AI art is used for... AI art or robot propaganda bc game is takes place at world war 4 where the rest of humanity fight against robots
- Creator
- The Only Way Out
- 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.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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AI art is used for... AI art or robot propaganda bc game is takes place at world war 4 where the rest of humanity fight against robots
AI has been used to generate some of the icons used in Hex-Calibre's UI.
we use AI across multiple areas of our creative process. This includes generating and enhancing textures, videos, stories, logos, concepts and ideas, music, voice acting, sound effects, and even 3D models. AI tools help us experiment faster, explore new artistic directions, and bring our worlds to life with greater efficiency and creativity.
Cinematic and soundtrack
There is no AI-generated content in the game itself, but there is on the store page; the photos of the store's resources and the library resources were generated by AI, as were the promotional materials.
Used AI to generate images.
We use AI to generate some icons.
Certain visual elements within the game and marketing materials were manually created by the development team, with AI assisting in troubleshooting during development. The game's AI does not generate real-time content.
Parts of the visual art assets in this game were created with the assistance of generative artificial intelligence (AI) tools. All AI-generated materials have undergone rigorous human curation, modification, and artistic refinement to ensure alignment with the game's overall artistic style. The core gameplay, design, narrative, and all other content of the game are entirely human‑created.
This game does not use generative AI to create content during gameplay. Generative AI tools have been used in a limited way during development to assist in creating some marketing assets (such as concept art and sound effects). These assets are curated, edited, and finalized by the developers to ensure quality and originality. In-game systems such as enemy behavior, wave generation, and co-op difficulty scaling rely on traditional game AI logic, not generative AI.
1.some store page marketing images use artificial intelligence 2.some inventory item images use artificial intelligence 3.on the map transition UI use artificial intelligence
AI generation tools were used to assist in the creation of store marketing assets (such as capsule art) and some in-game item icons. These assets were further reviewed and polished by humans.
AI is used to make code that I can't understand, math is hard for me, some text may also be generated with AI but most is written by me. Everything else is made by my, art, music and concepts.
AI image generation is used to create the backgrounds of the Titles-Logo/Icons on the Store Page. AI generated content is NOT used in the actual Game itself.
This game uses generative artificial intelligence in a limited capacity to create some user interface images and visual elements for the narrative videos. AI was also used to support the writing of certain code snippets during development. No AI-generated content was used directly; everything was modified and adapted to integrate seamlessly with the game's visual and technical style. The 3D models, most of the code, and the overall design were developed manually by the team.
Enemy models and textures were initially generated with AI and later manually refined by the development team.
In the game, AI tools were used to assist in completing the code and drawing work, and most of the content generated by AI was manually reworked in the later stage.
Using AI to generate partial UI and visual assets for games
The speech of the NPCs is pre-rendered using AI. No in-game AI usage.
AI is planned to be used in some sound effects.
I utilize AI for texture generation, code generation, audio generation.
I used AI-assisted tools during development to help create some visual elements. All AI-generated assets were used as a base and were optimized and refined to fit the visual style and comply with copyright standards.
Game posters are AI generated.
Generative AI tools were used to assist in the development of some assets in the game.
AI was used to generate images such as loading screens, small logos, main menu backgrounds, and icons.
i used ai to generate pictures for the character concepts.
AI used to create some marketing materials. 1 man dev team so used AI to go from concept sketch to digital assets.
The promotional images and UI art assets of this game are generated using AI !
- Marketing Material
AI was used to create some of the pictures and 3d models.
This game was developed entirely by a solo developer. To make such an ambitious project possible, select elements were assisted by AI tools. These include AI-generated artwork for icons (like weapon skills, perks, and achievements) and machine-assisted translations for all supported languages except English, which was fully written by hand. All gameplay systems, story, level design, and character behavior were handcrafted without AI involvement.
SI was used to edit some images
Code: None Game Mechanics: None Story: None Gameplay: None 3D models: None 2D graphics: None In-Game Cutscenes: None Movies: Some Video generated from 3D models I made. Music: Some 12 Songs out of over 120. Lyrics are still self-made for these though.
Some of the audio in this game is AI-generated.
It was used to create 2 graphic elements that were heavily edited by hand that are used as symbols on the main menu and on the store page capsule art. That is the entire extent of AI usage.
AI was used to create the logo
promo materials
During the development of this game, AI tools were used to assist with brainstorming and some scripting support. However, all game content, design, and decisions were fully created and controlled by human developers.
Sounds for marketing.
There are several NPC portraits basically created by AI and then adjusted manually.
Concept art for the ship in the capsule images.
I used artificial intelligence (AI) to generate the background image for the store page of the game Abrez. All other images (capsules, screenshots, etc.) were created using 3ds Max and Adobe Photoshop, based on original manually created content.
Some background object textures Background Music
AI-assisted coding tools were part of the development process. AI tools were used to assist the audio production of this game.
The icons and UIs used in the game are created with AI-generated images.
We use AI tools to enhance the overall quality of the game, specifically for background music, translation, and streamlining early-stage work. We guarantee that all final art assets in the game have been meticulously hand-finished and completed by human artists.
AI was used to create some 2D graphics elements
Artificial intelligence was used to create promotional art. Also for creating some graphic parts in the game.
AI use was minimal and limited to non-gameplay elements, such as generating some in-game audio, assisting with draft texts, and providing a rough sketch for the initial logo concept. All gameplay, design, and final assets were created and refined by hand.
Some of the arts are made using A.I.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sebevrah In-game content art | AI art is used for... AI art or robot propaganda bc game is
takes place at world war 4 where the rest of humanity
fight against robots | The Only Way Out | - | Mar 18, 2026 | |
Hex-Caliber In-game content art | AI has been used to generate some of the icons used in Hex-Calibre's UI. | Hollow Ember | - | Mar 18, 2026 | |
Borough Of Blood In-game content artaudiotextcode | we use AI across multiple areas of our creative process. This includes generating and enhancing textures, videos, stories, logos, concepts and ideas, music, voice acting, sound effects, and even 3D models. AI tools help us experiment faster, explore new artistic directions, and bring our worlds to life with greater efficiency and creativity. | Explorable Games | - | Mar 18, 2026 | |
AIUprising In-game content audio | Cinematic and soundtrack | DMG Studios | - | Mar 18, 2026 | |
Cold Trigger Store/marketing art | There is no AI-generated content in the game itself, but there is on the store page; the photos of the store's resources and the library resources were generated by AI, as were the promotional materials. | Paulo Vitor | - | Mar 18, 2026 | |
Remnants Of Eden Unclear art | Used AI to generate images. | Red Sunset Productions | - | Mar 18, 2026 | |
Nuclear Epoch In-game content art | We use AI to generate some icons. | Cat Play Studio | 232 | Mar 18, 2026 | |
Ocean Fishooter Dev only art | Certain visual elements within the game and marketing materials were manually created by the development team, with AI assisting in troubleshooting during development. The game's AI does not generate real-time content. | FALA PTE. LTD. | 10 | Mar 18, 2026 | |
伐木宠物 In-game content art | Parts of the visual art assets in this game were created with the assistance of generative artificial intelligence (AI) tools. All AI-generated materials have undergone rigorous human curation, modification, and artistic refinement to ensure alignment with the game's overall artistic style. The core gameplay, design, narrative, and all other content of the game are entirely human‑created. | 强酸工作室 | - | Mar 18, 2026 | |
让魔法再次伟大 In-game content artaudio | This game does not use generative AI to create content during gameplay.
Generative AI tools have been used in a limited way during development to assist in creating some marketing assets (such as concept art and sound effects). These assets are curated, edited, and finalized by the developers to ensure quality and originality.
In-game systems such as enemy behavior, wave generation, and co-op difficulty scaling rely on traditional game AI logic, not generative AI. | JOSOUL | - | Mar 18, 2026 | |
电诈园区:绝境求生 In-game content art | 1.some store page marketing images use artificial intelligence
2.some inventory item images use artificial intelligence
3.on the map transition UI use artificial intelligence | BlackVault Studio | 16 | Mar 18, 2026 | |
R.I.P. - Reincarnation Insurance Program In-game content art | AI generation tools were used to assist in the creation of store marketing assets (such as capsule art) and some in-game item icons. These assets were further reviewed and polished by humans. | WarmCore Studio | 751 | Mar 18, 2026 | |
Astronomical 2 The Blue Fire Dev only codetext | AI is used to make code that I can't understand, math is hard for me, some text may also be generated with AI but most is written by me. Everything else is made by my, art, music and concepts. | Official_Tuho | - | Mar 18, 2026 | |
Blank Canvas In-game content art | AI image generation is used to create the backgrounds of the Titles-Logo/Icons on the Store Page.
AI generated content is NOT used in the actual Game itself. | Blank Canvas Games | - | Mar 18, 2026 | |
Death Flags: The Beginning of the End – Chapter I In-game content artcode | This game uses generative artificial intelligence in a limited capacity to create some user interface images and visual elements for the narrative videos. AI was also used to support the writing of certain code snippets during development. No AI-generated content was used directly; everything was modified and adapted to integrate seamlessly with the game's visual and technical style. The 3D models, most of the code, and the overall design were developed manually by the team. | Disaster Project | - | Mar 18, 2026 | |
Suck It Up! In-game content art | Enemy models and textures were initially generated with AI and later manually refined by the development team. | ObysByteGames | - | Mar 18, 2026 | |
Addition Subtraction Multiplication Division Magician In-game content codeart | In the game, AI tools were used to assist in completing the code and drawing work, and most of the content generated by AI was manually reworked in the later stage. | 危途旅行团TravellersOnHazard | - | Mar 18, 2026 | |
Apocalypse Survivor In-game content art | Using AI to generate partial UI and visual assets for games | li jun tao | - | Mar 18, 2026 | |
Skylorn: Bound Together In-game content audio | The speech of the NPCs is pre-rendered using AI. No in-game AI usage. | Rudolf Herdt | - | Mar 18, 2026 | |
PROJECT OVERLAW In-game content audio | AI is planned to be used in some sound effects. | Entity Overload | - | Mar 18, 2026 | |
Deadzone Aeon Unclear artcodeaudio | I utilize AI for texture generation, code generation, audio generation. | Vadenyxt | - | Mar 18, 2026 | |
Project: V.I.R.A. In-game content art | I used AI-assisted tools during development to help create some visual elements. All AI-generated assets were used as a base and were optimized and refined to fit the visual style and comply with copyright standards. | Anton Sharipov | - | Mar 18, 2026 | |
Iron Ranger Store/marketing art | Game posters are AI generated. | OF Studio | - | Mar 18, 2026 | |
Collapse Zone In-game content | Generative AI tools were used to assist in the development of some assets in the game. | Znan Games | - | Mar 18, 2026 | |
Mesorift Survival In-game content art | AI was used to generate images such as loading screens, small logos, main menu backgrounds, and icons. | Meik.W Interactive | 104 | Mar 18, 2026 | |
DarkNeighbors Store/marketing art | i used ai to generate pictures for the character concepts. | 1987Exclusive | 11 | Mar 18, 2026 | |
Celephaïs Dead Cities Store/marketing art | AI used to create some marketing materials. 1 man dev team so used AI to go from concept sketch to digital assets. | Kadath Productions | - | Mar 18, 2026 | |
裂隙行者 Store/marketing art | The promotional images and UI art assets of this game are generated using AI ! | 梦行志远 | 63 | Mar 18, 2026 | |
Captain Star Store/marketing art | - Marketing Material | KIDA STUDIOS | - | Mar 18, 2026 | |
Bondage Arena In-game content art | AI was used to create some of the pictures and 3d models. | Captive DreamDev | - | Mar 18, 2026 | |
Digital Eclipse: Cyberpunk Survivor In-game content arttext | This game was developed entirely by a solo developer.
To make such an ambitious project possible, select elements were assisted by AI tools. These include AI-generated artwork for icons (like weapon skills, perks, and achievements) and machine-assisted translations for all supported languages except English, which was fully written by hand.
All gameplay systems, story, level design, and character behavior were handcrafted without AI involvement. | Hibernyx | - | Mar 18, 2026 | |
TRYTKA Unclear art | SI was used to edit some images | Trytka Games | - | Mar 18, 2026 | |
Depths of Insanity 3 art | Code: None
Game Mechanics: None
Story: None
Gameplay: None
3D models: None
2D graphics: None
In-Game Cutscenes: None
Movies: Some
Video generated from 3D models I made.
Music: Some
12 Songs out of over 120.
Lyrics are still self-made for these though. | Sloppy Joe Studios | - | Mar 18, 2026 | |
Coin Hunter In-game content audio | Some of the audio in this game is AI-generated. | Autistic players Studio | - | Mar 18, 2026 | |
.V Store/marketing art | It was used to create 2 graphic elements that were heavily edited by hand that are used as symbols on the main menu and on the store page capsule art. That is the entire extent of AI usage. | Deezo | - | Mar 18, 2026 | |
Zombitality Store/marketing art | AI was used to create the logo | QuadCom Interactive | - | Mar 18, 2026 | |
Outlanders: Hunt and Survive Store/marketing art | promo materials | Uberbax-Gaming | - | Mar 18, 2026 | |
Qume: Echoes of Sand Dev only code | During the development of this game, AI tools were used to assist with brainstorming and some scripting support. However, all game content, design, and decisions were fully created and controlled by human developers. | Abyscon | - | Mar 18, 2026 | |
Picnic In The Zone Store/marketing audio | Sounds for marketing. | Zsolt Feher | - | Mar 18, 2026 | |
酥酥车 In-game content art | There are several NPC portraits basically created by AI and then adjusted manually. | LemonBow Studio | - | Mar 18, 2026 | |
SPACEROCKS In-game content art | Concept art for the ship in the capsule images. | Super-V | - | Mar 18, 2026 | |
Abrez Store/marketing art | I used artificial intelligence (AI) to generate the background image for the store page of the game Abrez.
All other images (capsules, screenshots, etc.) were created using 3ds Max and Adobe Photoshop, based on original manually created content. | Haruka Nitaka | - | Mar 18, 2026 | |
Waste Force Unclear artaudio | Some background object textures
Background Music | H.O.P.E | - | Mar 18, 2026 | |
No Time For Pants In-game content codeaudio | AI-assisted coding tools were part of the development process.
AI tools were used to assist the audio production of this game. | Pixel Push Inc | 32 | Mar 18, 2026 | |
RuleSeeker In-game content art | The icons and UIs used in the game are created with AI-generated images. | Rule | - | Mar 18, 2026 | |
VOID DIVER: Escape from the Abyss In-game content audiotext | We use AI tools to enhance the overall quality of the game, specifically for background music, translation, and streamlining early-stage work. We guarantee that all final art assets in the game have been meticulously hand-finished and completed by human artists. | STUDIO NEMO | - | Mar 18, 2026 | |
Dragons Reef In-game content art | AI was used to create some 2D graphics elements | Radoslaw Kutowinski | - | Mar 18, 2026 | |
Silent Woods In-game content art | Artificial intelligence was used to create promotional art. Also for creating some graphic parts in the game. | SQUAD24 | - | Mar 18, 2026 | |
Gunpoint Gambit In-game content audiotextart | AI use was minimal and limited to non-gameplay elements, such as generating some in-game audio, assisting with draft texts, and providing a rough sketch for the initial logo concept.
All gameplay, design, and final assets were created and refined by hand. | Robert Bogdan | - | Mar 18, 2026 | |
Rip & Tear In-game content art | Some of the arts are made using A.I. | CJ | 10 | Mar 18, 2026 |