Generative AI was used for game translation and code modifications, but not for any other aspects.
- Creator
- Storyg Tododog
- 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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Generative AI was used for game translation and code modifications, but not for any other aspects.
-Part of the code -Proofreading -In a few models, a texture or an mesh was used as the starting point for the final model.
Some of the background images, such as the one in the game main menu, and the promotional ones, have been generated with generative AI
Several songs in the game are generated using generative AI. It is the goal to work together with artists and license also player requested music as soon as the game proves viable. AI in the form of chatbots was also used during ideation, design and programming as an auxiliary tool. NO GRAPHICAL ASSETS in the game have been AI generated!
We used AI on the store page only, namely: -AI audio overlay in the Store Page video. -Art Assets on the Store Page.
ChatGPT was used to assist in rewriting text/descriptions, generating game logic, debugging and refactoring code for the game. No live-generated AI content has been used.
We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience.
We have integrated various AI tools to enhance different aspects of the experience: ChatGPT has been utilized to make in-game bots smarter, improving their responsiveness and creating more engaging AI interactions for players. Perplexity AI assisted us with certain coding tasks, helping us optimize and refine complex systems efficiently. Rosebud AI was used to generate high-quality skyboxes, enhancing the visual depth and atmosphere of our environments, ensuring an immersive experience. By leveraging these AI-driven solutions, we've streamlined development while maintaining high-quality visuals, smarter AI, and optimized performance.
Some of the pictures and digital murals in the scene were generated using a combination of digital hand-painting and AIGC technology
AI was used to generate voices
Some of the promotional images and capsules are made with AI Assistance. This does NOT include screenshots. All screenshots are from the game, and do NOT use AI in any capacity. In-game only a few basic UI icons, as well as some images and textures, are AI-Generated. Most Music and Songs are AI-Generated, this includes the music in the Trailer.
We are only 2 person excited to make the game we desire as soon as possible. Without AI for voice overs it becomes really hard for us to continue on our path. That is why this game utilizes AI-generated voice acting created with Replica Studios.
The Official Logos for "Isle of the Eagle" were generated with Artificial Intelligence and modified using Photoshop.
I used AI to create the game logo and help write descriptions for store page.
Some assets within the game have been generated under a commercial license via AI sources. The game also supports original art works by the game's developer and the wider artist community.
Some in-game visual assets were generated using AI tools and further refined through manual editing.
AI helps us in the basis of our design of new graphics and renderings for the different decorative elements at the marketing and in-game level.
1. The two still images displayed after the SUZUKI PLAN logo after launching the game are generated using a generative AI. 2. The fighter images (capsule and hero) displayed in the Steam client and Steam store are generated using a generative AI, with the exception of the title logo.
Generative art for textures, logos
AI was used to assist in the creation of certain sound and visual elements.
Radio moderators voice
The game's loading screens and some promotional images on the store page are AI pre-rendered.
The game uses a small number of AI pre-generated images, which do not involve adult content. Other than this, there is no other AI-related content in the game.
AI was used for menu in game
Steam title capsule image
Some raw parts of the UI and capsule image generated by AI.
This game uses AI to generate placeholder artwork for the card art. I'm commissioning talented artists like Screwdy Crow https://www.artstation.com/screwdycrow whose art is featured in the screenshots, to gradually replace the AI generated work.
Used to make a few textures in game.
We use AI to remove the background in animations for later use. Note: If the user want
It is used in the background.
AI Create Photo
Some supporter assets feature AI-generated images.
Texture Upscaling and Logo Creation
Promo materials.
All character images except for the hero classes were created in Daz Studio, and icons were made in Photoshop using Creative Commons assets. Older backgrounds were recreated with AI from the game's existing source images, then manually refined and composited in Photoshop into the final scenes. The story, dialogues, quests, gameplay, and combat system were written and crafted by the developer over years of work.
Relic Hunt features AI-generated images, including item icons, player avatars, and various other visual elements.
Création du Logo du jeu.
Some artwork and images in the game were created with the assistance of artificial intelligence (AI) tools. All AI-generated content has been reviewed and adapted by our team to ensure originality and quality. Our goal is to provide a unique visual experience that combines human creativity with technology.
This game used generative AI tools in a limited way during development to assist with some image asset creation (e.g., concept/reference and promotional/UI-related imagery) and code drafting/refactoring. All outputs were reviewed, edited or rewritten, and tested by the development team before being included in the product. The game does not connect to external AI services and does not generate new text, images, or audio in real time during gameplay. All content has been reviewed to avoid copyright or rights infringement.
Our game uses AI-generated images as a starting point for background art and concept designs. These AI-generated images are then heavily edited and refined manually by our artists to ensure unique and high-quality assets. AI is not used during live gameplay, and all final game assets are reviewed and modified by human artists before implementation.
AI was used to generate a base concept for store capsule art, which was modified and filtered.
We used AI to create the capsules for the game's store page.
Our small indie team has responsibly used generative AI tools to accelerate our development while maintaining full creative control. We used MidJourney to generate base visual assets, which were then carefully edited, customized, and rendered by our artists to match the game’s artistic direction. These AI-generated elements are part of the final visual content, but were not used “as-is” and underwent human refinement. For localization, we used AI-based tools to assist with proofreading and translation consistency, ensuring clearer communication across languages. No AI systems are used during gameplay or in real-time content generation. All interactive and gameplay logic was developed by our team. We fully comply with Steam’s policies regarding AI use, and all assets were created and integrated within the scope of ethical and legal use. Transparency and player trust are at the heart of our approach.
Some Graphics, icons or design
I used AI for certain icons, sound effects and Music.
Generative artificial intelligence was used to create pre-rendered images for the game and store page.
The backgrounds images pre-rendered AI art
AI is used to create pictures like the wallpapers
Character and scene prototypes
Some image assets in the game of lesser importance (character portraits, item icons) are made using a process that includes AI image generation. This will be replaced with original artwork in the final product.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
환상약국 In-game content textcode | Generative AI was used for game translation and code modifications, but not for any other aspects. | Storyg Tododog | - | Mar 18, 2026 | |
Deck & Defense Dev only codeart | -Part of the code
-Proofreading
-In a few models, a texture or an mesh was used as the starting point for the final model. | Sino4 Games | - | Mar 18, 2026 | |
Hollow Frontier Store/marketing art | Some of the background images, such as the one in the game main menu, and the promotional ones, have been generated with generative AI | Sheipeg the game dev | - | Mar 18, 2026 | |
Rhythmic In-game content audiotext | Several songs in the game are generated using generative AI. It is the goal to work together with artists and license also player requested music as soon as the game proves viable.
AI in the form of chatbots was also used during ideation, design and programming as an auxiliary tool.
NO GRAPHICAL ASSETS in the game have been AI generated! | Polar Studios Robin Kammel | - | Mar 18, 2026 | |
$MCRT Game Maker In-game content audioart | We used AI on the store page only, namely:
-AI audio overlay in the Store Page video.
-Art Assets on the Store Page. | MagicCraft | - | Mar 18, 2026 | |
Arkee Malarkey Dev only textcode | ChatGPT was used to assist in rewriting text/descriptions, generating game logic, debugging and refactoring code for the game. No live-generated AI content has been used. | Glitchu | - | Mar 18, 2026 | |
Monochrome Nemesis Store/marketing arttext | We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience. | BidouGameStudio | - | Mar 18, 2026 | |
Dominate the Skies Live AI artcode | We have integrated various AI tools to enhance different aspects of the experience:
ChatGPT has been utilized to make in-game bots smarter, improving their responsiveness and creating more engaging AI interactions for players.
Perplexity AI assisted us with certain coding tasks, helping us optimize and refine complex systems efficiently.
Rosebud AI was used to generate high-quality skyboxes, enhancing the visual depth and atmosphere of our environments, ensuring an immersive experience.
By leveraging these AI-driven solutions, we've streamlined development while maintaining high-quality visuals, smarter AI, and optimized performance. | Blue Squirrel Studios | - | Mar 18, 2026 | |
月途——中国探月数字博物馆 Moon Journey - China's Lunar Exploration Digital Museum In-game content art | Some of the pictures and digital murals in the scene were generated using a combination of digital hand-painting and AIGC technology | 郝锐昌工作室 | 55 | Mar 18, 2026 | |
Room Service In-game content audio | AI was used to generate voices | Zictorix | 18 | Mar 18, 2026 | |
Ragdoll Chimps In-game content artaudio | Some of the promotional images and capsules are made with AI Assistance. This does NOT include screenshots. All screenshots are from the game, and do NOT use AI in any capacity.
In-game only a few basic UI icons, as well as some images and textures, are AI-Generated.
Most Music and Songs are AI-Generated, this includes the music in the Trailer. | Amel Games | - | Mar 18, 2026 | |
CHAOS DWELLER: Havoc Of Tyranny In-game content audio | We are only 2 person excited to make the game we desire as soon as possible. Without AI for voice overs it becomes really hard for us to continue on our path. That is why this game utilizes AI-generated voice acting created with Replica Studios. | EGOLAST GAMES | - | Mar 18, 2026 | |
Isle of the Eagle Store/marketing art | The Official Logos for "Isle of the Eagle" were generated with Artificial Intelligence and modified using Photoshop. | More K Games LLC | - | Mar 18, 2026 | |
Record Rewind Repeat Store/marketing arttext | I used AI to create the game logo and help write descriptions for store page. | Matt Timmermans | - | Mar 18, 2026 | |
Foss Park In-game content art | Some assets within the game have been generated under a commercial license via AI sources. The game also supports original art works by the game's developer and the wider artist community. | RUOK | - | Mar 18, 2026 | |
Cozy Aquarium In-game content art | Some in-game visual assets were generated using AI tools and further refined through manual editing. | Happy Amoeba | 37 | Mar 18, 2026 | |
AI Clicker In-game content art | AI helps us in the basis of our design of new graphics and renderings for the different decorative elements at the marketing and in-game level. | Afk Pixel Studio | - | Mar 18, 2026 | |
Battle AirForce Store/marketing art | 1. The two still images displayed after the SUZUKI PLAN logo after launching the game are generated using a generative AI.
2. The fighter images (capsule and hero) displayed in the Steam client and Steam store are generated using a generative AI, with the exception of the title logo. | SUZUKIPLAN | - | Mar 18, 2026 | |
Donki Hills In-game content art | Generative art for textures, logos | DemensDeum | - | Mar 18, 2026 | |
Virum:Colony In-game content artaudio | AI was used to assist in the creation of certain sound and visual elements. | NeuroOre | - | Mar 18, 2026 | |
Narco Express Unclear audio | Radio moderators voice | SCHIZO GAMES | - | Mar 18, 2026 | |
元卡牌之背包传说 Meta Card Backpack Legend Store/marketing art | The game's loading screens and some promotional images on the store page are AI pre-rendered. | KY Games | 67 | Mar 18, 2026 | |
永夜地铁Eternal Night Metro In-game content art | The game uses a small number of AI pre-generated images, which do not involve adult content. Other than this, there is no other AI-related content in the game. | 村南游戏厅 | - | Mar 18, 2026 | |
Forest Runner In-game content text | AI was used for menu in game | Pumpk1nDuke | - | Mar 18, 2026 | |
Supermarket Store/marketing art | Steam title capsule image | Acute Motivation Inc | - | Mar 18, 2026 | |
Operation HOPE - Tower Defense Store/marketing art | Some raw parts of the UI and capsule image generated by AI. | Azman Games | - | Mar 18, 2026 | |
Card Fable Quest In-game content art | This game uses AI to generate placeholder artwork for the card art.
I'm commissioning talented artists like Screwdy Crow https://www.artstation.com/screwdycrow whose art is featured in the screenshots, to gradually replace the AI generated work. | Purri Cat Studio | - | Mar 18, 2026 | |
Arcade Management Simulator In-game content art | Used to make a few textures in game. | Smash Game Studios | - | Mar 18, 2026 | |
AnimaEngine In-game content art | We use AI to remove the background in animations for later use.
Note: If the user want | MarroIndustries | 630 | Mar 18, 2026 | |
Egg of Skill Tree Unclear | It is used in the background. | YANASE GAMES | - | Mar 18, 2026 | |
Shadows of the Past Unclear art | AI Create Photo | SomeTimesAtNight | - | Mar 18, 2026 | |
だる絡み背後霊 Store/marketing art | Some supporter assets feature AI-generated images. | AlleyInn | 79 | Mar 18, 2026 | |
Perfect Sword In-game content art | Texture Upscaling and Logo Creation | Pixel-ate Bytes | - | Mar 18, 2026 | |
Blocks Store/marketing art | Promo materials. | Taranau Aliaksei | - | Mar 18, 2026 | |
Azmar Quest (Old School RPG) In-game content art | All character images except for the hero classes were created in Daz Studio, and icons were made in Photoshop using Creative Commons assets. Older backgrounds were recreated with AI from the game's existing source images, then manually refined and composited in Photoshop into the final scenes. The story, dialogues, quests, gameplay, and combat system were written and crafted by the developer over years of work. | Sevan Studio | 15 | Mar 18, 2026 | |
Relic Hunt In-game content art | Relic Hunt features AI-generated images, including item icons, player avatars, and various other visual elements. | Code Voyager | 44 | Mar 18, 2026 | |
chill fishing Store/marketing art | Création du Logo du jeu. | Sleepy Giant Creations | 29 | Mar 18, 2026 | |
The Light and the Shadow In-game content art | Some artwork and images in the game were created with the assistance of artificial intelligence (AI) tools. All AI-generated content has been reviewed and adapted by our team to ensure originality and quality. Our goal is to provide a unique visual experience that combines human creativity with technology. | EnrolaDev | - | Mar 18, 2026 | |
DARK IN LIGHT Store/marketing artcode | This game used generative AI tools in a limited way during development to assist with some image asset creation (e.g., concept/reference and promotional/UI-related imagery) and code drafting/refactoring. All outputs were reviewed, edited or rewritten, and tested by the development team before being included in the product. The game does not connect to external AI services and does not generate new text, images, or audio in real time during gameplay. All content has been reviewed to avoid copyright or rights infringement. | MakeRejoiceGames | - | Mar 18, 2026 | |
Bring Slime to Mommy In-game content art | Our game uses AI-generated images as a starting point for background art and concept designs.
These AI-generated images are then heavily edited and refined manually by our artists to ensure unique and high-quality assets.
AI is not used during live gameplay, and all final game assets are reviewed and modified by human artists before implementation. | BlueLionGames | - | Mar 18, 2026 | |
Untold Depths Store/marketing art | AI was used to generate a base concept for store capsule art, which was modified and filtered. | Cybernetic Studios LLC | - | Mar 18, 2026 | |
PUBLIC TOILET SIMULATOR Store/marketing art | We used AI to create the capsules for the game's store page. | OneiGames | - | Mar 18, 2026 | |
Pulled Strings In-game content arttext | Our small indie team has responsibly used generative AI tools to accelerate our development while maintaining full creative control.
We used MidJourney to generate base visual assets, which were then carefully edited, customized, and rendered by our artists to match the game’s artistic direction. These AI-generated elements are part of the final visual content, but were not used “as-is” and underwent human refinement.
For localization, we used AI-based tools to assist with proofreading and translation consistency, ensuring clearer communication across languages.
No AI systems are used during gameplay or in real-time content generation. All interactive and gameplay logic was developed by our team.
We fully comply with Steam’s policies regarding AI use, and all assets were created and integrated within the scope of ethical and legal use.
Transparency and player trust are at the heart of our approach. | BT Interactable | - | Mar 18, 2026 | |
IcoNick Duster - Planets Defender Unclear art | Some Graphics, icons or design | ima shouganai | - | Mar 18, 2026 | |
Magic Survivor In-game content artaudio | I used AI for certain icons, sound effects and Music. | New Lua | - | Mar 18, 2026 | |
STAY ALIVE Store/marketing art | Generative artificial intelligence was used to create pre-rendered images for the game and store page. | Eric Bruno | 22 | Mar 18, 2026 | |
Anime Boys Mirror Quest In-game content art | The backgrounds images pre-rendered AI art | Green Goose Corporation | - | Mar 18, 2026 | |
Operation Anti-Robot Store/marketing art | AI is used to create pictures like the wallpapers | prinzbartu | - | Mar 18, 2026 | |
Disappeared Unclear art | Character and scene prototypes | Deborah Vellozo da Silva | - | Mar 18, 2026 | |
Vanguard Galaxy In-game content art | Some image assets in the game of lesser importance (character portraits, item icons) are made using a process that includes AI image generation. This will be replaced with original artwork in the final product. | Bat Roost Games | 530 | Mar 18, 2026 |