独立玩家,用AI辅助设计后端。
- Creator
- JIEGE
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 26,639 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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独立玩家,用AI辅助设计后端。
We use generative AI as a supportive tool—drafting boilerplate code, polishing in-game and marketing texts, and creating initial translations—then our team refines and validates every output to ensure the final content is high-quality, authentic, and true to our vision.
This game uses AI to generate placeholder store page logos to be replaced at a future date.
I am using plus licensed ChatGPT AI in order to create some of the Image elements.
Our game uses generative AI exclusively for creating synthetic sounds and voiceovers. These AI-generated audio elements are entirely artificial and are not based on or identifiable with any real individual. We do not use AI for gameplay, narrative, or character design—only for enhancing the audio experience.
AI has been used to generate store page elements only.
We use AI tools during development for concept exploration and texture generation only.
For the visuals of our game’s store page, we utilized generative artificial intelligence to create some of the content. However, all of these visuals have been personally edited and refined by me using Photoshop and other editing software. The AI-generated content only served as a basic framework, and all designs, color adjustments, compositions, and final touches have been carefully reviewed and adjusted by me. Additionally, I have ensured that the created visuals do not infringe on any existing copyrights, and I guarantee their compliance with legal standards. If there are any issues with missing credits or references for certain sounds, visuals, or elements, I will promptly correct them and provide proper attribution where necessary.
We used AI to generate some background picture、card picture etc,etc
Some parts of the game code were generated by AI
Some game assets are generated using AI.
GeTrix uses AI-powered gesture recognition for intuitive, camera-based controls. Additionally, AI was used during development to assist with the creation of background music. No AI is used to generate content or code during gameplay.
As a solo developer with limited capabilities, some artwork uses AI-generated initial drafts that have been further adjusted and modified.
Some of the artwork was edited/created using AI tools.
At present, the game is being developed by one person, and AI assistance is used to improve efficiency. In terms of code and illustrations, dubbing, and music, if there is funding, manual updates will be used to improve the quality of the game.
AI has assisted with code development, some textures, and several icons.
We apply artificial intelligence to enhance original materials in 2D content, such as character avatars and loading screens. Initially, we capture a screenshot of the staging scene within the game. Subsequently, this screenshot undergoes processing using artificial intelligence while preserving all key proportions and details of the original material. Following this, our artists conduct final processing if necessary.
The game may contain AI-generated sounds and images.
The colorful background of the store assets is AI generated
This game uses AI technology for sketch-to-image generation. Players can draw sketches in-game and use AI models based on Stable Diffusion 1.5 to convert sketches into complete images. We use self-trained LoRA models to provide specific artistic styles. All AI-generated content is controlled through a strict prompt filtering system to ensure compliance with Steam's content policies.
Use of AI for the soundtrack.
AI was used to assist with the translation of in-game text (localization) into different languages. The original narrative, dialogues, and all visual assets were created by humans.
The game uses AI-assisted art generation.
As a solo developer, I’ve leveraged AI tools to enhance various aspects of Duskmarch’s development while ensuring the game remains a deeply personal and creative project. Specifically, I’ve used AI to assist with the following: Artwork Creation: AI has been instrumental in generating some of the game’s images, helping me bring the dark fantasy world of Duskmarch to life with visuals that match my vision. These AI-generated assets are carefully curated and often edited to ensure they align with the game’s unique aesthetic. Text Polishing: To ensure clarity and professionalism, I’ve used AI to correct grammatical and lexical errors in the game’s text, including story content and UI elements. This helps me deliver a polished experience for players. Localization: AI has also supported the localization process, assisting with translating the game’s stories and interface into multiple languages. This allows me to reach a broader audience while maintaining the integrity of the narrative. All AI-assisted translations are reviewed and refined to ensure accuracy and cultural sensitivity. While AI has been a valuable tool in streamlining these aspects of development, the core design, storytelling, and gameplay mechanics of Duskmarch are crafted by me, reflecting my passion for creating an immersive and engaging experience. I’m committed to using AI responsibly and transparently, and I’m excited to share this journey with the community!
Fallen Hunter uses AI voice technology via Resemble AI to bring its characters to life with natural, immersive performances. This enhances the emotional depth of the story and helps create a more cinematic experience.
We used AI-based image generation tools to create our visual assets (store banners, concept art, and some in-game backgrounds). Voice performances were recorded manually, then processed with AI audio tools to enhance and modulate the actor’s voice (e.g. adjusting thickness and tone). No generative AI is used during actual gameplay or to create code or dialogue in real time.
Game logo and menu logo made with ai tools
Artificial intelligence helped create some of the basic graphics and sounds in the game. It was not used for the game code. We plan to use AI for future promotions and for entertaining content for the community and fans of the game.
AI assistance is used sparingly.
The game may include AI-generated background music. This decision is currently under consideration and will be clearly communicated in the final release.
To enhance the player experience, some of the game's visual assets were created using AI-generated content.
The game uses generative artificial intelligence to generate some pre-rendered visual content.
Some visual assets used in the game and on this store page were created with the assistance of AI tools. These include background illustrations and certain icons. All gameplay design, logic, and writing were created manually.
Some promotional images are generated by AI, but AI-generated content or code will not be used in real time during the game.
AI was used to enhance realism
Select marketing assets underwent AI-assisted pre-generation during the creation process, with all content strictly adhering to the game's authentic representation and containing no misleading depictions or fabricated elements.
In our content, only the part of the art assets is generated by AI. Due to the extremely large number of our art resource images, we are unable to complete the production in a short period of time. We can only temporarily rely on AI to express the art. We apologize for any inconvenience this may cause.
Some AI-generated images and avatars were used.
DuoQ. uses on-device transcription, activated by the player via push-to-talk, to transcribe the player's voice. That transcription is sent directly to a cloud LLM, which tells Tala what action to take next. All transcription data is discarded immediately after use.
We’re just a small team of broke developers using AI to help us code
Only steam capsule
I use a highly curated AI prompt, driven by automation software, to generate levels for the game. By taking an AI prompt that describes the basic architecture of a level, and adding the difficulty and a theme description, I get back an 8x20 grid. I then run a post process bit of code that looks for errors, and re-generates the level if an error is found. I also use a highly curated AI prompt, driven by automation software, to generate new avatars. Again, I add a theme (e.g. cute baby animals dressed as pirates) plus a list of about 260 animals to generate the base avatars. I then run image processing to remove the background and create a variety of sizes. Finally, I look at each avatar individually and edit to finalize removal of the background if anything was missed, or even redo the background removal manually if it got messed up by the automated image processor.
To ease up the production there was AI used to generate a few minor models in the game and enhance the visual appearance of pre-rendered graphics.
Use Ollama to assess the situation and publish in-game current affairs commentary based on it.
We used AI rendered images as reference for creating the main character of the game, and narrative and visual hints of other AI created characters.
Some Scenes include portions of AI redered images. AI used for animated Talking images and voice. Store page marketing uses AI Images.
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.
The content of this game is human-made and manually designed, with love and care. The narration was professionally recorded and then enhanced with voice technology for a polished experience. Some of the narrated lines were written with the help of writing assistants and thoughtfully edited by hand.
The background image is AI generated, as well as the sound.
Generative AI was utilized during development to create Steam capsule designs, in-game UI assets, and the trailer music. All assets produced using AI are fully owned and licensed for commercial use by us.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
轮回江湖 Dev only code | 独立玩家,用AI辅助设计后端。 | JIEGE | - | Mar 18, 2026 | |
Beer Onsen Resort In-game content codetext | We use generative AI as a supportive tool—drafting boilerplate code, polishing in-game and marketing texts, and creating initial translations—then our team refines and validates every output to ensure the final content is high-quality, authentic, and true to our vision. | Green Tea Bee Studio | - | Mar 18, 2026 | |
Grave's Halloween Tag In-game content art | This game uses AI to generate placeholder store page logos to be replaced at a future date. | Grave Limit Studio | - | Mar 18, 2026 | |
College Simulator: Who is the Killer? Store/marketing art | I am using plus licensed ChatGPT AI in order to create some of the Image elements. | Queen | - | Mar 18, 2026 | |
Battle of Nowhere In-game content audio | Our game uses generative AI exclusively for creating synthetic sounds and voiceovers. These AI-generated audio elements are entirely artificial and are not based on or identifiable with any real individual. We do not use AI for gameplay, narrative, or character design—only for enhancing the audio experience. | Great Victory Legends, Inc. | - | Mar 18, 2026 | |
B.O.O. Squad Store/marketing arttext | AI has been used to generate store page elements only. | Revolt Games | - | Mar 18, 2026 | |
Dreamless Kingdom In-game content art | We use AI tools during development for concept exploration and texture generation only. | Hyperdense LLC | - | Mar 18, 2026 | |
NINA: The Wedding of Shadows Store/marketing art | For the visuals of our game’s store page, we utilized generative artificial intelligence to create some of the content. However, all of these visuals have been personally edited and refined by me using Photoshop and other editing software. The AI-generated content only served as a basic framework, and all designs, color adjustments, compositions, and final touches have been carefully reviewed and adjusted by me. Additionally, I have ensured that the created visuals do not infringe on any existing copyrights, and I guarantee their compliance with legal standards. If there are any issues with missing credits or references for certain sounds, visuals, or elements, I will promptly correct them and provide proper attribution where necessary. | VProd Studios | - | Mar 18, 2026 | |
尸来运转-Lucky Zombie Survival In-game content art | We used AI to generate some background picture、card picture etc,etc | Kwing works | 84 | Mar 18, 2026 | |
Escape From The Island Dev only code | Some parts of the game code were generated by AI | LunarNeo | - | Mar 18, 2026 | |
Othello: Battle Royale In-game content artaudiocodetext | Some game assets are generated using AI. | Pengyou Game Studio | - | Mar 18, 2026 | |
GeTrix Live AI audio | GeTrix uses AI-powered gesture recognition for intuitive, camera-based controls.
Additionally, AI was used during development to assist with the creation of background music.
No AI is used to generate content or code during gameplay. | ToGGy | - | Mar 18, 2026 | |
Gambler’s Loop In-game content art | As a solo developer with limited capabilities, some artwork uses AI-generated initial drafts that have been further adjusted and modified. | 123隐士321 | - | Mar 18, 2026 | |
Day X In-game content art | Some of the artwork was edited/created using AI tools. | Nexus Media | - | Mar 18, 2026 | |
水浒:八方枭雄 In-game content artaudiocode | At present, the game is being developed by one person, and AI assistance is used to improve efficiency. In terms of code and illustrations, dubbing, and music, if there is funding, manual updates will be used to improve the quality of the game. | 逐梦工作室 | - | Mar 18, 2026 | |
Louis Charles In The Louvre In-game content artcode | AI has assisted with code development, some textures, and several icons. | Matthew Melmon | - | Mar 18, 2026 | |
Future War Tactics: SOF vs Alien Invasion – Turn-Based Strategy In-game content art | We apply artificial intelligence to enhance original materials in 2D content, such as character avatars and loading screens.
Initially, we capture a screenshot of the staging scene within the game. Subsequently, this screenshot undergoes processing using artificial intelligence while preserving all key proportions and details of the original material. Following this, our artists conduct final processing if necessary. | QuadCom Interactive | 141 | Mar 18, 2026 | |
Cats Ritual In-game content artaudio | The game may contain AI-generated sounds and images. | Source Byte | - | Mar 18, 2026 | |
Incendium Store/marketing art | The colorful background of the store assets is AI generated | Ranger | - | Mar 18, 2026 | |
AI PAINTER: Painting Simulator Live AI art | This game uses AI technology for sketch-to-image generation. Players can draw sketches in-game and use AI models based on Stable Diffusion 1.5 to convert sketches into complete images. We use self-trained LoRA models to provide specific artistic styles.
All AI-generated content is controlled through a strict prompt filtering system to ensure compliance with Steam's content policies. | Magic Cat | - | Mar 18, 2026 | |
Favela Defender In-game content audio | Use of AI for the soundtrack. | Palmsoft Games | - | Mar 18, 2026 | |
Blotbarrow In-game content text | AI was used to assist with the translation of in-game text (localization) into different languages. The original narrative, dialogues, and all visual assets were created by humans. | Ascripture Games | - | Mar 18, 2026 | |
Профессор Галактионов и начало робоапокалипсиса In-game content art | The game uses AI-assisted art generation. | Retrohard Games | 17 | Mar 18, 2026 | |
Duskmarch In-game content arttext | As a solo developer, I’ve leveraged AI tools to enhance various aspects of Duskmarch’s development while ensuring the game remains a deeply personal and creative project. Specifically, I’ve used AI to assist with the following:
Artwork Creation: AI has been instrumental in generating some of the game’s images, helping me bring the dark fantasy world of Duskmarch to life with visuals that match my vision. These AI-generated assets are carefully curated and often edited to ensure they align with the game’s unique aesthetic.
Text Polishing: To ensure clarity and professionalism, I’ve used AI to correct grammatical and lexical errors in the game’s text, including story content and UI elements. This helps me deliver a polished experience for players.
Localization: AI has also supported the localization process, assisting with translating the game’s stories and interface into multiple languages. This allows me to reach a broader audience while maintaining the integrity of the narrative. All AI-assisted translations are reviewed and refined to ensure accuracy and cultural sensitivity.
While AI has been a valuable tool in streamlining these aspects of development, the core design, storytelling, and gameplay mechanics of Duskmarch are crafted by me, reflecting my passion for creating an immersive and engaging experience. I’m committed to using AI responsibly and transparently, and I’m excited to share this journey with the community! | Aberrance Guild | - | Mar 18, 2026 | |
Fallen Hunter In-game content audio | Fallen Hunter uses AI voice technology via Resemble AI to bring its characters to life with natural, immersive performances. This enhances the emotional depth of the story and helps create a more cinematic experience. | GrimHawk | - | Mar 18, 2026 | |
The Dark Legacy In-game content artaudio | We used AI-based image generation tools to create our visual assets (store banners, concept art, and some in-game backgrounds). Voice performances were recorded manually, then processed with AI audio tools to enhance and modulate the actor’s voice (e.g. adjusting thickness and tone). No generative AI is used during actual gameplay or to create code or dialogue in real time. | Hollowseed | 29 | Mar 18, 2026 | |
Trump Trade War In-game content art | Game logo and menu logo made with ai tools | Tero Lunkka | 13 | Mar 18, 2026 | |
Pet Hero vs Zombie In-game content artaudio | Artificial intelligence helped create some of the basic graphics and sounds in the game. It was not used for the game code. We plan to use AI for future promotions and for entertaining content for the community and fans of the game. | CatLowe | 50 | Mar 18, 2026 | |
Dark Sentinel Unclear | AI assistance is used sparingly. | Sentinel Studios | - | Mar 18, 2026 | |
Igasho's Adventure Unclear audio | The game may include AI-generated background music. This decision is currently under consideration and will be clearly communicated in the final release. | KIF Games | - | Mar 18, 2026 | |
慧音的寺子屋 ~ A Schoolhouse in Gensokyo In-game content art | To enhance the player experience, some of the game's visual assets were created using AI-generated content. | The Creator Workgroup | 24 | Mar 18, 2026 | |
Unsealed Pact In-game content art | The game uses generative artificial intelligence to generate some pre-rendered visual content. | Rockbench Studio | - | Mar 18, 2026 | |
Idle Awakening: Mages Path In-game content art | Some visual assets used in the game and on this store page were created with the assistance of AI tools. These include background illustrations and certain icons. All gameplay design, logic, and writing were created manually. | Strange Matter Gaming | 168 | Mar 18, 2026 | |
PigUP Store/marketing art | Some promotional images are generated by AI, but AI-generated content or code will not be used in real time during the game. | 小猪猪 | - | Mar 18, 2026 | |
Boxing Machine VR Unclear | AI was used to enhance realism | Vnow Games | - | Mar 18, 2026 | |
Void Protocol Store/marketing art | Select marketing assets underwent AI-assisted pre-generation during the creation process, with all content strictly adhering to the game's authentic representation and containing no misleading depictions or fabricated elements. | CelestialArk | - | Mar 18, 2026 | |
万界商人 In-game content art | In our content, only the part of the art assets is generated by AI. Due to the extremely large number of our art resource images, we are unable to complete the production in a short period of time. We can only temporarily rely on AI to express the art. We apologize for any inconvenience this may cause. | Weihai Fantasy Color Computer Software Development Co.,Ltd | - | Mar 18, 2026 | |
Underworld Tycoon In-game content art | Some AI-generated images and avatars were used. | FishJoy | - | Mar 18, 2026 | |
DuoQ Live AI text | DuoQ. uses on-device transcription, activated by the player via push-to-talk, to transcribe the player's voice. That transcription is sent directly to a cloud LLM, which tells Tala what action to take next. All transcription data is discarded immediately after use. | The Duo Crew | 61 | Mar 18, 2026 | |
Breaking Deck Dev only code | We’re just a small team of broke developers using AI to help us code | Wayanjo | - | Mar 18, 2026 | |
Tile Tales Builder Store/marketing art | Only steam capsule | codegamerstudio | - | Mar 18, 2026 | |
Brix Infinite In-game content art | I use a highly curated AI prompt, driven by automation software, to generate levels for the game. By taking an AI prompt that describes the basic architecture of a level, and adding the difficulty and a theme description, I get back an 8x20 grid. I then run a post process bit of code that looks for errors, and re-generates the level if an error is found.
I also use a highly curated AI prompt, driven by automation software, to generate new avatars. Again, I add a theme (e.g. cute baby animals dressed as pirates) plus a list of about 260 animals to generate the base avatars. I then run image processing to remove the background and create a variety of sizes. Finally, I look at each avatar individually and edit to finalize removal of the background if anything was missed, or even redo the background removal manually if it got messed up by the automated image processor. | SupaFloof Games | - | Mar 18, 2026 | |
3Tower In-game content art | To ease up the production there was AI used to generate a few minor models in the game and enhance the visual appearance of pre-rendered graphics. | Wechselbalg Studio | - | Mar 18, 2026 | |
Electoral Empire: Vote to Rule, Lie to Shine Unclear | Use Ollama to assess the situation and publish in-game current affairs commentary based on it. | Water Wood Games | - | Mar 18, 2026 | |
The Last Train: Baquedano Dev only arttext | We used AI rendered images as reference for creating the main character of the game, and narrative and visual hints of other AI created characters. | Matías Avilés | 291 | Mar 18, 2026 | |
The Evil Inside In-game content artaudio | Some Scenes include portions of AI redered images.
AI used for animated Talking images and voice.
Store page marketing uses AI Images. | Danny Boyd | - | 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 | |
Lighting Lanterns Dev only text | The content of this game is human-made and manually designed, with love and care.
The narration was professionally recorded and then enhanced with voice technology for a polished experience. Some of the narrated lines were written with the help of writing assistants and thoughtfully edited by hand. | Purple Tortoise | - | Mar 18, 2026 | |
Sereno In-game content artaudio | The background image is AI generated, as well as the sound. | Larisa Shapiro | - | Mar 18, 2026 | |
Corridor Exit 8 In-game content artaudio | Generative AI was utilized during development to create Steam capsule designs, in-game UI assets, and the trailer music. All assets produced using AI are fully owned and licensed for commercial use by us. | Mynoki Games | 35 | Mar 18, 2026 |