预渲染成就图片及音乐使用AI生成。在游戏过程中不会使用到AI生成功能的代码和内容。
- Creator
- 9.9 studio
- Reviews
- -
- Added
- Jun 3, 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.
预渲染成就图片及音乐使用AI生成。在游戏过程中不会使用到AI生成功能的代码和内容。
Some artwork in Capyverse Odyssey was created with assistance from generative AI tools and further refined, polished, and modified by the studio’s artists and development team. Final gameplay systems, design, programming, and core game content are developed by Metazooie Studios.
For some textures — house windows, a backdrop with the city. For localization.
This product utilizes AI to assist in programming and art creation, thereby improving the speed of game development and enhancing its artistic appeal.
Generative AI tools were used to assist with writing, reviewing, and improving parts of the game's code. All models, textures, images, sounds, and music used in Single Note are created through human work. The game does not use AI-generated visual assets, audio assets, music, or 3D models. Single Note is developed by a small independent studio, and AI tools were used as development assistance during production. All final implementation decisions, testing, integration, and creative direction are handled by Fanjoy Studio. The game does not use live-generated AI content during gameplay.
Portions of the artwork in this game were generated using Artificial Intelligence.
AI was used to generate fragments of promotional art for the game's page, as well as to generate the trailer's soundtrack.
The developer uses Generative AI tools to assist in the creation of 2D character sprites, background artwork, UI elements, and visual effects frames. All AI-generated graphical assets are pre-rendered, manually edited, and carefully integrated into the game engine by the developer. The game does not generate any AI content in real-time during gameplay.
Code was partially written with AI assistance.
The only AI that was used for this game was placeholders and for research into the Norwegian culture. Everything else was designed and produced by humans.
Generative AI was used during the pre-production phase to create and refine visual concepts, character designs (including enemies and the protagonist), and environmental assets. All AI-generated content was further edited and processed by the developer to fit the game's unique pixel-art constructivist style. No AI content is generated live during gameplay.
Generative AI was used to assist in the creation of the game's codebase and logic. AI tools were also used to generate environmental art, background assets, and promotional marketing materials (including the Library Hero, Logo, and store page assets). All AI-generated content was reviewed and curated to ensure it meets quality standards and does not contain illegal or infringing material.
This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay.
AI tools were used during development to assist with asset creation (pixel art sprites, terrain textures, localization drafts) and game design iteration. All AI-generated content was reviewed, edited and curated by the developer.
Some CG artwork, visual assets, and audio assets in this game were created with the assistance of AI generation tools and then manually refined and integrated by the developer.
Some of the graphics and all of the localizations was produced with the help of generative AI.
This product uses AI tools to assist in generating code, art assets, and other content. All AI-generated materials have been significantly edited, modified, and polished by human developers to ensure originality, quality, and compliance with copyright regulations.
This game uses AI to create assets(in game assets and steam shop) and vibe coding
All images and sounds used in the game were created with generative AI, and some help was received for the internal code logic.
Voice synthesis. All informant dialogue is voiced using Google Cloud Text-to-Speech. Each of the 27 informants has a distinct voice selected to reflect their regional background. Story illustrations. Discovery images were generated using AI image generation and curated by the developer. Game content. Story text, discovery descriptions, and informant dialogue were drafted with AI assistance and edited by the developer. No AI-generated content is produced live during gameplay. All content is pre-rendered and reviewed before shipping.
This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Building a game of this scale as a solo indie developer is a gigantic quest. To bring this vision to life, I utilized AI to help manage the immense development load. I have used AI to help create placeholder assets as visual guides to get the final look and feel, some initial base assets that have since been modified to be game-ready, and, in some rare cases, game elements that did not require further polishing. I have worked hard to ensure the overall quality is as high as possible, given the limitations with funding, personnel and time. What wasn't made with AI: The core game design, idea and execution. Some of the game code, performance optimizations, final polishing, and most final assets. Additionally, some of the development tools, such as the terrain optimizer/generator, targeting, turret, and explosion systems, have been under development as personal hobby projects for nearly a decade. The game was completely visualized, balanced, play tested, and designed by people (the fun part). What is heavily AI-generated: Audio: The audio concepts and prompts were written by me, generated using AI algorithms, and then manually polished where needed. Real human work was required to orchestrate, mix, time, and fit these audio clips seamlessly into the game. Some textures: In a few rare cases, a generated texture was used "as-is" and did not require any additional post-processing or optimization of any kind (excluding cropping or some basic photoshopping).
While we are generally against generative AI, we cannot guarantee that no AI generated content will end up in the game. We are using store bought assets and third party translations and we are not taking on the additional stress of verifying if they are 100% AI free. We will however deliver as much handcrafted material as possible.
This product uses artificial intelligence to generate in real time the language, voice, actions and other content of the character(s).
Some character images in the game and promotional material are generated by AI.
AI was used to assist with the generation of map data as well as the review of part of the source code
Translation and some background pictures
Some of the text and code is generated by AI
A few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content.
The game's translation was partially assisted by AI, but all in-game text was created and edited by real people. AI was used to enhance a small portion of the textures, but these were always manually refined afterward and served only as one method to make the textures sharper alongside other hand-made improvements in graphic editors. All images, including signs and drawings on the walls, were commissioned from real artists.
In The Hollow, artificial intelligence is used to enhance images, create the basis for certain textures, and ensure more accurate translations. Some of the characters’ faces could not have been created without processing their images using artificial intelligence. Furthermore, some of the generated results served as the basis for further manual refinement of the game assets.
Our game includes the use of AI-assisted visual content. Certain CG (cutscene) images in the game were generated with the assistance of AI tools, based on keyframes and visual direction created by our art team. These assets are pre-generated during development and are not created dynamically. All AI-assisted content is limited to visual presentation only. It is optional, and does not affect gameplay systems, player interaction, progression, or game logic. All core gameplay design, narrative structure, and interactive content are fully created and implemented by the development team.
Some card figures and illustrations are AI created arts.
During development, this game used generative AI tools to help brainstorm, expand, and polish narrative and dialogue text, and to assist with in-editor organization in the development stage (for example, using novel/story-related plugins to structure plot outlines). All such material was reviewed, rewritten, and unified by the team; the final in-game text is based on the version approved by the team. If a game build includes dialogue or text generated in real time by a large language model (for example, online responses from a third-party AI service), we will update this disclosure with the specific scope when that feature goes live. In the currently public version, the experience is primarily based on pre-written, human-reviewed story content. We did not use generative AI to replace basic fact-checking for historical subject matter; statements involving history and historical figures remain guided by design intent and human oversight.
Generative AI tools were used to assist in the creation of some art assets.
I have used AI tools to produce code, images and music for the game.
To push the creative boundaries of our small team, we used AI-powered audio tools to assist in the generation of certain audio assets. These assets were heavily curated, edited, and refined by our sound designers to ensure they align perfectly with the game's atmosphere and unique artistic vision.
The image resources in the game are generated by AI.
Voice lines for dialogue.
Generative AI was used during development to assist in the creation of: Assets: Textures, Sound Effects, Music, and Voice. Development: Code and Narrative Text. All AI-generated content has been manually refined and integrated by our team to ensure high quality and originality. Many of these tools were utilized primarily for concepting and prototyping to streamline our production workflow.
Our game was hand-crafted with love, however we use newer AI technologies, limited to the Arena Tactics' Enhanced Auto Battler mode, to enable a feature whereby players can write plain-text instructions to inform the Computer/AI's realtime gameplay.
AI-powered tools were used to help create bitmaps and music scores in this game.
Generative AI is used solely during development for supplemental, non-essential purposes, including design ideation, code production support, or localization assistance. These AI-generated outputs are limited in scope, reviewed by our development team, and never substitute human creative or technical decision-making. All final core assets and game content are created by Wargaming’s artists and developers.
This game uses AI only for some UI and dialogue localization, helping me as a solo developer make the game accessible to a wider audience.
The game to contain art assets generated by artificial intelligence.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
The logo was created using AI
AI was used to generate some of the 2D assets and portraits. I have personally selected and verified all generated content to ensure it fits the game's historical theme.
Graphical elements in the game (screens, icons, illustrations) were created with the assistance of generative tools and then edited and refined by hand to match the game’s visual style. Additionally, translation was supported by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
idel world In-game content artaudio | 预渲染成就图片及音乐使用AI生成。在游戏过程中不会使用到AI生成功能的代码和内容。 | 9.9 studio | - | Jun 3, 2026 | |
Capyverse Odyssey In-game content art | Some artwork in Capyverse Odyssey was created with assistance from generative AI tools and further refined, polished, and modified by the studio’s artists and development team. Final gameplay systems, design, programming, and core game content are developed by Metazooie Studios. | Metazooie Studios | - | Jun 3, 2026 | |
Sabre Hunter: Keep On Moving In-game content arttext | For some textures — house windows, a backdrop with the city.
For localization. | untold.Soft | - | May 23, 2026 | |
楚汉争霸之神兵天降(Divine Descent: Chu-Han) Dev only codeart | This product utilizes AI to assist in programming and art creation, thereby improving the speed of game development and enhancing its artistic appeal. | Qingdao Qilin Ark Network Technology Co.,Ltd. | - | May 23, 2026 | |
Single Note Dev only code | Generative AI tools were used to assist with writing, reviewing, and improving parts of the game's code.
All models, textures, images, sounds, and music used in Single Note are created through human work. The game does not use AI-generated visual assets, audio assets, music, or 3D models.
Single Note is developed by a small independent studio, and AI tools were used as development assistance during production. All final implementation decisions, testing, integration, and creative direction are handled by Fanjoy Studio. The game does not use live-generated AI content during gameplay. | Fanjoy Studio | - | May 23, 2026 | |
Hello Mayor In-game content art | Portions of the artwork in this game were generated using Artificial Intelligence. | JZHL | - | May 23, 2026 | |
Drone Factory Simulator In-game content artaudio | AI was used to generate fragments of promotional art for the game's page, as well as to generate the trailer's soundtrack. | Mighty Cogs | - | May 23, 2026 | |
天机·大唐重构 In-game content art | The developer uses Generative AI tools to assist in the creation of 2D character sprites, background artwork, UI elements, and visual effects frames. All AI-generated graphical assets are pre-rendered, manually edited, and carefully integrated into the game engine by the developer. The game does not generate any AI content in real-time during gameplay. | Villager B Studio | - | May 23, 2026 | |
Historarium Dev only code | Code was partially written with AI assistance. | SemiRandom Interactive | - | May 23, 2026 | |
Storm The Field Dev only | The only AI that was used for this game was placeholders and for research into the Norwegian culture. Everything else was designed and produced by humans. | Acharya Studios | - | May 23, 2026 | |
Archivist: Protocol Zero In-game content art | Generative AI was used during the pre-production phase to create and refine visual concepts, character designs (including enemies and the protagonist), and environmental assets. All AI-generated content was further edited and processed by the developer to fit the game's unique pixel-art constructivist style. No AI content is generated live during gameplay. | Opentech OU | - | May 23, 2026 | |
Polity Painter In-game content artcode | Generative AI was used to assist in the creation of the game's codebase and logic. AI tools were also used to generate environmental art, background assets, and promotional marketing materials (including the Library Hero, Logo, and store page assets). All AI-generated content was reviewed and curated to ensure it meets quality standards and does not contain illegal or infringing material. | Lux Historia | - | May 23, 2026 | |
Music Manager In-game content artaudio | This game includes some pre-generated visual assets and music created with the help of AI tools during development. No AI content is generated live during gameplay. | Throup Media Ltd | - | May 23, 2026 | |
Kepler Protocol In-game content arttext | AI tools were used during development to assist with asset creation (pixel art sprites, terrain textures, localization drafts) and game design iteration. All AI-generated content was reviewed, edited and curated by the developer. | Boe | - | May 23, 2026 | |
The Iron and the Oath In-game content artaudio | Some CG artwork, visual assets, and audio assets in this game were created with the assistance of AI generation tools and then manually refined and integrated by the developer. | FFire Studio | - | May 23, 2026 | |
Agartha Survivors In-game content arttext | Some of the graphics and all of the localizations was produced with the help of generative AI. | Michael Blair | - | May 23, 2026 | |
Prism Age In-game content artcode | This product uses AI tools to assist in generating code, art assets, and other content. All AI-generated materials have been significantly edited, modified, and polished by human developers to ensure originality, quality, and compliance with copyright regulations. | IceStar | - | May 23, 2026 | |
均灵牌 In-game content artcode | This game uses AI to create assets(in game assets and steam shop) and vibe coding | IndieCain | - | May 23, 2026 | |
History of Kingdoms: Three Kingdoms In-game content artaudio | All images and sounds used in the game were created with generative AI, and some help was received for the internal code logic. | Uncle GoodBen | 23 | May 23, 2026 | |
Alien History In-game content audiotextart | Voice synthesis. All informant dialogue is voiced using Google Cloud Text-to-Speech. Each of the 27 informants has a distinct voice selected to reflect their regional background.
Story illustrations. Discovery images were generated using AI image generation and curated by the developer.
Game content. Story text, discovery descriptions, and informant dialogue were drafted with AI assistance and edited by the developer.
No AI-generated content is produced live during gameplay. All content is pre-rendered and reviewed before shipping. | Adam | - | May 23, 2026 | |
Three Kingdoms : Alias In-game content artaudiocode | This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music. | Plotrick | 333 | May 23, 2026 | |
Florence Mirror In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | FLOREGO, EerieEchoGames | - | May 23, 2026 | |
Red Conflict 2044 In-game content artaudio | Building a game of this scale as a solo indie developer is a gigantic quest. To bring this vision to life, I utilized AI to help manage the immense development load.
I have used AI to help create placeholder assets as visual guides to get the final look and feel, some initial base assets that have since been modified to be game-ready, and, in some rare cases, game elements that did not require further polishing. I have worked hard to ensure the overall quality is as high as possible, given the limitations with funding, personnel and time.
What wasn't made with AI:
The core game design, idea and execution. Some of the game code, performance optimizations, final polishing, and most final assets. Additionally, some of the development tools, such as the terrain optimizer/generator, targeting, turret, and explosion systems, have been under development as personal hobby projects for nearly a decade. The game was completely visualized, balanced, play tested, and designed by people (the fun part).
What is heavily AI-generated:
Audio: The audio concepts and prompts were written by me, generated using AI algorithms, and then manually polished where needed. Real human work was required to orchestrate, mix, time, and fit these audio clips seamlessly into the game.
Some textures: In a few rare cases, a generated texture was used "as-is" and did not require any additional post-processing or optimization of any kind (excluding cropping or some basic photoshopping). | NBS-Games | - | May 23, 2026 | |
TechnoMayan In-game content arttext | While we are generally against generative AI, we cannot guarantee that no AI generated content will end up in the game. We are using store bought assets and third party translations and we are not taking on the additional stress of verifying if they are 100% AI free. We will however deliver as much handcrafted material as possible. | SparkInBox studio | - | May 23, 2026 | |
星夜颂歌 Celestial Reverie Live AI textaudioart | This product uses artificial intelligence to generate in real time the language, voice, actions and other content of the character(s). | SingularDance | - | May 23, 2026 | |
星岛之梦 In-game content art | Some character images in the game and promotional material are generated by AI. | Sumeru Technology | - | May 23, 2026 | |
RUPTURR In-game content code | AI was used to assist with the generation of map data as well as the review of part of the source code | Aikon Interactive | - | May 23, 2026 | |
Pointer Manual In-game content textart | Translation and some background pictures | 川月瑰奇 | - | May 23, 2026 | |
Nothing Remarkable Today Unclear textcode | Some of the text and code is generated by AI | Constanteer Interactive | - | May 23, 2026 | |
Tally4: Operation MARY Store/marketing art | A few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content. | WildRealm Inc | - | May 23, 2026 | |
The Derailed: Devour the Harvest In-game content textart | The game's translation was partially assisted by AI, but all in-game text was created and edited by real people. AI was used to enhance a small portion of the textures, but these were always manually refined afterward and served only as one method to make the textures sharper alongside other hand-made improvements in graphic editors. All images, including signs and drawings on the walls, were commissioned from real artists. | Deformed Dreams Studio | - | May 23, 2026 | |
The Hollow In-game content arttext | In The Hollow, artificial intelligence is used to enhance images, create the basis for certain textures, and ensure more accurate translations. Some of the characters’ faces could not have been created without processing their images using artificial intelligence. Furthermore, some of the generated results served as the basis for further manual refinement of the game assets. | Brenntkopf Development | 18 | May 23, 2026 | |
集墨聚场™:三国(单机版) In-game content art | Our game includes the use of AI-assisted visual content.
Certain CG (cutscene) images in the game were generated with the assistance of AI tools, based on keyframes and visual direction created by our art team. These assets are pre-generated during development and are not created dynamically.
All AI-assisted content is limited to visual presentation only. It is optional, and does not affect gameplay systems, player interaction, progression, or game logic.
All core gameplay design, narrative structure, and interactive content are fully created and implemented by the development team. | JiMoYou | 27 | May 23, 2026 | |
Po10tions: Silver Path In-game content art | Some card figures and illustrations are AI created arts. | Project Treeverse | - | May 23, 2026 | |
朕,不想死! In-game content text | During development, this game used generative AI tools to help brainstorm, expand, and polish narrative and dialogue text, and to assist with in-editor organization in the development stage (for example, using novel/story-related plugins to structure plot outlines). All such material was reviewed, rewritten, and unified by the team; the final in-game text is based on the version approved by the team.
If a game build includes dialogue or text generated in real time by a large language model (for example, online responses from a third-party AI service), we will update this disclosure with the specific scope when that feature goes live. In the currently public version, the experience is primarily based on pre-written, human-reviewed story content.
We did not use generative AI to replace basic fact-checking for historical subject matter; statements involving history and historical figures remain guided by design intent and human oversight. | 四方格工作室 | - | May 23, 2026 | |
SandTable War: Three Kingdoms In-game content art | Generative AI tools were used to assist in the creation of some art assets. | 古玩工作室 | 230 | May 23, 2026 | |
Angels Die In-game content artaudiocode | I have used AI tools to produce code, images and music for the game. | Simulators Mainly | - | May 23, 2026 | |
Red Horizon In-game content audio | To push the creative boundaries of our small team, we used AI-powered audio tools to assist in the generation of certain audio assets. These assets were heavily curated, edited, and refined by our sound designers to ensure they align perfectly with the game's atmosphere and unique artistic vision. | Fullscale Interactive | - | May 23, 2026 | |
氏族 In-game content art | The image resources in the game are generated by AI. | Xuan | - | May 23, 2026 | |
Peagrove Noir In-game content audio | Voice lines for dialogue. | LUX Story Forge | - | May 23, 2026 | |
Black Submarine In-game content artaudiotextcode | Generative AI was used during development to assist in the creation of:
Assets: Textures, Sound Effects, Music, and Voice.
Development: Code and Narrative Text.
All AI-generated content has been manually refined and integrated by our team to ensure high quality and originality. Many of these tools were utilized primarily for concepting and prototyping to streamline our production workflow. | fShark Games | - | May 23, 2026 | |
ARBO Arena Tactics Live AI text | Our game was hand-crafted with love, however we use newer AI technologies, limited to the Arena Tactics' Enhanced Auto Battler mode, to enable a feature whereby players can write plain-text instructions to inform the Computer/AI's realtime gameplay. | ReBlink | - | May 23, 2026 | |
Balkanija In-game content artaudio | AI-powered tools were used to help create bitmaps and music scores in this game. | Mattone Studio | - | May 23, 2026 | |
World of Tanks: HEAT In-game content codetext | Generative AI is used solely during development for supplemental, non-essential purposes, including design ideation, code production support, or localization assistance. These AI-generated outputs are limited in scope, reviewed by our development team, and never substitute human creative or technical decision-making. All final core assets and game content are created by Wargaming’s artists and developers. | Wargaming Group Limited | 2k | May 23, 2026 | |
Sketchy Fables In-game content text | This game uses AI only for some UI and dialogue localization, helping me as a solo developer make the game accessible to a wider audience. | Alle Jong | - | May 23, 2026 | |
KUNTEYNIR In-game content art | The game to contain art assets generated by artificial intelligence. | OPG EUPHORE | - | Mar 18, 2026 | |
Scam Grandpa In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | BRB Drama | - | Mar 18, 2026 | |
OVERDEAD Store/marketing art | The logo was created using AI | rushandev1 | - | Mar 18, 2026 | |
Crown & Coin: The Hundred Years In-game content art | AI was used to generate some of the 2D assets and portraits. I have personally selected and verified all generated content to ensure it fits the game's historical theme. | MUZINA GAMES | - | Mar 18, 2026 | |
Eon Empires In-game content arttext | Graphical elements in the game (screens, icons, illustrations) were created with the assistance of generative tools and then edited and refined by hand to match the game’s visual style. Additionally, translation was supported by AI. | Aeonforge Studio | - | Mar 18, 2026 |