Some of the images were made by artificial intelligence.
- Creator
- Ilya873
- Reviews
- 12
- Added
- Mar 18, 2026
Public Steam disclosure research 25,394 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 of the images were made by artificial intelligence.
"The Strongest Evolution: EVO Card" utilizes Generative AI not as a shortcut, but as a core "Mutation Engine" to fit the game's biopunk theme. Visual Assets: The creature mutations, body parts, and UI elements are generated using AI tools. However, they are not raw outputs; every asset has been heavily curated, retouched, and assembled by human developers to ensure a consistent and unique art style. Concept: The infinite possibilities of evolution in the game mirror the generative nature of AI. We treat AI as the "Mad Scientist" inside the lab, allowing for a volume of biological variations that would be impossible with traditional methods. Safety: All AI-generated content is manually reviewed to ensure it complies with copyright laws and contains no illegal or offensive material.
This title uses generative AI tools to assist in the creation of some written content and visual assets. All AI-assisted content is curated, edited, and finalized by the developer, and no AI-generated content is created dynamically during gameplay.
Uses AI for code completion
Artwork was created by human artists. AI was used for color adjustments and final rendering only. Character animations were assisted by AI.
In the upper left corner of the game screen (highlighted in yellow), AI-generated numbers are selected based on an analysis of all possible combinations, including probability calculations. The AI retrieves data from a database of previous draws and uses it to calculate the possible combinations of numbers that could be drawn in the next lotto draw.
Several audio and video assets are generated. Store assets and capsule arts contain generated parts.
This game uses AI for multi-language translation and some in-game images.
AI was used to generate store page images, Steam capsule artwork, and some class icon concepts. All AI generated materials were edited and modified by the developer. All gameplay systems, mechanics, game design, and creative decisions are fully developed and curated by the developer. AI tools were used as a productivity aid, not as a replacement for creative direction or game development.
AI was used for graphics and translations.
To animate 2D drawings, 3D AI was used to convert them into 3D and then used for animation.
This title uses generative AI tools to assist in the creation of some written content and visual assets. All AI-assisted content is curated, edited, and finalized by the developer, and no AI-generated content is created dynamically during gameplay.
The image was generated using AI.
I created the card images using ChatGPT. I improved the game's mechanics and visuals using Claude AI.
I used AI to create some of the art, some promotional materials, and some sounds. The game idea and mechanics are entirely my own.
Claude was helping me develop this game.
The music for the game was generated and processed.
We used AI tools to assist with the translation of in-game dialogue. All translated text has been reviewed and edited by humans.
This game uses integrated AI for in-game interactions, and incorporates AI-generated art assets and music assets.
Visual Assets: We utilized AI tools to assist in the creation of certain static visual assets, including cutscene CGs, character illustrations, and video promotional materials. All AI-generated visuals have been manually reviewed and refined by our art team to ensure quality and compliance. Audio Assets: Portions of the background music and sound effects were composed using AI synthesis tools. Compliance: We verify that all AI-generated content in the game has been reviewed to ensure it does not contain any illegal content or infringe on third-party intellectual property rights.
The game production resources only involve using AI for reference, and do not involve AI directly generating content.
AI was used for voice acting.
Some promotional images utilize AI.
Generative AI tools are used in War Commander to modify existing art assets. Some 2D animations are created using our own custom characters and AI tools.
Localization from English done using DeepL and AI.
AI tools were used during the development process to assist in writing code scripts, generating visual assets and narrative background text. All AI-generated content has been reviewed and curated by the developer before being included in the game.
This game was built using a high-intensity AI workflow. Coding, art, music, every possible asset.
AI has been utilized in the development of this game in the following ways: - Programming - Concepting and illustrations - Descriptive texts
Generative AI was used to create temporary placeholder visuals during development. All such content is reviewed, edited, and progressively replaced with human-created artwork.
AI is used to help generate some icons and visual elements to improve the player experience, and to assist with drafting certain text, which is then reviewed and edited by the developer. AI does not affect gameplay or player behavior.
AI helped with creation of the graphic assets and texts translation.
This game utilizes AI image generation tools in the creation process of visual assets, specifically for card illustrations, relic images, and background images. All generated images have been manually reviewed, retouched, and edited by the developer before being implemented in the game. We have verified that these assets do not contain any illegal content or infringe upon any third-party rights.
We use AI for the character illustrations.
Generative AI-assisted edits in photoshop were used in the creation of the cover image of this game.
Ghostwriter's Pact uses AI as an engine to enable gameplay that would be impossible to achieve with traditional game development methods. The game is built on a "Hybrid AI" system designed to maximize player creativity while minimizing environmental impact and latency: 1. Pre-generated Content: To allow players to combine word cards into valid sentences, we used LLMs to pre-generate and validate a database of over 1 million properly structured sentences. It would be humanly impossible for a writing team to manually author this volume of text. By pre-generating this data, we ensure the core gameplay is instant, responsive, and does not require constant, energy-intensive API calls for every move the player makes. 2. Live Generation: When a player finalizes a story arc, the game connects to a live LLM to weave their sentences into a cohesive story. A secondary AI acts as a "Critic," evaluating the player's story for cohesiveness and creativity. Pre-generation of stories is impossible here, since players can mix sentences to create a near infinite amount of stories. 3. Visual Assets: The game's imagery was generated locally on developer hardware using custom-trained models (LoRAs) and workflows to ensure a consistent, stylized aesthetic that fits the game's theme.
This game makes limited use of generative artificial intelligence during development to assist with placeholder content and non critical descriptive text. All gameplay systems, mechanics, progression, and final in game content are designed, authored, and implemented by the developer. No generative AI is used during live gameplay, and no player data is collected or processed by AI systems.
Character images in this game were created using AI.
Used LLM's for for translation to other languages.
AI-generated artwork is used for some marketing materials such as Steam capsule images. Gameplay content is not AI-generated.
Generative AI was used in this project.
AI tools are used for localization and generating some icons
Our game utilizes generative AI to create and iterate on user interface elements, icons, and environmental character art. All AI-generated content is reviewed and manually refined by the developer to ensure quality and originality. We own the rights to all final assets and ensure they do not infringe on any third-party intellectual property.
All marketing was AI Generated - except the screenshots and demo video. Most source code was vibe coded, though it's getting too complex for the better models and I've done a lot of personal touch-ups. How much AI will be used for more than research going forward is up to see.
As a two-person independent team with no dedicated art department or budget, we have utilized generative AI to create all visual assets within the game. This includes: Environment & Backgrounds: All village landscapes, interiors, and atmospheric backdrops depicting 1920s Anatolia. Character Portraits: All visual representations of the villagers and historical figures. UI & Icons: The majority of the user interface elements, icons, and parchment-style menus. Concept Art: All marketing materials and store page assets. We have carefully curated, edited, and integrated these AI-generated visuals to ensure they align with our specific historical narrative and charcoal-style aesthetic. Our use of this technology was the only way to bring our vision of this National Struggle story to life with the limited resources of a two-man studio.
AI tools were used to assist in the programming and scripting phases of development. The AI acted as a coding companion to help optimize game logic, debug scripts, and implement standard architectural patterns. All AI-generated code has been manually reviewed, tested, and modified by the developer to ensure quality and functionality..Additionally, some static 2D assets (such as UI icons or talent card illustrations) were created using AI generation tools and then manually edited for artistic consistency
AI is used only for generating music tracks. All artwork and visual assets are fully hand-created, and no AI is used during gameplay.
AI is used to pre-develop concepts and as an aid. Its second role is to optimize and fix code errors. Finally, it generates most of the game's assets.
To bring this vision to life as a solo developer, I have utilized generative AI tools to craft the game’s art, music, and UI. This allowed me to focus 100% of my manual effort on balancing the competitive PvP, PvE, and complex environmental mechanics that define the core experience. Generative AI was used throughout development to create the game's audiovisual content, including 2D environmental assets, emblems, musical, and promotional video materials. All assets have been vetted to ensure they are unique to this project and non-infringing.
The visual assets for the cards used in the game were created using generative AI tools during the development process. All generated content has been manually reviewed, edited, and approved by the developer to ensure it aligns with the game's artistic vision and standards. The game code was developed with the assistance of AI coding tools but contains no real-time AI generation mechanics for the player.
Some of the promotional images displayed on this store page were generated using AI-based image generation tools. These images are used solely for marketing and presentation purposes and do not represent actual in-game graphics or gameplay footage.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hearth & Shadow Store/marketing art | Some of the images were made by artificial intelligence. | Ilya873 | 12 | Mar 18, 2026 | |
最狂進化 EVO Card In-game content arttext | "The Strongest Evolution: EVO Card" utilizes Generative AI not as a shortcut, but as a core "Mutation Engine" to fit the game's biopunk theme.
Visual Assets: The creature mutations, body parts, and UI elements are generated using AI tools. However, they are not raw outputs; every asset has been heavily curated, retouched, and assembled by human developers to ensure a consistent and unique art style.
Concept: The infinite possibilities of evolution in the game mirror the generative nature of AI. We treat AI as the "Mad Scientist" inside the lab, allowing for a volume of biological variations that would be impossible with traditional methods.
Safety: All AI-generated content is manually reviewed to ensure it complies with copyright laws and contains no illegal or offensive material. | WalkTone | - | Mar 18, 2026 | |
Last Decree In-game content textart | This title uses generative AI tools to assist in the creation of some written content and visual assets. All AI-assisted content is curated, edited, and finalized by the developer, and no AI-generated content is created dynamically during gameplay. | Iron Crown Studio | - | Mar 18, 2026 | |
Leapsecond Dev only code | Uses AI for code completion | bekonbakudan | - | Mar 18, 2026 | |
Burnstation In-game content art | Artwork was created by human artists. AI was used for color adjustments and final rendering only. Character animations were assisted by AI. | Klafti Studio | - | Mar 18, 2026 | |
Quantum Lotto Machine Live AI text | In the upper left corner of the game screen (highlighted in yellow), AI-generated numbers are selected based on an analysis of all possible combinations, including probability calculations. The AI retrieves data from a database of previous draws and uses it to calculate the possible combinations of numbers that could be drawn in the next lotto draw. | Quantum Studio | - | Mar 18, 2026 | |
Agrocracy In-game content audioart | Several audio and video assets are generated. Store assets and capsule arts contain generated parts. | Pluvio Studio | - | Mar 18, 2026 | |
Clan & Flood In-game content textart | This game uses AI for multi-language translation and some in-game images. | XF STUDIO | - | Mar 18, 2026 | |
Fool`s Road In-game content art | AI was used to generate store page images, Steam capsule artwork, and some class icon concepts. All AI generated materials were edited and modified by the developer.
All gameplay systems, mechanics, game design, and creative decisions are fully developed and curated by the developer. AI tools were used as a productivity aid, not as a replacement for creative direction or game development. | Pikas | - | Mar 18, 2026 | |
Build It Up! - The Holy Roman Empire In-game content arttext | AI was used for graphics and translations. | Tec Enterprise | - | Mar 18, 2026 | |
Tower of Ascension In-game content art | To animate 2D drawings, 3D AI was used to convert them into 3D and then used for animation. | adeliea | - | Mar 18, 2026 | |
Fortress of the Fallen In-game content textart | This title uses generative AI tools to assist in the creation of some written content and visual assets. All AI-assisted content is curated, edited, and finalized by the developer, and no AI-generated content is created dynamically during gameplay. | Iron Crown Studio | - | Mar 18, 2026 | |
魔女的数学牌 Store/marketing art | The image was generated using AI. | Lin9973 | - | Mar 18, 2026 | |
Kartika In-game content art | I created the card images using ChatGPT. I improved the game's mechanics and visuals using Claude AI. | Okan Sumer | - | Mar 18, 2026 | |
Joker Madness 🃏 In-game content artaudio | I used AI to create some of the art, some promotional materials, and some sounds. The game idea and mechanics are entirely my own. | BadGafiGames | - | Mar 18, 2026 | |
Quantum Break Unclear | Claude was helping me develop this game. | morbo | - | Mar 18, 2026 | |
Howl Of Heavens In-game content audio | The music for the game was generated and processed. | kokonGames | - | Mar 18, 2026 | |
Neuroforge In-game content text | We used AI tools to assist with the translation of in-game dialogue. All translated text has been reviewed and edited by humans. | Plouf | - | Mar 18, 2026 | |
政通人和 In-game content artaudiotext | This game uses integrated AI for in-game interactions, and incorporates AI-generated art assets and music assets. | SuBaiism | - | Mar 18, 2026 | |
Cosmic Order Fleet In-game content artaudio | Visual Assets: We utilized AI tools to assist in the creation of certain static visual assets, including cutscene CGs, character illustrations, and video promotional materials. All AI-generated visuals have been manually reviewed and refined by our art team to ensure quality and compliance.
Audio Assets: Portions of the background music and sound effects were composed using AI synthesis tools.
Compliance: We verify that all AI-generated content in the game has been reviewed to ensure it does not contain any illegal content or infringe on third-party intellectual property rights. | DotSpark Studio | - | Mar 18, 2026 | |
天朝远征军 Dev only | The game production resources only involve using AI for reference, and do not involve AI directly generating content. | 柘苻 | - | Mar 18, 2026 | |
Last Shot: Drunkman’s Roulette In-game content audio | AI was used for voice acting. | Nitox Games | - | Mar 18, 2026 | |
The Unbroken line Store/marketing art | Some promotional images utilize AI. | varegame | - | Mar 18, 2026 | |
War Commander In-game content art | Generative AI tools are used in War Commander to modify existing art assets. Some 2D animations are created using our own custom characters and AI tools. | KIXEYE | - | Mar 18, 2026 | |
Last Light Left In-game content text | Localization from English done using DeepL and AI. | MrManInATie | - | Mar 18, 2026 | |
Iron Graves In-game content arttextcode | AI tools were used during the development process to assist in writing code scripts, generating visual assets and narrative background text. All AI-generated content has been reviewed and curated by the developer before being included in the game. | Commoditech | - | Mar 18, 2026 | |
SUITE:The Automated Card Engine In-game content artaudiocode | This game was built using a high-intensity AI workflow.
Coding, art, music, every possible asset. | 2D100 | - | Mar 18, 2026 | |
Warena In-game content arttextcode | AI has been utilized in the development of this game in the following ways:
- Programming
- Concepting and illustrations
- Descriptive texts | Part Time Monkey | - | Mar 18, 2026 | |
Hack'n'Bluff Dev only art | Generative AI was used to create temporary placeholder visuals during development. All such content is reviewed, edited, and progressively replaced with human-created artwork. | Rabbit's Lapka | - | Mar 18, 2026 | |
Classic Tower Defense 2 In-game content arttext | AI is used to help generate some icons and visual elements to improve the player experience, and to assist with drafting certain text, which is then reviewed and edited by the developer.
AI does not affect gameplay or player behavior. | Blacksmith Forge | 20 | Mar 18, 2026 | |
Slavic Warband In-game content arttext | AI helped with creation of the graphic assets and texts translation. | Jar Games | - | Mar 18, 2026 | |
ARCANATI CARD -アルカナティカード- In-game content art | This game utilizes AI image generation tools in the creation process of visual assets, specifically for card illustrations, relic images, and background images. All generated images have been manually reviewed, retouched, and edited by the developer before being implemented in the game. We have verified that these assets do not contain any illegal content or infringe upon any third-party rights. | YUGI GAMES | - | Mar 18, 2026 | |
Maid Card Gacha: Collect, Display, Complete In-game content art | We use AI for the character illustrations. | Violet Soft | - | Mar 18, 2026 | |
Scorched Legacy Store/marketing art | Generative AI-assisted edits in photoshop were used in the creation of the cover image of this game. | Whitemarsh Games, LLC | - | Mar 18, 2026 | |
Ghostwriter's Pact Live AI textart | Ghostwriter's Pact uses AI as an engine to enable gameplay that would be impossible to achieve with traditional game development methods.
The game is built on a "Hybrid AI" system designed to maximize player creativity while minimizing environmental impact and latency:
1. Pre-generated Content: To allow players to combine word cards into valid sentences, we used LLMs to pre-generate and validate a database of over 1 million properly structured sentences. It would be humanly impossible for a writing team to manually author this volume of text. By pre-generating this data, we ensure the core gameplay is instant, responsive, and does not require constant, energy-intensive API calls for every move the player makes.
2. Live Generation: When a player finalizes a story arc, the game connects to a live LLM to weave their sentences into a cohesive story. A secondary AI acts as a "Critic," evaluating the player's story for cohesiveness and creativity. Pre-generation of stories is impossible here, since players can mix sentences to create a near infinite amount of stories.
3. Visual Assets: The game's imagery was generated locally on developer hardware using custom-trained models (LoRAs) and workflows to ensure a consistent, stylized aesthetic that fits the game's theme. | Swah Games | - | Mar 18, 2026 | |
RootKit In-game content text | This game makes limited use of generative artificial intelligence during development to assist with placeholder content and non critical descriptive text. All gameplay systems, mechanics, progression, and final in game content are designed, authored, and implemented by the developer. No generative AI is used during live gameplay, and no player data is collected or processed by AI systems. | Dan DePaulo | - | Mar 18, 2026 | |
Isekai Mage Girl Gacha Pull Simulator: Elemental Card Collection In-game content art | Character images in this game were created using AI. | Violet Soft | - | Mar 18, 2026 | |
Dice'n'Go In-game content text | Used LLM's for for translation to other languages. | Pupworx | - | Mar 18, 2026 | |
Medieval Survivors: Village Defense Store/marketing art | AI-generated artwork is used for some marketing materials such as Steam capsule images. Gameplay content is not AI-generated. | MadDevs Studio | - | Mar 18, 2026 | |
Brace for Dolphins! Unclear | Generative AI was used in this project. | We Are the Dolphins | - | Mar 18, 2026 | |
Magine: War of Restoration / 魔蒸复国战 In-game content textart | AI tools are used for localization and generating some icons | GreatZaochen | - | Mar 18, 2026 | |
Age of Failon - Birth of the Hero In-game content art | Our game utilizes generative AI to create and iterate on user interface elements, icons, and environmental character art. All AI-generated content is reviewed and manually refined by the developer to ensure quality and originality. We own the rights to all final assets and ensure they do not infringe on any third-party intellectual property. | Unstoppable Games | - | Mar 18, 2026 | |
TET~CRAFT Store/marketing codeart | All marketing was AI Generated - except the screenshots and demo video.
Most source code was vibe coded, though it's getting too complex for the better models and I've done a lot of personal touch-ups.
How much AI will be used for more than research going forward is up to see. | ceneezer | - | Mar 18, 2026 | |
Frostveil: The Last Winter In-game content art | As a two-person independent team with no dedicated art department or budget, we have utilized generative AI to create all visual assets within the game. This includes:
Environment & Backgrounds: All village landscapes, interiors, and atmospheric backdrops depicting 1920s Anatolia.
Character Portraits: All visual representations of the villagers and historical figures.
UI & Icons: The majority of the user interface elements, icons, and parchment-style menus.
Concept Art: All marketing materials and store page assets.
We have carefully curated, edited, and integrated these AI-generated visuals to ensure they align with our specific historical narrative and charcoal-style aesthetic. Our use of this technology was the only way to bring our vision of this National Struggle story to life with the limited resources of a two-man studio. | Alabarda Gaming | - | Mar 18, 2026 | |
Fallen Dominion In-game content codeart | AI tools were used to assist in the programming and scripting phases of development. The AI acted as a coding companion to help optimize game logic, debug scripts, and implement standard architectural patterns. All AI-generated code has been manually reviewed, tested, and modified by the developer to ensure quality and functionality..Additionally, some static 2D assets (such as UI icons or talent card illustrations) were created using AI generation tools and then manually edited for artistic consistency | NovaCrest Studios | - | Mar 18, 2026 | |
GLADIMAKER : Auto Battle RPG In-game content audio | AI is used only for generating music tracks.
All artwork and visual assets are fully hand-created, and no AI is used during gameplay. | Team_Chunjin | - | Mar 18, 2026 | |
Evercrown In-game content artcode | AI is used to pre-develop concepts and as an aid. Its second role is to optimize and fix code errors. Finally, it generates most of the game's assets. | WBA | - | Mar 18, 2026 | |
Endless TD In-game content artaudio | To bring this vision to life as a solo developer, I have utilized generative AI tools to craft the game’s art, music, and UI. This allowed me to focus 100% of my manual effort on balancing the competitive PvP, PvE, and complex environmental mechanics that define the core experience. Generative AI was used throughout development to create the game's audiovisual content, including 2D environmental assets, emblems, musical, and promotional video materials. All assets have been vetted to ensure they are unique to this project and non-infringing. | INFINITE RETRY STUDIO | 12 | Mar 18, 2026 | |
WarDeck In-game content art | The visual assets for the cards used in the game were created using generative AI tools during the development process. All generated content has been manually reviewed, edited, and approved by the developer to ensure it aligns with the game's artistic vision and standards. The game code was developed with the assistance of AI coding tools but contains no real-time AI generation mechanics for the player. | Furkan Gürel | 31 | Mar 18, 2026 | |
开源农场 In-game content art | Some of the promotional images displayed on this store page were generated using AI-based image generation tools. These images are used solely for marketing and presentation purposes and do not represent actual in-game graphics or gameplay footage. | https://autofarm.giveme8.com/ | - | Mar 18, 2026 |