本ゲームで使用している画像素材は、主に OpenAI ChatGPT を用いて制作しています。
- Creator
- いぬそば
- Reviews
- -
- Added
- Oct 10, 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.
本ゲームで使用している画像素材は、主に OpenAI ChatGPT を用いて制作しています。
All content in Stack Heroes is generated using AI, including artwork, character and scene illustrations, UI graphics, music, sound effects, story and dialogue, other text, localization, and game program code. This content is generated during development and included in the game. The game does not generate AI content during gameplay or connect to external AI services.
Some in-game visual assets were created with the assistance of generative AI. All AI-assisted content is pre-generated and included in the shipped game; no content is generated during gameplay.
Generative AI tools were used during development to assist with the creation of some visual assets and promotional artwork. No generative AI is used during gameplay and no content is generated in real time.
Generative AI was used during development to assist with pre-rendered character and environment artwork, animations, music and sound effects, and portions of narrative writing and localization. These materials are included as fixed game assets. The game does not generate AI content or connect to external AI services during gameplay.
[Generative AI Disclosure]This game contains content created or assisted by generative AI, including:Images: [card illustrations, backgrounds, UI icons, marketing art, etc.]Text: [in-game text, descriptions, localization drafts, prompt text, etc.]Voice: [character voice, narration, voice-over prompts, etc.]These assets are pre-generated during development and have been reviewed, edited, and integrated by the development team. They are not generated in real time during gameplay.
Store page capsule art was made with the help of generative AI.
I used generative AI to help me restructure my code and translate the game into other languages.
The game's artwork, audio and other assets are not AI-generated. The game engine is written from scratch over the course of 8 months in C++ and Simple DirectMedia Layer 2; in which Codex assistance was used for programming. No content is generated by AI during gameplay. No AI service is used during gameplay. All AI actions in the game are classic decision tree based intelligence made.
Automated temporary localization files, that can be overrided by mods
Doctrine Strike uses generative AI in its art pipeline. Unit models, structures, faction artwork, and the key art on this page were produced with AI image and 3D generation tools, then reviewed, edited and assembled by the team before shipping. Every asset that reaches the game passes human review. While playing, players can also generate landmark models, units and faction artwork from their own text descriptions. This uses third-party AI services reached through our own server and costs credits bought in-game through Steam. The results are stored only on the player's own computer and are never shared with other players.
制作过程中大量使用AI。
Generative AI tools were used during development to assist in the creation of some in-game assets, such as 2D graphics and textures.
Some artwork, voices, audio, translations and promotional materials were created with generative AI tools. No AI content is generated during gameplay.
This game uses generative AI tools to assist in creating some content: pixel-art visuals (character, enemy, and card artwork, icons, and backgrounds) via PixelLab, and sound effects via ElevenLabs. All AI-assisted content was reviewed and curated by the developer before being included in the game.
Gemini app was used to assist in the Mandarin translations. Gemini app also assisted in reading through Godot's documentation and developing shader code.
Generative AI tools were used during the development of Loth to create certain game assets. These AI-generated assets were reviewed, edited, and integrated into the game by the developer. No generative AI is used to create content in real time during gameplay.
The game contains pre-generated AI-assisted artwork, including industrial workshop and interface art, jewels, visual effect assets, and static store artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Some artwork and promotional images, dialogue, synthesized character voices, and sound effects were created with generative AI tools during development. These are pre-generated, fixed assets. No content is generated by AI during gameplay, and the game does not connect to third-party AI services while you play.
Code checking, and music generation, and voice generation was made using Generative Artificial Intelligence.
Used AI generated UI and Art.
Generative AI tools assisted with programming and development of The Construction Game and were used to create some promotional images. The game does not use generative AI to create content during gameplay.
Placeholder clothing and logo.
Generative AI is used to create some transport announcement audio and to assist with writing store page descriptions.
Generative AI was used to create some artwork and UI assets, summoning animation videos, and background music. Details of the tools used are listed under Settings > Credits in the game. During gameplay, AI running on your PC uses the true name and essence you enter to generate Textus data, including abilities and moves, as well as artwork. Generated results may vary. Depending on the outcome of the safety check, a placeholder explaining why the artwork is unavailable may appear instead of the generated image. The Textus's abilities and moves remain usable.
Parts of this game's code were generated with AI assistance. All code has been manually reviewed and tested by the developer.
Some in-game icons and background music, as well as all character voice lines, were created using generative AI during development. The game does not generate AI content during gameplay.
AI tools were used for Art Assets including the Steam store capsules
Some item icons, sound effects and translations were created with the help of generative AI tools.
Explanation about the game development process: In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration. However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience. AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience.
Some of the game’s artwork was created with the assistance of generative AI tools.
Generative AI tools were used to create some of this game's store page and marketing artwork, including images and the logo.
The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used.
for multilingual support
Generative AI was used to create or assist with game code, artwork, audio, written content, localization, and store marketing materials. Gameplay was designed by the developer. All content is prepared before release; no content or code is generated during gameplay, and no external AI services are used during gameplay.
Generative AI was used to create or assist in the creation of some visual assets and promotional artwork, as well as music tracks used in the game.
AI tools were used to help create some of the content, which was then selected and edited by the developer: the store page capsule and library images, the achievement icons, some item art, the Reaper cutscene videos, and some voice lines. Most in-game art, sound effects and fonts come from licensed asset packs, and the game's design, writing and rules are hand-crafted by a game designer.
The scene atmosphere images and the port and building illustrations in the game were generated using AI.
The scenes, portraits and item pictures in this game, and the store art, were made with AI image-generation tools under the developer's direction. The paper and dark of the screens and the guild's red seal come from public-domain prints of the 15th to 17th centuries. Most of the written text, including the Japanese translation, was drafted with an AI model under the developer's direction and revised by hand. Music and sound effects were synthesised procedurally without AI. Nothing is generated by AI while you play.
Generative AI was used during development to create static artwork, including game sprites, icons, the illustrated menu background, and Steam store and library artwork. AI assistance was also used for written text and translations. These assets were reviewed and integrated by the developer. No content is generated by AI during gameplay.
This game uses generative AI in the production and development process. All AI-assisted art is reviewed and curated by the development team before being included in the game.
AI tools assisted with game development, particularly multiplayer systems, and with the creation of in-game artwork, animations, and music as well as store and marketing visuals, including the logo.
AI assisted in writing the game's code and creating graphical elements
Some backgrounds, map event effects, and promotional artwork were created with the assistance of generative AI during development. World simulation follows local rules; the game does not generate AI content or connect to external AI services during play.
Slay the Tire combines original human authorship with generative AI tools. I designed and wrote the game, its locations, and gameplay. AI assisted with visual assets, including card art, textures, 3D models, scenery, and marketing artwork, as well as audio production and store text. The soundtrack began as music I composed and performed on instruments, then used Suno for styling, orchestration, and production. All content is prepared during development; no AI content is generated during gameplay.
Some 2D artwork and visual assets were created with the assistance of generative AI tools during development and were reviewed and edited by the developer. The game does not generate AI content during gameplay.
This game was made with the help of AI tools. Parts of the in-game text, the store page artwork and text, and the trailer (including its music) were created with AI assistance and reviewed by the developer. No content is generated by AI while you play.
Some translations were generated with AI and are in beta, so more players can enjoy the game in their language. The art and music were made without AI.
This game uses AI for its store page assets as well as during developing the game.
Dealer's Choice was made by a solo developer working with AI assistance. AI tools helped write the game's code and in-game text, and the store artwork and achievement icons were rendered from 3D models built with AI assistance. All of this content was created during development and reviewed by the developer. Nothing in the game is generated by AI while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
GAMES Duel(ガメスデュエル) In-game content art | 本ゲームで使用している画像素材は、主に OpenAI ChatGPT を用いて制作しています。 | いぬそば | - | Oct 10, 2026 | |
梁山叠义 In-game content artaudiotextcode | All content in Stack Heroes is generated using AI, including artwork, character and scene illustrations, UI graphics, music, sound effects, story and dialogue, other text, localization, and game program code. This content is generated during development and included in the game. The game does not generate AI content during gameplay or connect to external AI services. | XieMiao | - | Oct 10, 2026 | |
WHERE MEMORY FAILS In-game content art | Some in-game visual assets were created with the assistance of generative AI. All AI-assisted content is pre-generated and included in the shipped game; no content is generated during gameplay. | VARGA Digital | - | Oct 10, 2026 | |
GoldRush Store/marketing art | Generative AI tools were used during development to assist with the creation of some visual assets and promotional artwork. No generative AI is used during gameplay and no content is generated in real time. | LiberBlock | - | Oct 10, 2026 | |
玄境 In-game content artaudiotext | Generative AI was used during development to assist with pre-rendered character and environment artwork, animations, music and sound effects, and portions of narrative writing and localization. These materials are included as fixed game assets. The game does not generate AI content or connect to external AI services during gameplay. | FunPlaceGame | - | Oct 10, 2026 | |
FateFlop In-game content arttextaudio | [Generative AI Disclosure]This game contains content created or assisted by generative AI, including:Images: [card illustrations, backgrounds, UI icons, marketing art, etc.]Text: [in-game text, descriptions, localization drafts, prompt text, etc.]Voice: [character voice, narration, voice-over prompts, etc.]These assets are pre-generated during development and have been reviewed, edited, and integrated by the development team. They are not generated in real time during gameplay. | Gentleman Dog | - | Oct 10, 2026 | |
Siege of Spellspire Store/marketing art | Store page capsule art was made with the help of generative AI. | Weekend Almond | - | Oct 10, 2026 | |
Harbor Master In-game content text | I used generative AI to help me restructure my code and translate the game into other languages. | J19 Games | - | Oct 10, 2026 | |
Fleets of Calder Dev only code | The game's artwork, audio and other assets are not AI-generated. The game engine is written from scratch over the course of 8 months in C++ and Simple DirectMedia Layer 2; in which Codex assistance was used for programming. No content is generated by AI during gameplay. No AI service is used during gameplay. All AI actions in the game are classic decision tree based intelligence made. | Strike Wings Games | - | Oct 10, 2026 | |
RailGame In-game content text | Automated temporary localization files, that can be overrided by mods | Levia Labs | - | Oct 10, 2026 | |
Doctrine Strike Live AI art | Doctrine Strike uses generative AI in its art pipeline. Unit models, structures, faction artwork, and the key art on this page were produced with AI image and 3D generation tools, then reviewed, edited and assembled by the team before shipping. Every asset that reaches the game passes human review.
While playing, players can also generate landmark models, units and faction artwork from their own text descriptions. This uses third-party AI services reached through our own server and costs credits bought in-game through Steam. The results are stored only on the player's own computer and are never shared with other players. | Triple O Games | - | Oct 10, 2026 | |
单机斗地主 Unclear | 制作过程中大量使用AI。 | Lin | - | Oct 10, 2026 | |
Stackonauts In-game content art | Generative AI tools were used during development to assist in the creation of some in-game assets, such as 2D graphics and textures. | Ryz Studio | - | Oct 10, 2026 | |
Arena Medieval In-game content artaudiotext | Some artwork, voices, audio, translations and promotional materials were created with generative AI tools. No AI content is generated during gameplay. | Fier Labs | - | Oct 10, 2026 | |
Astral Trials: Ascension In-game content artaudio | This game uses generative AI tools to assist in creating some content: pixel-art visuals (character, enemy, and card artwork, icons, and backgrounds) via PixelLab, and sound effects via ElevenLabs. All AI-assisted content was reviewed and curated by the developer before being included in the game. | Kyle- Ninjutsu Entertainment LLC | - | Oct 10, 2026 | |
Wild Cosmic In-game content textcode | Gemini app was used to assist in the Mandarin translations. Gemini app also assisted in reading through Godot's documentation and developing shader code. | ZZSoftware | - | Oct 10, 2026 | |
LOTH In-game content art | Generative AI tools were used during the development of Loth to create certain game assets. These AI-generated assets were reviewed, edited, and integrated into the game by the developer. No generative AI is used to create content in real time during gameplay. | DUCKNESS | - | Oct 10, 2026 | |
Jewel Reels In-game content art | The game contains pre-generated AI-assisted artwork, including industrial workshop and interface art, jewels, visual effect assets, and static store artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services. | Shinkami Dev | - | Oct 10, 2026 | |
Starcore In-game content arttextaudio | Some artwork and promotional images, dialogue, synthesized character voices, and sound effects were created with generative AI tools during development. These are pre-generated, fixed assets. No content is generated by AI during gameplay, and the game does not connect to third-party AI services while you play. | Eternium Forge Studios | - | Oct 10, 2026 | |
Banners of Bramble In-game content audio | Code checking, and music generation, and voice generation was made using Generative Artificial Intelligence. | Parabolic | - | Oct 10, 2026 | |
Costume Duel: Girls Arena In-game content art | Used AI generated UI and Art. | 风宇冲 | - | Oct 10, 2026 | |
The Construction Game Store/marketing artcode | Generative AI tools assisted with programming and development of The Construction Game and were used to create some promotional images. The game does not use generative AI to create content during gameplay. | Alexander Fervan | - | Oct 10, 2026 | |
Chess Pit Unclear | Placeholder clothing and logo. | Gregory Eggathy | - | Oct 10, 2026 | |
Cities Designers In-game content audiotext | Generative AI is used to create some transport announcement audio and to assist with writing store page descriptions. | InfiniteDimensional LLC | - | Oct 10, 2026 | |
LITERA Live AI artaudiotext | Generative AI was used to create some artwork and UI assets, summoning animation videos, and background music. Details of the tools used are listed under Settings > Credits in the game.
During gameplay, AI running on your PC uses the true name and essence you enter to generate Textus data, including abilities and moves, as well as artwork.
Generated results may vary. Depending on the outcome of the safety check, a placeholder explaining why the artwork is unavailable may appear instead of the generated image. The Textus's abilities and moves remain usable. | Orbis Textorium | - | Oct 10, 2026 | |
Epoch of Dimensions Dev only code | Parts of this game's code were generated with AI assistance. All code has been manually reviewed and tested by the developer. | Liu Hao | - | Oct 10, 2026 | |
忍法连珠 In-game content artaudiotext | Some in-game icons and background music, as well as all character voice lines, were created using generative AI during development. The game does not generate AI content during gameplay. | Beetle Sage | - | Oct 10, 2026 | |
A Baker's Dungeon Store/marketing art | AI tools were used for Art Assets including the Steam store capsules | Chibi.Games | - | Oct 10, 2026 | |
Pixel Survivors : Defense In-game content artaudiotext | Some item icons, sound effects and translations were created with the help of generative AI tools. | Amrita | - | Oct 9, 2026 | |
珠宝之王 In-game content arttext | Explanation about the game development process:
In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration.
However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience.
AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience. | Magic Cat | - | Oct 9, 2026 | |
Starship Duel In-game content art | Some of the game’s artwork was created with the assistance of generative AI tools. | DD Games | - | Oct 9, 2026 | |
Mafia Deck Online Store/marketing art | Generative AI tools were used to create some of this game's store page and marketing artwork, including images and the logo. | Nichita Levandovici | - | Oct 9, 2026 | |
Banners & Crowns In-game content artaudiotextcode | The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used. | EDOBGames | - | Oct 9, 2026 | |
Keep on Digging! In-game content text | for multilingual support | Yamu Studios | - | Oct 9, 2026 | |
Zombie Siege In-game content artaudiotextcode | Generative AI was used to create or assist with game code, artwork, audio, written content, localization, and store marketing materials. Gameplay was designed by the developer. All content is prepared before release; no content or code is generated during gameplay, and no external AI services are used during gameplay. | PikaFun | - | Oct 9, 2026 | |
Lines of Conquest In-game content artaudio | Generative AI was used to create or assist in the creation of some visual assets and promotional artwork, as well as music tracks used in the game. | DIGIS | - | Oct 9, 2026 | |
Reapercussions In-game content artaudio | AI tools were used to help create some of the content, which was then selected and edited by the developer: the store page capsule and library images, the achievement icons, some item art, the Reaper cutscene videos, and some voice lines. Most in-game art, sound effects and fonts come from licensed asset packs, and the game's design, writing and rules are hand-crafted by a game designer. | Pastor Fussycat | - | Oct 9, 2026 | |
聚落1592 In-game content art | The scene atmosphere images and the port and building illustrations in the game were generated using AI. | 土猫 | - | Oct 9, 2026 | |
Grim Guild In-game content arttext | The scenes, portraits and item pictures in this game, and the store art, were made with AI image-generation tools under the developer's direction. The paper and dark of the screens and the guild's red seal come from public-domain prints of the 15th to 17th centuries. Most of the written text, including the Japanese translation, was drafted with an AI model under the developer's direction and revised by hand. Music and sound effects were synthesised procedurally without AI. Nothing is generated by AI while you play. | PocketStudio | - | Oct 9, 2026 | |
OVERDRILL In-game content arttext | Generative AI was used during development to create static artwork, including game sprites, icons, the illustrated menu background, and Steam store and library artwork. AI assistance was also used for written text and translations. These assets were reviewed and integrated by the developer. No content is generated by AI during gameplay. | Lunart Entertainment | - | Oct 9, 2026 | |
Backpack Ascendancy In-game content art | This game uses generative AI in the production and development process. All AI-assisted art is reviewed and curated by the development team before being included in the game. | i00nqw | - | Oct 9, 2026 | |
Tower Hero Survival In-game content artaudio | AI tools assisted with game development, particularly multiplayer systems, and with the creation of in-game artwork, animations, and music as well as store and marketing visuals, including the logo. | Polina Tingaeva | - | Oct 9, 2026 | |
Biathlon Manager Dev only artcode | AI assisted in writing the game's code and creating graphical elements | Trueslow Studio | - | Oct 9, 2026 | |
天道绘卷——修仙地图模拟器 In-game content art | Some backgrounds, map event effects, and promotional artwork were created with the assistance of generative AI during development. World simulation follows local rules; the game does not generate AI content or connect to external AI services during play. | OneForAll工作室 | - | Oct 9, 2026 | |
Slay the Tire In-game content artaudiotext | Slay the Tire combines original human authorship with generative AI tools. I designed and wrote the game, its locations, and gameplay. AI assisted with visual assets, including card art, textures, 3D models, scenery, and marketing artwork, as well as audio production and store text. The soundtrack began as music I composed and performed on instruments, then used Suno for styling, orchestration, and production. All content is prepared during development; no AI content is generated during gameplay. | Save Point LLC | - | Oct 9, 2026 | |
Arena of No Return In-game content art | Some 2D artwork and visual assets were created with the assistance of generative AI tools during development and were reviewed and edited by the developer. The game does not generate AI content during gameplay. | Tiltados Games | - | Oct 9, 2026 | |
Ship It! : Indie Studio Simulator In-game content textartaudio | This game was made with the help of AI tools. Parts of the in-game text, the store page artwork and text, and the trailer (including its music) were created with AI assistance and reviewed by the developer. No content is generated by AI while you play. | McHunter Studio | - | Oct 9, 2026 | |
Rooklite In-game content text | Some translations were generated with AI and are in beta, so more players can enjoy the game in their language.
The art and music were made without AI. | Elias Guyd | - | Oct 9, 2026 | |
Grey Havok's Crystal War Store/marketing | This game uses AI for its store page assets as well as during developing the game. | Waffle Street Games | - | Oct 9, 2026 | |
Dealer's Choice In-game content arttextcode | Dealer's Choice was made by a solo developer working with AI assistance. AI tools helped write the game's code and in-game text, and the store artwork and achievement icons were rendered from 3D models built with AI assistance. All of this content was created during development and reviewed by the developer. Nothing in the game is generated by AI while you play. | Mars Industries | - | Oct 9, 2026 |