AI-generated content is only used for character/map settings inspirations, none AI content is include in-game
- Creator
- DREAM TECH
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 26,626 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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AI-generated content is only used for character/map settings inspirations, none AI content is include in-game
This game uses generative AI to assist us with game translations and the creation of the thumbnail.
Some visual elements of the game, including promotional graphics, were created using artificial intelligence.
The game logo was generated with AI and then I modified it with a graphics editor to fit the game. There is no AI used in the game environment itself. The whole AI thing only concerns the game logo.
Using AI to draw character textures. And inventory icons.
This game uses generative AI for procedurally generated content (images for in-game objects, text for what the NPCs should do next, etc).
AI-generated content disclosure The developer's description of how their game uses AI-generated content is as follows: Due to cost constraints, avoidance of sensitive information, etc., we used AI-assisted generation of pre-rendered footage in a very small number of videos: news images, sea freighters, live footage, and cinematics.The content with AI-generated appearances does not exceed 1% of the total amount of material (about 3-4 minutes), so please bear with us!
Some of the marketing materials and illustrated artwork inside the game is AI generated.
Some of the textures and sounds in the game are AI generated.
This background image is an image using AI.
I use AI to generate pre-rendered art and music for the game.
Just images/artwork currently
The developer used AI to help with code generation and code tweaks for various in-game systems.
We have used generative AI to create some individual assets (graphics) in eHUB cities and to support the writing of the code. The AI characters in the game are also spoken by AI voices.
We use only the AI to generate the background in the game menu. The rest of it are used assets.
Suno AI - Used for Music that is played in game Chat GPT - Used for the billboards shown in game
The game features an AI-generated audio soundtrack.
SUBDERMAL does not use generative AI during gameplay or while the game is running. No images, audio, text, dialogue, or gameplay content is generated dynamically via AI during play. All assets—including visuals, audio, writing, voice acting, and gameplay systems—are fully authored, fixed, and shipped as part of the final build. What AI Is Not Used For • No real-time AI text generation • No real-time AI image or video generation • No real-time AI voice synthesis • No adaptive AI narrative systems • No AI-based player interaction or chat What AI Was Used During Development Placeholder assets or ideas were assisted during development (concept art drafts, placeholder imagery, writing refinement), but all final in-game content is original, human-authored, and fully static except a small minority of AI-generated textures that appear on certain objects. This development-phase AI usage does not affect gameplay and does not generate new content for players. The game also contains textures which were upscaled using AI, but were originally human-authored. Guardrails Because the game does not include any generative systems during runtime, no special guardrails are required. Players cannot trigger or create AI-generated output of any kind.
Generative Ai is used to generate the covers of hundreds of in-game titles that change over time and are added as time passes.
During the development process, we used procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. Examples include voiceover audio where we utilize text-to-speech tools.
A lot of art materials in the game use AI generation, please pay attention to screening.
《帝国:权杖与文明》游戏内的部分图片、人物、场景以及商店内的部分图片采用AI制作
image
as a tool for helping me come up with ideas.
We used AI to generate some game assets and edited them.
AI was used to create some images. Textures are generated programmatically, not by AI.
in Abu Fanous we use advanced Ai technology to enhnace the realism of our 3D Models
At least some of the music was created or modified with the use of AI. I experimented with some AI code generation by creating python scripts that would modify images when run. NOTE: AI did not touch the actual images, it merely codified verbal requests (such as resizing, cropping, merging) into python scripts. FWIW It was a convenient way of finding the correct PIL API to perform the desired action; however, every one of those scripts needed to be modified by-hand before use.
We did try gen-IA to create early place holders of the characters (environments and meals are 100% human made). We realized that it sucks and unsurprizingly it can't compare to what human artists can do. What you currently see in the game has already been cleaned up, but in order to make sure there is no trace of gen-IA left, we are in the process of remaking all the characters from scratch.
Buyer character profile pictures have been created.
AI was used to help create store page text and assets. It is not used in gameplay.
I used an AI to generate images and, so far, only one has been created, the one that appears on the cell phone screen at the beginning of the game.
The title page for game (a castle like structure in a bleak landscape) was generated by AI. Some of the backgrounds for the menus were also generated by AI (stone walls and niches)
The menu background, some button designs and skill visuals were created using AI.
Images, backgrounds, characters, styles are created by artificial intelligence.
In this game, part of the screen content and background music use ai pre-rendering
I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages. Final touches done with GIMP photo editor. 3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine. I would like to slowly update the art and 3D models when the time/budget allows for it.
Portions of the cover image and opening game screens are AI generated.
A-Genro is an AI-powered rover that learns from the way you play. Whether it’s your strategy, movement, or combat style, it picks up on your habits and adapts to help you play smarter. Over time, it becomes a personal assistant in the game, giving you support when things get tough and even taking over in auto-pilot mode when needed. The more you play, the better A-Genro gets—becoming a powerful ally that matches your skills and helps you level up your game. Train it, trust it, and let it take your gameplay to the next level!
The loading screens contain AI-generated background art. No in-game assets or characters are AI-generated.
AI used to create artwork and images
AI has only been used to enlarge the image of the main goblin.
AI created contents used when design store capsules and some of diecast cardboard background.
Voice overs during game intro sequence. Some card art concepts. Some sound effects.
Some poster images were generated by a neural network
1. Game icons, including icons for heroes, hero skins, monsters, skills, attributes, and items.
1. Game icons, including icons for heroes, hero skins, monsters, skills, attributes, and items.
AI Create Photo For Game
In-game customization elements (backgrounds) are generated by Bing Image Generator. This may be changed later.
I use Deepseek to generate AI dialogues in character dialogues in the game, but the story background is my own original creation. Others did not use AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Professor Dev only | AI-generated content is only used for character/map settings inspirations, none AI content is include in-game | DREAM TECH | - | Mar 18, 2026 | |
Cooking with Magic In-game content textart | This game uses generative AI to assist us with game translations and the creation of the thumbnail. | Plexis Games | - | Mar 18, 2026 | |
SudokuNexus Store/marketing art | Some visual elements of the game, including promotional graphics, were created using artificial intelligence. | Revogoo | - | Mar 18, 2026 | |
Going for Nuts Store/marketing art | The game logo was generated with AI and then I modified it with a graphics editor to fit the game. There is no AI used in the game environment itself. The whole AI thing only concerns the game logo. | Crazy Mage | - | Mar 18, 2026 | |
Sailing The Winds In-game content art | Using AI to draw character textures. And inventory icons. | PS Games | - | Mar 18, 2026 | |
Life of an NPC In-game content arttext | This game uses generative AI for procedurally generated content (images for in-game objects, text for what the NPCs should do next, etc). | Max Loh | 18 | Mar 18, 2026 | |
极速营救 Store/marketing art | AI-generated content disclosure The developer's description of how their game uses AI-generated content is as follows: Due to cost constraints, avoidance of sensitive information, etc., we used AI-assisted generation of pre-rendered footage in a very small number of videos: news images, sea freighters, live footage, and cinematics.The content with AI-generated appearances does not exceed 1% of the total amount of material (about 3-4 minutes), so please bear with us! | 优映文化 | 1.8k | Mar 18, 2026 | |
Aquarium Adventures In-game content art | Some of the marketing materials and illustrated artwork inside the game is AI generated. | Frame Sixty Labs, LLC | - | Mar 18, 2026 | |
燈吉診療所 Hiyoshi Clinic In-game content artaudio | Some of the textures and sounds in the game are AI generated. | izanai games | - | Mar 18, 2026 | |
Camilla(カミラ) Store/marketing art | This background image is an image using AI. | quad_studio | - | Mar 18, 2026 | |
Grow Harvest Repeat In-game content artaudio | I use AI to generate pre-rendered art and music for the game. | dyvoker | - | Mar 18, 2026 | |
Race Wars Store/marketing art | Just images/artwork currently | Petey | - | Mar 18, 2026 | |
Treasures & Battlefields Dev only code | The developer used AI to help with code generation and code tweaks for various in-game systems. | Wishing Well Studios | - | Mar 18, 2026 | |
eHUB cities In-game content arttextaudio | We have used generative AI to create some individual assets (graphics) in eHUB cities and to support the writing of the code. The AI characters in the game are also spoken by AI voices. | Andarion Games GmbH | - | Mar 18, 2026 | |
Mariusz: the game In-game content art | We use only the AI to generate the background in the game menu. The rest of it are used assets. | Daniel Lasek | - | Mar 18, 2026 | |
The Wall In-game content audiotext | Suno AI - Used for Music that is played in game
Chat GPT - Used for the billboards shown in game | Therris Studios | - | Mar 18, 2026 | |
Froggy: Jelly Punch In-game content audio | The game features an AI-generated audio soundtrack. | CoJIRpa | - | Mar 18, 2026 | |
SUBDERMAL: This isn’t you In-game content arttext | SUBDERMAL does not use generative AI during gameplay or while the game is running.
No images, audio, text, dialogue, or gameplay content is generated dynamically via AI during play. All assets—including visuals, audio, writing, voice acting, and gameplay systems—are fully authored, fixed, and shipped as part of the final build.
What AI Is Not Used For
• No real-time AI text generation
• No real-time AI image or video generation
• No real-time AI voice synthesis
• No adaptive AI narrative systems
• No AI-based player interaction or chat
What AI Was Used During Development
Placeholder assets or ideas were assisted during development (concept art drafts, placeholder imagery, writing refinement), but all final in-game content is original, human-authored, and fully static except a small minority of AI-generated textures that appear on certain objects.
This development-phase AI usage does not affect gameplay and does not generate new content for players.
The game also contains textures which were upscaled using AI, but were originally human-authored.
Guardrails
Because the game does not include any generative systems during runtime, no special guardrails are required. Players cannot trigger or create AI-generated output of any kind. | Quiet Studios | - | Mar 18, 2026 | |
Youtubers Life 3 In-game content art | Generative Ai is used to generate the covers of hundreds of in-game titles that change over time and are added as time passes. | UPLAY Online | 454 | Mar 18, 2026 | |
The Liftboy In-game content audio | During the development process, we used procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. Examples include voiceover audio where we utilize text-to-speech tools. | Elevator Pitch Games | - | Mar 18, 2026 | |
画剑Draw Sword In-game content art | A lot of art materials in the game use AI generation, please pay attention to screening. | 多米猪工作室 | - | Mar 18, 2026 | |
帝国:权杖与文明 In-game content art | 《帝国:权杖与文明》游戏内的部分图片、人物、场景以及商店内的部分图片采用AI制作 | 帝国项目组 | 94 | Mar 18, 2026 | |
最后的修仙者 Unclear | image | 冷漠乌鸦 | 34 | Mar 18, 2026 | |
STUDIO SCREAM - VERSE ONE Dev only | as a tool for helping me come up with ideas. | DARK STAR STUDIOS | - | Mar 18, 2026 | |
哨兵骑士Sentinel Knights In-game content art | We used AI to generate some game assets and edited them. | ZiU Game | - | Mar 18, 2026 | |
Arenosum In-game content art | AI was used to create some images. Textures are generated programmatically, not by AI. | macsimusfactorre | - | Mar 18, 2026 | |
Abu Fanous - ابو فانوس In-game content art | in Abu Fanous we use advanced Ai technology to enhnace the realism of our 3D Models | rspyz (Mohammed Aljohani) | 13 | Mar 18, 2026 | |
Jon's Jigsaw Puzzle In-game content audiocode | At least some of the music was created or modified with the use of AI.
I experimented with some AI code generation by creating python scripts that would modify images when run.
NOTE: AI did not touch the actual images, it merely codified verbal requests (such as resizing, cropping, merging) into python scripts. FWIW It was a convenient way of finding the correct PIL API to perform the desired action; however, every one of those scripts needed to be modified by-hand before use. | Jon | - | Mar 18, 2026 | |
Chef of Sherwood Dev only art | We did try gen-IA to create early place holders of the characters (environments and meals are 100% human made). We realized that it sucks and unsurprizingly it can't compare to what human artists can do. What you currently see in the game has already been cleaned up, but in order to make sure there is no trace of gen-IA left, we are in the process of remaking all the characters from scratch. | Porcelaine Games | - | Mar 18, 2026 | |
Xenoquarium In-game content art | Buyer character profile pictures have been created. | Nonagon | - | Mar 18, 2026 | |
DTC Store/marketing textart | AI was used to help create store page text and assets. It is not used in gameplay. | Team0Studio | - | Mar 18, 2026 | |
The Curse Of Beatriz In-game content art | I used an AI to generate images and, so far, only one has been created, the one that appears on the cell phone screen at the beginning of the game. | DarkPlayerGAMES | - | Mar 18, 2026 | |
Lost City of Bardo Store/marketing art | The title page for game (a castle like structure in a bleak landscape) was generated by AI. Some of the backgrounds for the menus were also generated by AI (stone walls and niches) | Daniel Green | 10 | Mar 18, 2026 | |
Compass of Destiny: Survivors In-game content art | The menu background, some button designs and skill visuals were created using AI. | 5Deniz | - | Mar 18, 2026 | |
Сумрак In-game content art | Images, backgrounds, characters, styles are created by artificial intelligence. | SvetaSky | 19 | Mar 18, 2026 | |
SixteenPetals In-game content artaudio | In this game, part of the screen content and background music use ai pre-rendering | Husky366Studio | 17 | Mar 18, 2026 | |
Kings & Savages In-game content art | I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages.
Final touches done with GIMP photo editor.
3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine.
I would like to slowly update the art and 3D models when the time/budget allows for it. | Marco José Pereira | - | Mar 18, 2026 | |
Catch That Pizza! Maze Game Store/marketing art | Portions of the cover image and opening game screens are AI generated. | Sundae Electronics LLC | - | Mar 18, 2026 | |
Battle Of Rovers (Early Access) Live AI text | A-Genro is an AI-powered rover that learns from the way you play. Whether it’s your strategy, movement, or combat style, it picks up on your habits and adapts to help you play smarter. Over time, it becomes a personal assistant in the game, giving you support when things get tough and even taking over in auto-pilot mode when needed.
The more you play, the better A-Genro gets—becoming a powerful ally that matches your skills and helps you level up your game. Train it, trust it, and let it take your gameplay to the next level! | infinite8 | - | Mar 18, 2026 | |
Smuggler City Simulator In-game content art | The loading screens contain AI-generated background art. No in-game assets or characters are AI-generated. | Reylor Games | - | Mar 18, 2026 | |
Kisaragi Station Store/marketing art | AI used to create artwork and images | Audrey Rose Productions | - | Mar 18, 2026 | |
Goblin Lands Store/marketing art | AI has only been used to enlarge the image of the main goblin. | Hot Waffle Games | - | Mar 18, 2026 | |
Firewheels Shop Simulator Store/marketing art | AI created contents used when design store capsules and some of diecast cardboard background. | Alkame Games | - | Mar 18, 2026 | |
That Time I Found A Box In-game content audioart | Voice overs during game intro sequence.
Some card art concepts.
Some sound effects. | Otter Paw Press | - | Mar 18, 2026 | |
Misery Nights Store/marketing art | Some poster images were generated by a neural network | DesignLab | - | Mar 18, 2026 | |
Soda Splash In-game content art | 1. Game icons, including icons for heroes, hero skins, monsters, skills, attributes, and items. | 1day | - | Mar 18, 2026 | |
仙塔传说(Mystic Tower Legends) In-game content art | 1. Game icons, including icons for heroes, hero skins, monsters, skills, attributes, and items. | Tower Defense Lore | - | Mar 18, 2026 | |
Keyboard Warrior Simulator Unclear art | AI Create Photo For Game | SomeTimesAtNight | - | Mar 18, 2026 | |
Stair Tap In-game content art | In-game customization elements (backgrounds) are generated by Bing Image Generator. This may be changed later. | Novinity Games | 17 | Mar 18, 2026 | |
战国之影 In-game content text | I use Deepseek to generate AI dialogues in character dialogues in the game, but the story background is my own original creation. Others did not use AI | 李小鹏的个人开发 | - | Mar 18, 2026 |