI tools, then reworked, cropped and integrated by hand by the developer. | Exe.ye Loading | - | Sep 10, 2026 | |
Spellarium 14 SE | AI is unsed for translation, proofreading and improving of the artwork | LGT SIA | - | Sep 10, 2026 | |
Investors Paradise Dev only artcode | Codex wurde unterstützend für einzelne Grafiken, Programmierarbeiten und Fehlerbehebungen eingesetzt. | Katzogames | - | Sep 10, 2026 | |
Oda's Ordinary Lives In-game content art | In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process. | Artifex Parvus | - | Sep 10, 2026 | |
跑得快 PaoDeKuai In-game content artaudio | Pre-generated AI was used during development to create some artwork and audio included with the game, including avatars, wallpapers, card artwork, logo and branding artwork, music, and sound effects. All related assets were generated under the developer's direction, reviewed, selected, and edited before inclusion. The game does not generate AI content during play or connect to a live generative AI service. | PixelForge | - | Sep 10, 2026 | |
Pirate Guy 2 New Land Store/marketing art | Steam store page logo and cover art made ai tools. Game menu images made ai tools | Valkeala Software | - | Sep 10, 2026 | |
Crumple Toss | Some of the game's 2D art — backgrounds, obstacle textures, sticker
illustrations and the logo — was created with the help of generative AI
tools during development. All of it was reviewed, edited and assembled by
the developer. Part of the game's source code was also written with AI
assistance. The game itself contains no AI models and generates nothing at
runtime: every asset ships as a fixed file. | Petro Game Studio | - | Sep 10, 2026 |