Some graphical assets in game are made by pre-rendering AI
- Creator
- WrongTaken
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 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 graphical assets in game are made by pre-rendering AI
Steam store page assets as well as some in game UI were created using a combination of hand drawn artwork and AI generated content.
I used AI as a base translations to languages other than English, Spanish, Catalan. I believe it's better AI translation than no translation. Also used AI to generate the images of the relics.
Card item ICONS in the game are generated by ai
AI-assisted tools were used for background adjustments in the store page images.
Some of the images in the game are generated by AI
The character illustrations, icons, weapon illustrations, and other UI materials displayed in the game are generated in advance by AI and are used in the game after being manually edited.
Some of the spaceship and UI assets in the game are produced with artificial intelligence. The designs of these assets were made by us, but their shape, color and size were enriched with artificial intelligence.
We used generative AI tools to create code, concept art, pixel art sprites, background environments, and store page graphics. All AI-generated content was reviewed and edited by our team. No AI content is generated during gameplay.
Yes, we use AI to generate pre-rendered content for our game. Specifically, we utilized DALL-E to create some of the splash screens and story backdrops featured in the game.
AI was used in the process of creating backgrounds. Please be patient while we hone our digital art skills. Thank you for your understanding!
AI was used for grammar support and translations into other languages. All in-game content is either developer-made or licensed from purchased assets.
AI generated artwork
ChatGPT was used to localize in game and Store Page text.
We received support from artificial intelligence in developing some visuals in the game.
This game features AI-generated content to enhance the experience. AI is used to assist in creating in-game images, text, music, and sound effects, helping to shape the atmospheric world. Every AI-generated asset is carefully curated and refined to fit the game's style, ensuring a high-quality and cohesive experience.
Icons were generated using AI.
AI used in play test images of cards and audio of final victory song
Some 2D artworks and promotional images in our game are created using generative artificial intelligence.
We've created voice lines for the player's hub A.I. companion, known as L.A.N.A. (short for Logical Artificial Neural Assistant), to narrate tutorial texts. They are all pre-rendered.
Some graphic assets used in this game and its marketing materials were created with the help of generative AI tools. These primarily include the cartoon-style images, such as perks, characters, and items.
Static 2D art, such as background images, are AI generated.
AI was used to generate store page images and in-game loading screens including the logo. AI was also used to revise some dialogue.
Wacky West had some AI art placeholders that were since replaced with hand made assets.
AI-generated content has been used and then edited by our team for certain parts of the in-game voices, music, and graphics. This content is included in: ・Some parts of the background signboard textures ・Some parts of the Records images ・Some parts of the InfoCast videos ・Some parts of the voices and music
The two pieces of music and three mini visuals used in the game were created using artificial intelligence. All other visuals were hand-drawn, and all music was composed by musicians.
We use AI for capsule image and loading screens.
The game uses generative AI to generate store page images for the game, as well as Steam community assets and marketing materials and parts of the game UI
遊戲裡有幾張惡搞的虛構電視劇畫面的圖片
d-id was used to generate the game's cutcine videos.
We use graphical asset generation for items like Menus, Backgrounds, or any assets which will help improve the User Interface. All AI generated content is carefully reviewed, regulated, and adjusted to fit our game before being rendered.
I have used AI art generation for some of the game's assets.
Some sprites in game were created with the use of AI.
Artificial intelligence was used only for Store Photos, no content in the game was created or directed by artificial intelligence.
Used AI to create images such as loading screen and steam art.
Use AI to render some promotional images
Placeholder loading screens and some in-game materials were made with AI assistance.
We reaffirm our respect for human artists and their work. Due to current technical limitations, we employed AI image generator during development and apologize to players for any concerns this may cause. AI tools such as Doubao, Gemini, and Stable Diffusion were used solely as references to visualize concepts and inform the creation of game content. All in-game AI assets have been substantially transformed — through redesign, editing, fusion, animation, recoloring, and pixelation in professional digital art tools — to produce original assets consistent with the game’s visual style. We do not use or reproduce AI-generated content created by third parties. All applicable copyright and licensing terms were reviewed to ensure lawful commercial use.
PlaceHolder Photos.
Some of the characters' phrases that they say during gameplay.
AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management.
Some UI elements and icons have been made using AI.
This game primarily uses AI technology to generate certain image assets, including in-game equipment, items, and avatars. This also includes some icons and resources in the Steam store.
The game uses generative AI to generate store page images for the game, as well as Steam community assets and marketing materials and parts of the game UI
Generative AI was used to generate a total of 3 silly meme songs/sounds in the game, the most prominent being the title screen music. All other level soundtracks/sfx were otherwise created by a human (shoutout to my lifelong DJ TheMedisin). Generative AI was used to create part of our steam page logos.
I used it to help with images in the game. No code was used or music creation. All code and concepts of the art direction was by me.
We are using AI for testing content and ideas, our future focus is to make all of the content traditionally by hand to bring a good work like early stages of development in the game. AI usage is mainly used for concept content and support during the most complicated parts from the development of the game, the entirety of Ghoul Fright core is hand made
Animating static images.
we use ai tools for code copilot and language translation
I plan on phasing out the AI generated content and replacing it with my own assets as development continues.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Berserk High In-game content art | Some graphical assets in game are made by pre-rendering AI | WrongTaken | - | Mar 18, 2026 | |
Mimic Me In-game content art | Steam store page assets as well as some in game UI were created using a combination of hand drawn artwork and AI generated content. | Nevergreen Games | - | Mar 18, 2026 | |
Rogue Kingdoms In-game content textart | I used AI as a base translations to languages other than English, Spanish, Catalan. I believe it's better AI translation than no translation.
Also used AI to generate the images of the relics. | Drac Blau Studio | 19 | Mar 18, 2026 | |
迷阵追缉 In-game content art | Card item ICONS in the game are generated by ai | 董国政 | - | Mar 18, 2026 | |
Red's Ascent Store/marketing art | AI-assisted tools were used for background adjustments in the store page images. | Özgür Çallı | - | Mar 18, 2026 | |
开局抽取超级天赋 In-game content art | Some of the images in the game are generated by AI | 清回 | 25 | Mar 18, 2026 | |
DB²: Disco Boogie of the Dead Beats In-game content art | The character illustrations, icons, weapon illustrations, and other UI materials displayed in the game are generated in advance by AI and are used in the game after being manually edited. | 1st-impact co.,Ltd. | - | Mar 18, 2026 | |
AstroPanic In-game content art | Some of the spaceship and UI assets in the game are produced with artificial intelligence. The designs of these assets were made by us, but their shape, color and size were enriched with artificial intelligence. | Celestial Alpaca Studios | - | Mar 18, 2026 | |
Blood & Bytes: Kagura In-game content artcode | We used generative AI tools to create code, concept art, pixel art sprites, background environments, and store page graphics. All AI-generated content was reviewed and edited by our team. No AI content is generated during gameplay. | Genoma Games | - | Mar 18, 2026 | |
Neonexus Wars In-game content art | Yes, we use AI to generate pre-rendered content for our game. Specifically, we utilized DALL-E to create some of the splash screens and story backdrops featured in the game. | Gobbo Games | - | Mar 18, 2026 | |
Rogue Climber Unclear art | AI was used in the process of creating backgrounds. Please be patient while we hone our digital art skills. Thank you for your understanding! | Imaginary Game Studios | - | Mar 18, 2026 | |
Lands of Fury In-game content text | AI was used for grammar support and translations into other languages. All in-game content is either developer-made or licensed from purchased assets. | Fife | 11 | Mar 18, 2026 | |
GrindFest Unclear art | AI generated artwork | Sorcerer on the Rocks | 44 | Mar 18, 2026 | |
WARLANCER - Armored Survivor Store/marketing text | ChatGPT was used to localize in game and Store Page text. | cycursive games | - | Mar 18, 2026 | |
God Of Death In-game content art | We received support from artificial intelligence in developing some visuals in the game. | IRun | 11 | Mar 18, 2026 | |
Nightfall Wardens In-game content arttextaudio | This game features AI-generated content to enhance the experience. AI is used to assist in creating in-game images, text, music, and sound effects, helping to shape the atmospheric world. Every AI-generated asset is carefully curated and refined to fit the game's style, ensuring a high-quality and cohesive experience. | - | - | Mar 18, 2026 | |
Dawn Of Insolence In-game content art | Icons were generated using AI. | 85KGames | 15 | Mar 18, 2026 | |
Element Are We In-game content artaudio | AI used in play test images of cards and audio of final victory song | Gym Suite Studios | - | Mar 18, 2026 | |
Carvival Store/marketing art | Some 2D artworks and promotional images in our game are created using generative artificial intelligence. | Vival Games | - | Mar 18, 2026 | |
Shell Runner In-game content audiotext | We've created voice lines for the player's hub A.I. companion, known as L.A.N.A. (short for Logical Artificial Neural Assistant), to narrate tutorial texts. They are all pre-rendered. | Reija | 79 | Mar 18, 2026 | |
Slyders In-game content art | Some graphic assets used in this game and its marketing materials were created with the help of generative AI tools. These primarily include the cartoon-style images, such as perks, characters, and items. | Kato Games | 156 | Mar 18, 2026 | |
Warlords Battle Simulator In-game content art | Static 2D art, such as background images, are AI generated. | RedKar Devs | 55 | Mar 18, 2026 | |
Myth & Mirage In-game content arttext | AI was used to generate store page images and in-game loading screens including the logo. AI was also used to revise some dialogue. | Eliphx | - | Mar 18, 2026 | |
Wacky West Dev only art | Wacky West had some AI art placeholders that were since replaced with hand made assets. | OnlyStuff | 151 | Mar 18, 2026 | |
LET IT DIE: INFERNO In-game content artaudio | AI-generated content has been used and then edited by our team for certain parts of the in-game voices, music, and graphics.
This content is included in:
・Some parts of the background signboard textures
・Some parts of the Records images
・Some parts of the InfoCast videos
・Some parts of the voices and music | SUPERTRICK GAMES, Inc. | 746 | Mar 18, 2026 | |
Luctus In-game content audioart | The two pieces of music and three mini visuals used in the game were created using artificial intelligence. All other visuals were hand-drawn, and all music was composed by musicians. | Mriya Game Studio | 62 | Mar 18, 2026 | |
Rogue Samurai Store/marketing art | We use AI for capsule image and loading screens. | CO's Entertainment | 60 | Mar 18, 2026 | |
Zombie Battlefield Survivors In-game content art | The game uses generative AI to generate store page images for the game, as well as Steam community assets and marketing materials and parts of the game UI | ZHANG FAN | - | Mar 18, 2026 | |
生嚿叉燒好過生你 In-game content art | 遊戲裡有幾張惡搞的虛構電視劇畫面的圖片 | 無厘頭遊戲工作室 | 282 | Mar 18, 2026 | |
Entities In-game content art | d-id was used to generate the game's cutcine videos. | Danilo Willian | - | Mar 18, 2026 | |
Nephilim Uprising In-game content art | We use graphical asset generation for items like Menus, Backgrounds, or any assets which will help improve the User Interface.
All AI generated content is carefully reviewed, regulated, and adjusted to fit our game before being rendered. | RealityPatch Studios LLC | - | Mar 18, 2026 | |
Deck of Darkness: Infernal Depths In-game content art | I have used AI art generation for some of the game's assets. | Morgan Caraway | - | Mar 18, 2026 | |
Wings of Redemption In-game content art | Some sprites in game were created with the use of AI. | Nukeborn Studio | 12 | Mar 18, 2026 | |
Escape Darkness Store/marketing art | Artificial intelligence was used only for Store Photos, no content in the game was created or directed by artificial intelligence. | AkaySoft | - | Mar 18, 2026 | |
Mole Royal Store/marketing art | Used AI to create images such as loading screen and steam art. | Hungry Cats Games | - | Mar 18, 2026 | |
Elemental World Store/marketing art | Use AI to render some promotional images | SoulGlen Games | 13 | Mar 18, 2026 | |
Wreckage In-game content art | Placeholder loading screens and some in-game materials were made with AI assistance. | Jupiter Lighthouse Games | - | Mar 18, 2026 | |
18 Levels of Hells In-game content art | We reaffirm our respect for human artists and their work. Due to current technical limitations, we employed AI image generator during development and apologize to players for any concerns this may cause.
AI tools such as Doubao, Gemini, and Stable Diffusion were used solely as references to visualize concepts and inform the creation of game content. All in-game AI assets have been substantially transformed — through redesign, editing, fusion, animation, recoloring, and pixelation in professional digital art tools — to produce original assets consistent with the game’s visual style.
We do not use or reproduce AI-generated content created by third parties. All applicable copyright and licensing terms were reviewed to ensure lawful commercial use. | yii | - | Mar 18, 2026 | |
crystal caverns Unclear | PlaceHolder Photos. | Levi Martin | - | 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 | |
Wild Witch In-game content artcode | AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management. | Giantmaker Studio | - | Mar 18, 2026 | |
Darkblade Ascent In-game content art | Some UI elements and icons have been made using AI. | PST Games | 503 | Mar 18, 2026 | |
Shattered Lands (破碎之地) In-game content art | This game primarily uses AI technology to generate certain image assets, including in-game equipment, items, and avatars. This also includes some icons and resources in the Steam store. | VoidStudio | - | Mar 18, 2026 | |
Land of the Survivors In-game content art | The game uses generative AI to generate store page images for the game, as well as Steam community assets and marketing materials and parts of the game UI | ZHANGFAN | - | Mar 18, 2026 | |
Lord O' Pirates In-game content audio | Generative AI was used to generate a total of 3 silly meme songs/sounds in the game, the most prominent being the title screen music. All other level soundtracks/sfx were otherwise created by a human (shoutout to my lifelong DJ TheMedisin).
Generative AI was used to create part of our steam page logos. | One Flow Man | 20 | Mar 18, 2026 | |
Asteroid King In-game content art | I used it to help with images in the game. No code was used or music creation. All code and concepts of the art direction was by me. | John J Nowicki | - | Mar 18, 2026 | |
Ghoul Fright Dev only arttext | We are using AI for testing content and ideas, our future focus is to make all of the content traditionally by hand to bring a good work like early stages of development in the game.
AI usage is mainly used for concept content and support during the most complicated parts from the development of the game, the entirety of Ghoul Fright core is hand made | Atrax | - | Mar 18, 2026 | |
Dead Hook Unclear art | Animating static images. | Joy Way | 22 | Mar 18, 2026 | |
DREAM SURVIVAL In-game content codetext | we use ai tools for code copilot and language translation | MnD | - | Mar 18, 2026 | |
Midnight at the Disco Unclear | I plan on phasing out the AI generated content and replacing it with my own assets as development continues. | Taphouse Games | 25 | Mar 18, 2026 |