Original art, Blender, AI and Photoshop are combined to create in-game assets
- Creator
- Conklin Systems
- 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.
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Interactive or runtime AI features disclosed by the developer.
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Original art, Blender, AI and Photoshop are combined to create in-game assets
Use for produce novel images.
Some background and foreground assets are AI generated then altered by Graphic design
Translation of game dialogues
Due to our team having only one artist and one engineer, using AI assistance during the development process is crucial. This technology saves a significant amount of time and resources, helping us maintain momentum in our development efforts. We primarily apply AI technology during the drafting stage to expedite the design process and improve efficiency. Specifically, we only utilize AI assistance for certain game scenes and objects, with final adjustments made manually to complete the final drafts. As for character illustrations within the game, they are entirely designed and finalized by the artist from start to finish.
I just used AI pre-rendered images to create the cover page and monkey illustrations for Steam. The in-game sprites were done using Adobe Illustrator.
Mad Miner's soundtracks 11 through 25 were generated with artificial intelligence. The first 10 tracks are the work of the artist.
AI Disclosure Artificial intelligence tools were used during development to assist with the creation of some promotional artwork and visual assets for the Steam store page. All in-game content, gameplay systems, level design, code, and narrative elements are created manually by the development team. No AI-generated content is used during gameplay, and no AI systems are active while the game is running.
AI has been used for concept art generation and current story placeholder images and may not appear in final game.
Generative AI tools were used during development to assist with early concept art exploration, general coding support, and the creation of background music (BGM). All in-game assets, gameplay systems, level design, and final implementation are fully handcrafted and curated by the developer. No AI-generated content is created dynamically during gameplay.
AI has been partially used only for text translation.
Some of the characters' phrases that they say during gameplay.
Storepage descriptions frst draftwas were AI generated. Some concept work and refs for 'arts' were AI generated, used ChatGPT to help with grammar as well.
Artificial intelligence was used both for multilingual translation and for creating the DLC illustrations.
We are experimentally using generated AI as a reference for some background materials or for textures.
The English version was originally translated by a human translator (Gray), and was retranslated using ChatGPT in 2026.
Game does NOT include any AI-generated content. AI generation used for some promo-materials images.
The characters where created using IA
Contract some characters and then generate them in Midjourney.
Some audio sound effects are made with Ai
Some Assets Were Modified with the Help of AI.
Some of the pictures in the game are generated by AI
Cover art.
This work extensively uses AI-generated images for the 2D art portion, while all 3D elements are created entirely by ourselves.
In the theme music NEUTRINO, a singing synthesizer with a singing voice generation AI, is used. It is a rights-clean freeware released in 2020. I am also a fan of this excellent software and encourage anyone interested to try it out!
AI used for some level art
Generative AI is used in this game to assist with localization, helping to translate in-game text into multiple languages efficiently
Some background and terrain texture images in the game were generated using AI and may have been manually edited. The courses in this game are procedurally generated using (traditional) algorithms, not on AI-based methods."
AI generated artwork used on Store Page
some textures were generated with AI
The soundtrack was created by the developer with the help of artificial intelligence.
I use Ai images in the first cutscene as well as for a few background images. I also use RNG to randomize world generation.
AI-generated materials are not used directly. of some of the character illustrations are used Posing, facial expressions, and composition of some character illustrations are used as references. I draw by hand while looking at the AI-generated materials.
The game introduction has some character sprites that we re-painted with the help of AI. We created those characters with a painting software, then we improved them with an AI software, and then manually re-touched them again with a painting software. That was an experimental approach. The entire game instead, has been fully manually designed, crafted and drawn by us.
Ai was used to create the castle that is shown in the Key Art for marketing. The rest of the In game art was made by hand
Some graphic materials are processed by the generated material, based on its own trained AI model. However, none of the material is completely generated by AI. All the work on creating materials is done manually using graphic editors.
Using «text to speech» to voiceover background characters
—Some background images and illustrations —Involving promotional art materials —A small number of image assets, including visual images and page backgrounds —Part of the content of the main promotional image
Community items are created with the help of AI
Some visual assets, such as trading card artwork, were created with the assistance of generative AI tools and then reviewed and finalized by the developer. The AI-generated images were used as a base for the final artwork included in the game’s Steam trading cards.
The game and Steam store page both use translations generated by Ai. All other content and the complete devlopment process do not feature any Ai content or assistance.
A portion of the Steam community assets and marketing materials are generated using AI.
* English subtitle translation assistance OpenAI ChatGPT 4o (Before v1.0 release #BringBack4o) Google Gemini 3 Pro (After v1.0 release) * AI-assisted coding (2 Files, Human Reviewed) Anthropic Claude Code * Advice about things I can't tell anyone Google Gemini 3 Pro Please see below for our AI usage policy: https://had2apps.com/games/ai_policy/#en
- Promotional Art - In game static art and some background graphics (which can be disabled in options)
Translation into some (but not all) languages (in the game and on the store page) was made with the assistance of AI.
The storefront Logo for this game was created with the help of AI-assisted tools and was then further developed through manual work — modified, improved, and integrated to align with the game’s overall style and vision. No other AI generation was used in the development of this game.
Parts of the trading cards artwork and profile backgrounds artwork were helped or enhanced by artificial intelligence.
Using LLM Code Agent for indie development speed up (no "VIBE CODING", it's originally human made project in 2012-2025, author starts using LLM as smart assistant code edit tool since December 2025)
Some achievement icons and loading screen artwork were created by the developer using generative AI tools.
This game has used AI to partially create the following art assets: Slime character, Chain, Ball, Slime picture from the menu's and the slime imagery on steam.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Snavenger In-game content art | Original art, Blender, AI and Photoshop are combined to create in-game assets | Conklin Systems | - | Mar 18, 2026 | |
挂机修仙之我能合成功法! Unclear art | Use for produce novel images. | 99 Game Studio | 29 | Mar 18, 2026 | |
Slightly Overweight Superhero and the seven levels of death In-game content art | Some background and foreground assets are AI generated then altered by Graphic design | Nathan Laird | - | Mar 18, 2026 | |
Cybertrash STATYX In-game content text | Translation of game dialogues | Uncle Frost Team | 12 | Mar 18, 2026 | |
鬼轉身 In-game content art | Due to our team having only one artist and one engineer, using AI assistance during the development process is crucial. This technology saves a significant amount of time and resources, helping us maintain momentum in our development efforts. We primarily apply AI technology during the drafting stage to expedite the design process and improve efficiency. Specifically, we only utilize AI assistance for certain game scenes and objects, with final adjustments made manually to complete the final drafts. As for character illustrations within the game, they are entirely designed and finalized by the artist from start to finish. | TwoTwo Studio | - | Mar 18, 2026 | |
Space Chimp In-game content art | I just used AI pre-rendered images to create the cover page and monkey illustrations for Steam. The in-game sprites were done using Adobe Illustrator. | Tuga Studios | - | Mar 18, 2026 | |
Mad Miner In-game content audio | Mad Miner's soundtracks 11 through 25 were generated with artificial intelligence. The first 10 tracks are the work of the artist. | Mercimek Games | - | Mar 18, 2026 | |
Land of Oblivion In-game content art | AI Disclosure
Artificial intelligence tools were used during development to assist with the creation of some promotional artwork and visual assets for the Steam store page.
All in-game content, gameplay systems, level design, code, and narrative elements are created manually by the development team.
No AI-generated content is used during gameplay, and no AI systems are active while the game is running. | hwg独立游戏 | - | Mar 18, 2026 | |
As Above So Below Store/marketing art | AI has been used for concept art generation and current story placeholder images and may not appear in final game. | Neon Pomegranate | - | Mar 18, 2026 | |
Experiment 00 In-game content artaudiocode | Generative AI tools were used during development to assist with early concept art exploration, general coding support, and the creation of background music (BGM).
All in-game assets, gameplay systems, level design, and final implementation are fully handcrafted and curated by the developer. No AI-generated content is created dynamically during gameplay. | Moss Game Dev | - | Mar 18, 2026 | |
Blind Bullet In-game content text | AI has been partially used only for text translation. | tesakiza | 29 | Mar 18, 2026 | |
Adrenaline Rampage In-game content text | Some of the characters' phrases that they say during gameplay. | Midhard Games | 25 | Mar 18, 2026 | |
SLAVFIGHT Store/marketing textart | Storepage descriptions frst draftwas were AI generated. Some concept work and refs for 'arts' were AI generated, used ChatGPT to help with grammar as well. | SlavDev | - | Mar 18, 2026 | |
NeoCars In-game content textart | Artificial intelligence was used both for multilingual translation and for creating the DLC illustrations. | Valakey | 15 | Mar 18, 2026 | |
フィズとにじいろの星 In-game content art | We are experimentally using generated AI as a reference for some background materials or for textures. | にじいろドラゴン | 55 | Mar 18, 2026 | |
Chest 寶箱 In-game content text | The English version was originally translated by a human translator (Gray), and was retranslated using ChatGPT in 2026. | 12atan | 23 | Mar 18, 2026 | |
Echo Storm Store/marketing art | Game does NOT include any AI-generated content. AI generation used for some promo-materials images. | Oleg Dzhuraev | 19 | Mar 18, 2026 | |
Nixxsz Castle In-game content art | The characters where created using IA | Nixxsz | - | Mar 18, 2026 | |
God touch Unclear art | Contract some characters and then generate them in Midjourney. | turusaki | - | Mar 18, 2026 | |
Mr Pogo In-game content audio | Some audio sound effects are made with Ai | Ultimo Games | 14 | Mar 18, 2026 | |
BoxLoop 2 In-game content artaudiocodetext | Some Assets Were Modified with the Help of AI. | Abdullah Al Bajjali | - | Mar 18, 2026 | |
the Kind God of Wealth In-game content art | Some of the pictures in the game are generated by AI | JHZD | - | Mar 18, 2026 | |
Carrying Carrots Store/marketing art | Cover art. | Kind Cat Games | - | Mar 18, 2026 | |
怪物X勇者 Monster X Hero In-game content art | This work extensively uses AI-generated images for the 2D art portion, while all 3D elements are created entirely by ourselves. | 香蜂草 | - | Mar 18, 2026 | |
#INNER UNIVERSE 1F0000 In-game content audio | In the theme music NEUTRINO, a singing synthesizer with a singing voice generation AI, is used.
It is a rights-clean freeware released in 2020.
I am also a fan of this excellent software and encourage anyone interested to try it out! | The_Ear_Man | - | Mar 18, 2026 | |
Hitmen Havoc In-game content art | AI used for some level art | Andreas O. | - | Mar 18, 2026 | |
INJECTION In-game content text | Generative AI is used in this game to assist with localization, helping to translate in-game text into multiple languages efficiently | ButterCorp | - | Mar 18, 2026 | |
Respark In-game content art | Some background and terrain texture images in the game were generated using AI and may have been manually edited.
The courses in this game are procedurally generated using (traditional) algorithms, not on AI-based methods." | Enigmatic Network | 23 | Mar 18, 2026 | |
Outrun Them Store/marketing art | AI generated artwork used on Store Page | TheBean | - | Mar 18, 2026 | |
the Shadow of Swallow In-game content art | some textures were generated with AI | Raine Studio | 29 | Mar 18, 2026 | |
Radium Lux In-game content audio | The soundtrack was created by the developer with the help of artificial intelligence. | Lukas Jaeckel | - | Mar 18, 2026 | |
EndoPlasmica In-game content art | I use Ai images in the first cutscene as well as for a few background images. I also use RNG to randomize world generation. | CopyCat Game Studios | - | Mar 18, 2026 | |
村雨のソードブレイカー In-game content art | AI-generated materials are not used directly.
of some of the character illustrations are used
Posing, facial expressions, and composition of some character illustrations are used as references.
I draw by hand while looking at the AI-generated materials. | あいあんそぉど | - | Mar 18, 2026 | |
Wild Radio Flux In-game content art | The game introduction has some character sprites that we re-painted with the help of AI. We created those characters with a painting software, then we improved them with an AI software, and then manually re-touched them again with a painting software.
That was an experimental approach. The entire game instead, has been fully manually designed, crafted and drawn by us. | K Storm Studio Ltd | - | Mar 18, 2026 | |
Squirrel Knight Store/marketing art | Ai was used to create the castle that is shown in the Key Art for marketing. The rest of the In game art was made by hand | Game Sage Productions | - | Mar 18, 2026 | |
PLYLBL Dev only art | Some graphic materials are processed by the generated material, based on its own trained AI model. However, none of the material is completely generated by AI. All the work on creating materials is done manually using graphic editors. | Repin Develop | - | Mar 18, 2026 | |
The Little Brave In-game content audio | Using «text to speech» to voiceover background characters | Dmitrii Batov | 43 | Mar 18, 2026 | |
接线员的使命 Store/marketing art | —Some background images and illustrations
—Involving promotional art materials
—A small number of image assets, including visual images and page backgrounds
—Part of the content of the main promotional image | 让我睡个好觉 | - | Mar 18, 2026 | |
Dark frame In-game content art | Community items are created with the help of AI | Nimos Games | 53 | Mar 18, 2026 | |
Brain Break In-game content art | Some visual assets, such as trading card artwork, were created with the assistance of generative AI tools and then reviewed and finalized by the developer. The AI-generated images were used as a base for the final artwork included in the game’s Steam trading cards. | Astralis Games | 152 | Mar 18, 2026 | |
Vylan In-game content text | The game and Steam store page both use translations generated by Ai. All other content and the complete devlopment process do not feature any Ai content or assistance. | Jesse Madyson | - | Mar 18, 2026 | |
An Amazing Wizard Store/marketing art | A portion of the Steam community assets and marketing materials are generated using AI. | Tiny Goblins | 96 | Mar 18, 2026 | |
ごめんください Director's Cut Dev only textcode | * English subtitle translation assistance
OpenAI ChatGPT 4o (Before v1.0 release #BringBack4o)
Google Gemini 3 Pro (After v1.0 release)
* AI-assisted coding (2 Files, Human Reviewed)
Anthropic Claude Code
* Advice about things I can't tell anyone
Google Gemini 3 Pro
Please see below for our AI usage policy:
https://had2apps.com/games/ai_policy/#en | Had2Apps | 14 | Mar 18, 2026 | |
Moons Of Darsalon In-game content art | - Promotional Art
- In game static art and some background graphics (which can be disabled in options) | Dr. Kucho! Games | 130 | Mar 18, 2026 | |
Vampire vs Devil In-game content text | Translation into some (but not all) languages (in the game and on the store page) was made with the assistance of AI. | Unusualsoft | - | Mar 18, 2026 | |
Xylith Store/marketing art | The storefront Logo for this game was created with the help of AI-assisted tools and was then further developed through manual work — modified, improved, and integrated to align with the game’s overall style and vision. No other AI generation was used in the development of this game. | Daniel Gill | - | Mar 18, 2026 | |
One Gun Guy In-game content art | Parts of the trading cards artwork and profile backgrounds artwork were helped or enhanced by artificial intelligence. | Ritual Games | 58 | Mar 18, 2026 | |
Space Simulation Toolkit Dev only code | Using LLM Code Agent for indie development speed up (no "VIBE CODING", it's originally human made project in 2012-2025, author starts using LLM as smart assistant code edit tool since December 2025) | Pavel Kudinov | 493 | Mar 18, 2026 | |
MotoTrials In-game content art | Some achievement icons and loading screen artwork were created by the developer using generative AI tools. | Proud Arts | - | Mar 17, 2026 | |
UP UP UP UP In-game content art | This game has used AI to partially create the following art assets:
Slime character, Chain, Ball, Slime picture from the menu's and the slime imagery on steam. | SG Bad Games | - | Mar 17, 2026 |