We've used AI to help generate some of our store artwork, loading screens, and menu images.
- Creator
- LilSky Entertainment, LLC
- Reviews
- 53
- 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.
We've used AI to help generate some of our store artwork, loading screens, and menu images.
AI was used to generate logos and banners for your library display and store display.
- Memes in the pictures are drawn with AI - Music in the player on the map is generated with AI
Game textures
We provide an AI assisted tool for players to create their own cosmetics for our game. It exclusively is used as a UGC tool, so players do not need to achieve high technical skills to be able to create new content for DFUSE.
The achievement icons are generated using AI
Used for art board and market materials.
No AI is used in the game. Only used in illustrations outside of the game.
Part of the NPC dialogue is generated by AI
album art for some songs and other random textures
RaceOnLife uses AI-driven NPC systems to create more dynamic interactions inside the game world. Some NPCs are designed to remember previous conversations, react to the player’s behavior, and respond differently depending on how the player communicates with them. These interactions may affect how NPCs guide, assist, ignore, challenge, or oppose the player during gameplay. Our goal is to make the island feel more alive, where conversations with non-player characters are not just static dialogue lines, but part of the player’s personal journey through the story and open world. AI features are used to support NPC behavior, dialogue variation, and player interaction systems. Core gameplay, world design, missions, vehicles, races, combat, progression, and major story content are created and directed by our development team. For live AI interactions, we are working with safety rules and moderation limits to reduce the risk of inappropriate, harmful, or illegal generated content.
During the early development of Astro Felix, limited AI generated visuals were used specifically for select Steam artwork and a few temporary in-game placeholders. These assets were used solely to support of prototyping and vision shaping. Our goal is to replace all placeholder material with original art as development progresses.
Art is AI generated
pre-rendered images
Used it to generate parts of Artwork for the steam capsules
The resource icons and some background textures for UI are AI generated images.
AI-powered software was used to generate graphics that are displayed on this shop page and in the game.
Sound effects & background music.
As per your review, capsule art is generated with AI. However, this was created by our designer as we own the .psd file.
This game used AI for the Chinese and Spanish localizations. English and Portuguese localizations were NOT made using AI.
The trees in the Germany Stage (shown in the first trailer) were generated with retro-diffusion. I intend to replace them with hand-drawn trees in the final game. There's also the "modern art" enemy that has ai-generated images displayed inside a frame. Besides that everything is hand made.
Our game incorporates AI-assisted visual resources within the User Interface, such as icons and decorations. These assets are either enhanced with AI tools or use AI-generated visuals as a starting point for further development. However, no in-game resources are purely AI-generated; all visuals went through our 2D Artist to ensure originality and quality
Code: Only when I was absolutely stuck on something and needed help troubleshooting. All the actual development and implementation was hands-on. Music: The in-game songs were created using AI generation tools.
Race announcer voice is AI generated and will be replaced by a voice actor during Early Access.
Some visual assets — such as community materials, marketing content, and select transition screens — were created with limited AI assistance. All final in-game art is created by our artists.
Only Graphical Images on the Steam store page & library. NOT Actually screenshots or footage of the game, Those ARE UNALTERED.
This game currently features AI-generated voiceovers to bring its characters and story to life. As a solo developer working on my first project, this was the most feasible option during development. A post-release roadmap will be published, where I plan to transition to fully voiced lines by real voice actors as soon as resources allow.
Suck Up! uses advanced AI to create dynamic gameplay. Players interact with AI characters using their voice, and the AI responds in real time based on tone and strategy. With unique personalities and behaviors, the AI challenges players to outwit them, ensuring immersive and unpredictable experiences.
GitHub Copilot for coding. 2d UI Icons. External promotional art - not inside the game.
A few textures are done using AI generated content.
used artificial intelligence for the store page and some images and ui
Used in the production process of background illustrations.
AI-Generated images are used for game cover of the store page and some in-game textures.
Some of game's sound effects, music and textures are AI-generated
The artwork of the townspeople and the collectible artwork in the "Image Gallery" used generative AI.
Our Policy for AI Use Even if, and disclose from time to time that, we use AI in some of our products, it never means that our product consists of AI-generated content, which is simply impossible but may be presumed by some people. We continue our due diligence and necessary efforts to come up with the best content. AI is a field that we keep track of and welcome curiously and excitedly. It is something not the world gives us but what we get from the world according to our requirements. However, We always consider the rights of commercial and ethical use of AI. Therefore, we subscribe to their content, pay their respective fee, and keep their receipts/licenses. In this game, we use a few asset generators like open-source make-human generations or some publicly available animations or the generators of the asset store such as the Spaceship Generator or Character Creator 2d, which we have purchased, and which have been around for many years. These assets allow us to design or randomly generate our character models according to our requirements. We are also working on the trailer of the game which might include some elements that we make by distorting some AI images.
Some textures in Candy Bandits were initially generated using AI tools and then manually edited and adjusted by our artists to meet our design and quality standards. No generative AI is used during gameplay or player interaction.
Use of AI for visual materials on the Steam page due to limited resources and budget. This is done to try to give the page a better appearance than what we could achieve with our own skills.
This was only used to create the game trailer.
Some card & store page artwork are ai assisted.
Our game is about shooting movies. We also allow players to create their own movies, including having characters say the lines of the movie script. Players can write dialogue and generate audio. The 3D animated characters act out the script.
In creating the artworks, AI was partially utilized.
Erannorth Renaissance is a solo development effort that uses licensed stock for artwork, sound effects, and music from various artists. Some assets, such as portraits and event covers, were created using generative AI technologies or AI-based tools. -- Every story thread in the game comes from my own twisted imagination. No AI played any part in creating it. However, to make sure every line reads as intended and is grammatically correct, it’s been reviewed and, when needed, refined with help from AI-powered grammar tools.
We use AI tools to help us develop the game faster, mainly for coding purposes.
Part of the art assets were generated using AI tools to create initial concept sketches, which were then manually adjusted and revised by artists. The final work combines AI-generated foundational designs with human artistic revisions. The translation process for languages other than Chinese utilized AI & human revision.
The game is developed solo, and during Early Access I’ve occasionally used AI-generated placeholders — some of which I actually quite like. These are temporary and will likely be replaced over time.
We used AI to design the capsules featured on the game's store page.
We got help from AI while creating the store page
The developer is a skilled artist who has created all of the art, except for some music and sound effects that were partially generated by different AI software to ease the cost and workload of solo development.
Some pre-rendered images in the game were generated by AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Heroic Kingdom: Origins Store/marketing art | We've used AI to help generate some of our store artwork, loading screens, and menu images. | LilSky Entertainment, LLC | 53 | Mar 18, 2026 | |
Path to the Creator Store/marketing art | AI was used to generate logos and banners for your library display and store display. | Zentyre | - | Mar 18, 2026 | |
The Mosquito Gang In-game content artaudio | - Memes in the pictures are drawn with AI
- Music in the player on the map is generated with AI | Space Raccoon Game Studio | 146 | Mar 18, 2026 | |
Vinlanders Unclear | Game textures | Ethan Hasbrouck | - | Mar 18, 2026 | |
DFUSE Live AI art | We provide an AI assisted tool for players to create their own cosmetics for our game. It exclusively is used as a UGC tool, so players do not need to achieve high technical skills to be able to create new content for DFUSE. | AEY Studios | - | Mar 18, 2026 | |
Only Way is Down In-game content art | The achievement icons are generated using AI | Jilted Generation Productions | 121 | Mar 18, 2026 | |
VR NINJA DOJO Store/marketing art | Used for art board and market materials. | Fivefor Co., Ltd. | - | Mar 18, 2026 | |
Rogue Gladius Survivors Store/marketing art | No AI is used in the game. Only used in illustrations outside of the game. | SE Mobile and Online Co.,Ltd. | - | Mar 18, 2026 | |
Cosmos Milk Tea Live AI text | Part of the NPC dialogue is generated by AI | Emma Yang | - | Mar 18, 2026 | |
DJ SIMULATOR In-game content art | album art for some songs and other random textures | REMBOT GAMES | 40 | Mar 18, 2026 | |
RaceOnLife Live AI text | RaceOnLife uses AI-driven NPC systems to create more dynamic interactions inside the game world.
Some NPCs are designed to remember previous conversations, react to the player’s behavior, and respond differently depending on how the player communicates with them. These interactions may affect how NPCs guide, assist, ignore, challenge, or oppose the player during gameplay.
Our goal is to make the island feel more alive, where conversations with non-player characters are not just static dialogue lines, but part of the player’s personal journey through the story and open world.
AI features are used to support NPC behavior, dialogue variation, and player interaction systems. Core gameplay, world design, missions, vehicles, races, combat, progression, and major story content are created and directed by our development team.
For live AI interactions, we are working with safety rules and moderation limits to reduce the risk of inappropriate, harmful, or illegal generated content. | ELife Studio | - | Mar 18, 2026 | |
Astro Felix In-game content art | During the early development of Astro Felix, limited AI generated visuals were used specifically for select Steam artwork and a few temporary in-game placeholders. These assets were used solely to support of prototyping and vision shaping.
Our goal is to replace all placeholder material with original art as development progresses. | SanForge Studio | - | Mar 18, 2026 | |
Battle Babes In-game content art | Art is AI generated | Recoil Mojo | 18 | Mar 18, 2026 | |
Being John In-game content art | pre-rendered images | Procrast Games | - | Mar 18, 2026 | |
The Greatest Dungeon Store/marketing art | Used it to generate parts of Artwork for the steam capsules | me | - | Mar 18, 2026 | |
Knights of Conquest: Feudal Shenanigans Galore In-game content art | The resource icons and some background textures for UI are AI generated images. | ES Galore | - | Mar 18, 2026 | |
RC Overdrive In-game content art | AI-powered software was used to generate graphics that are displayed on this shop page and in the game. | Game Development Alexander Lamers | 37 | Mar 18, 2026 | |
Onyx In-game content audio | Sound effects & background music. | Dark Matter | - | Mar 18, 2026 | |
Beastie's Shelter Dev only art | As per your review, capsule art is generated with AI.
However, this was created by our designer as we own the .psd file. | INNOVATIVE DIGITAL SOLUTIONS | - | Mar 18, 2026 | |
Waving Around In-game content text | This game used AI for the Chinese and Spanish localizations.
English and Portuguese localizations were NOT made using AI. | Deive_Ex | - | Mar 18, 2026 | |
WESTMEN In-game content art | The trees in the Germany Stage (shown in the first trailer) were generated with retro-diffusion.
I intend to replace them with hand-drawn trees in the final game.
There's also the "modern art" enemy that has ai-generated images displayed inside a frame.
Besides that everything is hand made. | Studio DynoStorm | - | Mar 18, 2026 | |
Clash of Adventurers In-game content art | Our game incorporates AI-assisted visual resources within the User Interface, such as icons and decorations. These assets are either enhanced with AI tools or use AI-generated visuals as a starting point for further development. However, no in-game resources are purely AI-generated; all visuals went through our 2D Artist to ensure originality and quality | Devsland Soft | - | Mar 18, 2026 | |
Rise & Dine In-game content audiocode | Code: Only when I was absolutely stuck on something and needed help troubleshooting. All the actual development and implementation was hands-on.
Music: The in-game songs were created using AI generation tools. | ML | - | Mar 18, 2026 | |
Horse Racing Manager In-game content audio | Race announcer voice is AI generated and will be replaced by a voice actor during Early Access. | Sheep Meadow Road Games | 191 | Mar 18, 2026 | |
Westland Survival In-game content art | Some visual assets — such as community materials, marketing content, and select transition screens — were created with limited AI assistance. All final in-game art is created by our artists. | Helio Games | 533 | Mar 18, 2026 | |
Avelia In-game content art | Only Graphical Images on the Steam store page & library.
NOT Actually screenshots or footage of the game, Those ARE UNALTERED. | Avelia Entertainment | - | Mar 18, 2026 | |
Blood Sins In-game content audio | This game currently features AI-generated voiceovers to bring its characters and story to life. As a solo developer working on my first project, this was the most feasible option during development.
A post-release roadmap will be published, where I plan to transition to fully voiced lines by real voice actors as soon as resources allow. | JGG Log Studio | 14 | Mar 18, 2026 | |
Suck Up! Live AI text | Suck Up! uses advanced AI to create dynamic gameplay. Players interact with AI characters using their voice, and the AI responds in real time based on tone and strategy. With unique personalities and behaviors, the AI challenges players to outwit them, ensuring immersive and unpredictable experiences. | Proxima | 174 | Mar 18, 2026 | |
Idle Fishing In-game content codeart | GitHub Copilot for coding.
2d UI Icons.
External promotional art - not inside the game. | AO Games | 1.9k | Mar 18, 2026 | |
PizzaPanic In-game content art | A few textures are done using AI generated content. | Catnip Lab | 10 | Mar 18, 2026 | |
Casino Boss Simulator Store/marketing art | used artificial intelligence for the store page and some images and ui | Nons Games | 69 | Mar 18, 2026 | |
Cthulhu Mythos ADV The Isle Of Ubohoth Unclear art | Used in the production process of background illustrations. | Gotcha Gotcha Games | 32 | Mar 18, 2026 | |
ContractVille In-game content art | AI-Generated images are used for game cover of the store page and some in-game textures. | MYM Games Studios | 2.4k | Mar 18, 2026 | |
Space Freighter In-game content audioart | Some of game's sound effects, music and textures are AI-generated | Susmers | - | Mar 18, 2026 | |
Tickle Magnet In-game content art | The artwork of the townspeople and the collectible artwork in the "Image Gallery" used generative AI. | Agency Publishing, Inc. | - | Mar 18, 2026 | |
Hellsting In-game content art | Our Policy for AI Use
Even if, and disclose from time to time that, we use AI in some of our products, it never means that our product consists of AI-generated content, which is simply impossible but may be presumed by some people. We continue our due diligence and necessary efforts to come up with the best content.
AI is a field that we keep track of and welcome curiously and excitedly. It is something not the world gives us but what we get from the world according to our requirements.
However,
We always consider the rights of commercial and ethical use of AI. Therefore, we subscribe to their content, pay their respective fee, and keep their receipts/licenses.
In this game, we use a few asset generators like open-source make-human generations or some publicly available animations or the generators of the asset store such as the Spaceship Generator or Character Creator 2d, which we have purchased, and which have been around for many years. These assets allow us to design or randomly generate our character models according to our requirements. We are also working on the trailer of the game which might include some elements that we make by distorting some AI images. | DreamMasters Studio | - | Mar 18, 2026 | |
Candy Bandits In-game content art | Some textures in Candy Bandits were initially generated using AI tools and then manually edited and adjusted by our artists to meet our design and quality standards. No generative AI is used during gameplay or player interaction. | Sufficiently Roasted | - | Mar 18, 2026 | |
Skate Summit Store/marketing art | Use of AI for visual materials on the Steam page due to limited resources and budget. This is done to try to give the page a better appearance than what we could achieve with our own skills. | PiconicStudios | - | Mar 18, 2026 | |
Undeads Store/marketing art | This was only used to create the game trailer. | Sezual Pte Ltd | 134 | Mar 18, 2026 | |
Standalone: Synergy Store/marketing art | Some card & store page artwork are ai assisted. | Ten Percent Red | - | Mar 18, 2026 | |
Movies Tycoon Live AI audiotext | Our game is about shooting movies. We also allow players to create their own movies, including having characters say the lines of the movie script. Players can write dialogue and generate audio. The 3D animated characters act out the script. | PixelCraze s.r.o. | 499 | Mar 18, 2026 | |
Arts & Hearts Academy Store/marketing art | In creating the artworks, AI was partially utilized. | Vera Florentine | 32 | Mar 18, 2026 | |
Erannorth Renaissance In-game content arttext | Erannorth Renaissance is a solo development effort that uses licensed stock for artwork, sound effects, and music from various artists. Some assets, such as portraits and event covers, were created using generative AI technologies or AI-based tools.
--
Every story thread in the game comes from my own twisted imagination. No AI played any part in creating it. However, to make sure every line reads as intended and is grammatically correct, it’s been reviewed and, when needed, refined with help from AI-powered grammar tools. | Spyridon Thalassinos | 175 | Mar 18, 2026 | |
Bird Game 3 Dev only code | We use AI tools to help us develop the game faster, mainly for coding purposes. | Aengel Studio | - | Mar 18, 2026 | |
息风谷战略 In-game content arttext | Part of the art assets were generated using AI tools to create initial concept sketches, which were then manually adjusted and revised by artists. The final work combines AI-generated foundational designs with human artistic revisions.
The translation process for languages other than Chinese utilized AI & human revision. | Xia Start | 1.5k | Mar 18, 2026 | |
Hiraeth Dev only art | The game is developed solo, and during Early Access I’ve occasionally used AI-generated placeholders — some of which I actually quite like. These are temporary and will likely be replaced over time. | Jade Horse | 24 | Mar 18, 2026 | |
Luxury Store Simulator Store/marketing art | We used AI to design the capsules featured on the game's store page. | OBUR Games | - | Mar 18, 2026 | |
Dark Continent Store/marketing | We got help from AI while creating the store page | Armagan | - | Mar 18, 2026 | |
Slightly Off World In-game content audio | The developer is a skilled artist who has created all of the art, except for some music and sound effects that were partially generated by different AI software to ease the cost and workload of solo development. | Lofty Robot | - | Mar 18, 2026 | |
Dark Sanctum In-game content art | Some pre-rendered images in the game were generated by AI | Overaction Game Studio | - | Mar 18, 2026 |