AI used for: cover art elements.
- Creator
- ZERO5GAMES
- Reviews
- 104
- Added
- Mar 18, 2026
Public Steam disclosure research 26,525 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.
AI used for: cover art elements.
Some stores assets(images) are made with AI.
Some of the assets in the game are processed and implemented from the output by the generation AI.
We used AI tools for the following elements in the game: - Translation of the experimental in-game languages - Some textures (primarily wall pictures and item icons) - Three sound effects Why We Used AI: We are two developers working with limited resources and without external funding or a publisher. All other assets including 3D models, other textures, sound design, rigging, animations, story, music, and programming, were created by us. Our goal was to achieve a distinct visual and atmospheric style that avoids both hand-painted aesthetics and asset flipping. Instead, we aimed for a more grounded, realistic look, and selectively used AI tools to support this vision.
AI was just used to make code for enemies, and the camera movement. Every other piece of code is made with visual scripting tools with unity.
Achievement Images created by AI
AI use only for in-game miniatures, no in-game content uses AI.
The game's artistic fonts and music are generated by AI. Part of the game's code is created with AI assistance.
Game Assistant Voice Generation
This game has used AI to assist drawing card images.
I use AI for text translation.After that, the text is manually adjusted by humans.
A few images of UI elements in game were made with the help of AI
Visual assets for the Store Page and Steam Library (including header images, background art, and the base design of the game logo) were created with the assistance of Generative AI. Pre-generated Content: The marketing and branding materials were conceptualized using AI tools, followed by extensive manual editing, polishing, and compositing to ensure alignment with the game's minimalist aesthetic. Live-generated Content: The game does not feature any live-generated AI content during gameplay.
Soundtrack by Suno AI
Game Factory use AI to generate pre-rendered content for game, store page and marketing materials.
AI helps me with texts on the Steam page (grammar correction, translations, and texts). AI helps me correct errors in the game code and optimize it (Integrated Microsoft Copilot in the Visual Studio environment). I don't use AI at all for music and sound creation. I don't use AI at all for 3D or 2D graphics creation.
The vast majority of art materials in this game are generated using AI. But the generated art materials are mostly scenes, food, tables, chairs, benches, etc., so there is no copyright issue.
Steam store page image backgrounds created with AI tools.
AI generates some backgrounds.
The backgrounds and figures were based on illustrations generated by AI tools and modified by the illustrator.
We used Ai drawing software to generate cover images and some in-game textures
Our game will use AI to generate some of the dialogue and code in the game.
As a game that serves as a commentary on AI, several images used in the game were generated by AI to serve as illustrative examples of the kind of output that AI produces.
Two music tracks accompanying the in-game radio were created using generative AI.
AI-generated texts and translations are partly used for the game and for marketing material.
FluidFrames uses an AI that can multiply the FPS in a video, this is done by taking 2 frames of a video and calculating the intermediate frame. In a manner identical to FSR 3 FG or DLSS FG.
Our Policy for AI Use Even if, and disclose from time to time that, we use AI in some of our products, it never means that our product consists of AI-generated content, which is simply impossible but may be presumed by some people. We continue our due diligence and necessary efforts to come up with the best content. AI is a field that we keep track of and welcome curiously and excitedly. It is something not the world gives us but what we get from the world according to our requirements. However, We always consider the rights of commercial and ethical use of AI. Therefore, we subscribe to their content, pay their respective fee, and keep their receipts/licenses. How may we use AI? We may use outsourced AI in a number of different ways in addition to our own in-game AI mechanics, as it gives us uniqueness and originality as we like, and as long as its content is compliant with our above policy: Sound files: We have a large collection of audio clips we have purchased and keep purchasing. We also have the means to make our own sound files. Sometimes we may also use AI-made sounds to make audio clips as well if we fail to find what we are looking for in our archive. Graphics: We may use AI for some of our graphical assets. We have various means like software with which we can create characters, particularly our animated characters in the trailers and cutscenes, which are our own unique designs. Ideas: We may chat with AI about whether an idea is suitable for the current genre we are working on. However, we plan to discontinue this use of AI as it lacks originality. For example, when we asked for the names of two female characters for a fantasy game, AI suggested “Anya and Ayleen.” They are obviously names used before and we needed to change the names of our two characters. The above use of our AI may naturally appear on our store page as we include fragments from our game to introduce and promote it. This policy may be subject to change depending on the developments, ethical considerations, and circumstances regarding the use of AI in the future.
The Uncultured is a unique simulation game developed by a solo developer. In this game, players can place various art pieces on their museum walls, all of which were generated using artificial intelligence. Additionally, most of the feedback and comments left by visitors on your artworks and museum were also AI-generated to enhance the game's immersive experience. The use of artificial intelligence in The Uncultured is limited to art creation and visitor commentary.
Creating character and monster images.
Real-time AI generative content is included in the application, please use it in compliance with local regulations.
All AI images used are edited to heavily edited by hand. They were used for the cover art, enemies and background art.
Some background textures, video backgrounds, and video content assets include AI-generated materials (using OpenAI Sora).
Our team utilizes generative AI tools to assist in creating some in-game assets.
In line with the theme of the game, AICE utilises AI generated images and voice content, with human adjustments and decoration added on top.
For creating image assets and music
The images for the game loading page are generated by AI
Some promo images are generated by AI
Some character portraits and visual elements were created with the assistance of generative AI tools as part of the art production process. All assets were curated, edited, and integrated to maintain a consistent artistic direction. As the game continues development, certain visual elements may be refined or replaced. AI-assisted tools may also be used to support translations.
Store description and promotional graphics generated using AI tools.
The character voice in Trailer
AI has been used to help develop the game's backgrounds as well as the game's cover art.
some audio
游戏内部分图片使用AI生产后由人工修图转绘。
Some of the store images are modified using artificial intelligence. In the game, the game background uses artificial intelligence, and some characters use artificial intelligence to make modifications on top of it.
Our game uses GenAI at run time in our game engine to power various gameplay mechanics so that the game can respond to whatever players say and do in the moment. We're excited to build on both known game dev tools and also develop new capabilities, all to be able to build games that are more improvisational and responsive to player creativity and agency. We did not use AI generation for any of our art assets, nor for the NPC customer motivations, personalities, or quests.
AI image generation has been used for character graphics, backgrounds, other objects, and UI elements. AI music generation has been partially used for the music.
Pictures and music
Steam capsule
Use of Generative AI This game makes selective use of generative AI tools as part of its development pipeline. Generative AI has been used to assist in the creation of certain visual elements, including concept art, some 3D environment assets, NPC prototyping, and promotional/store imagery. These tools are integrated as part of a broader creative workflow. Some narrative texts, descriptions, and written content were generated, refined, or edited with the assistance of AI tools, based on original ideas, concepts, and direction provided by the author. The core design, gameplay systems, level design, programming, balancing, and a significant portion of the art and world-building have been handcrafted and developed directly by the creator using industry-standard tools. Generative AI is used as a complementary tool to enhance productivity and support creative iteration, while maintaining full creative direction and artistic control.
In the creation of this game, generative AI technologies were utilized to enhance the player experience in the following ways: - Question and Answer Creation: Generative AI was used to craft engaging and diverse questions, as well as corresponding answers, which form an essential part of the gameplay. This helped in generating a wide variety of content to keep the experience fresh and challenging for players. - Voice Over: AI-powered voice synthesis was employed to produce dynamic voice-overs for various in-game dialogues and narrations. This technology allowed for the creation of multiple voices and accents, adding depth and diversity to the characters and world of the game. - Translation: AI-driven translation services were used to provide multilingual support, allowing players from different linguistic backgrounds to enjoy the game in their native language. This approach enabled faster localization while maintaining accuracy and consistency across different languages. These AI tools were used as part of our development process to improve efficiency and enrich the game's content, ensuring a more immersive experience for players.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Underwater Cycling Store/marketing art | AI used for: cover art elements. | ZERO5GAMES | 104 | Mar 18, 2026 | |
Go Babies Store/marketing art | Some stores assets(images) are made with AI. | ZERO5GAMES | 103 | Mar 18, 2026 | |
Cats Fishing for Cats In-game content artaudiocodetext | Some of the assets in the game are processed and implemented from the output by the generation AI. | 1st-impact co.,Ltd. | 50 | Mar 18, 2026 | |
Care In-game content textartaudio | We used AI tools for the following elements in the game:
- Translation of the experimental in-game languages
- Some textures (primarily wall pictures and item icons)
- Three sound effects
Why We Used AI:
We are two developers working with limited resources and without external funding or a publisher.
All other assets including 3D models, other textures, sound design, rigging, animations, story, music, and programming, were created by us.
Our goal was to achieve a distinct visual and atmospheric style that avoids both hand-painted aesthetics and asset flipping. Instead, we aimed for a more grounded, realistic look, and selectively used AI tools to support this vision. | The Pocket Dimension | 65 | Mar 18, 2026 | |
Dreamstate Dev only code | AI was just used to make code for enemies, and the camera movement. Every other piece of code is made with visual scripting tools with unity. | 8:95games | - | Mar 18, 2026 | |
It's A Farmer Thing Store/marketing art | Achievement Images created by AI | Giftzwerg Games | - | Mar 18, 2026 | |
Shadow's Descent Dev only art | AI use only for in-game miniatures, no in-game content uses AI. | Cornet Dev | - | Mar 18, 2026 | |
望夕桂不想学习 In-game content artaudiocode | The game's artistic fonts and music are generated by AI.
Part of the game's code is created with AI assistance. | 尹怨怨 | - | Mar 18, 2026 | |
Kidduca 3D Live AI audio | Game Assistant Voice Generation | RMB Games - Free learning games fo Kids | - | Mar 18, 2026 | |
Combo Ball Slayer In-game content art | This game has used AI to assist drawing card images. | ShaneGame | - | Mar 18, 2026 | |
Asuka Idol Journey In-game content text | I use AI for text translation.After that, the text is manually adjusted by humans. | dhr-Lab | - | Mar 18, 2026 | |
Last Spirit Origin In-game content art | A few images of UI elements in game were made with the help of AI | Danil Koliada | 26 | Mar 18, 2026 | |
Layered Loop层叠环道 Store/marketing art | Visual assets for the Store Page and Steam Library (including header images, background art, and the base design of the game logo) were created with the assistance of Generative AI.
Pre-generated Content: The marketing and branding materials were conceptualized using AI tools, followed by extensive manual editing, polishing, and compositing to ensure alignment with the game's minimalist aesthetic.
Live-generated Content: The game does not feature any live-generated AI content during gameplay. | Zack | - | Mar 18, 2026 | |
Arbiter's Circus In-game content audio | Soundtrack by Suno AI | Zig | - | Mar 18, 2026 | |
Game Factory Store/marketing art | Game Factory use AI to generate pre-rendered content for game, store page and marketing materials. | MultimediaFi Limited | - | Mar 18, 2026 | |
Hardtrace Store/marketing textcode | AI helps me with texts on the Steam page (grammar correction, translations, and texts).
AI helps me correct errors in the game code and optimize it (Integrated Microsoft Copilot in the Visual Studio environment).
I don't use AI at all for music and sound creation.
I don't use AI at all for 3D or 2D graphics creation. | Lubomír Březina / devbobcz | - | Mar 18, 2026 | |
人生模拟器 Life Simulator In-game content art | The vast majority of art materials in this game are generated using AI. But the generated art materials are mostly scenes, food, tables, chairs, benches, etc., so there is no copyright issue. | Little Blue Studio | - | Mar 18, 2026 | |
Save The Village Store/marketing art | Steam store page image backgrounds created with AI tools. | Zupti | - | Mar 18, 2026 | |
My Puppy In-game content art | AI generates some backgrounds. | Bowen Shi | - | Mar 18, 2026 | |
Queen Ant Perfume -The Mad Love of Jack the Ripper- In-game content art | The backgrounds and figures were based on illustrations generated by AI tools and modified by the illustrator. | WabiSabi Project | - | Mar 18, 2026 | |
Be touch-and-go In-game content art | We used Ai drawing software to generate cover images and some in-game textures | FuQianDeBiFang | - | Mar 18, 2026 | |
Project-H In-game content textcode | Our game will use AI to generate some of the dialogue and code in the game. | AgentLive | - | Mar 18, 2026 | |
Static Sky: And Yet It █████ (██落在夜空生成以前) In-game content art | As a game that serves as a commentary on AI, several images used in the game were generated by AI to serve as illustrative examples of the kind of output that AI produces. | Rhett Tsai | - | Mar 18, 2026 | |
Blight Night In-game content audio | Two music tracks accompanying the in-game radio were created using generative AI. | Famous Games LLC | - | Mar 18, 2026 | |
Neon Highways In-game content text | AI-generated texts and translations are partly used for the game and for marketing material. | Flowbit Studio | 14 | Mar 18, 2026 | |
FluidFrames Live AI | FluidFrames uses an AI that can multiply the FPS in a video, this is done by taking 2 frames of a video and calculating the intermediate frame. In a manner identical to FSR 3 FG or DLSS FG. | j3ngystudio | - | Mar 18, 2026 | |
The Uncalled In-game content audioarttext | Our Policy for AI Use
Even if, and disclose from time to time that, we use AI in some of our products, it never means that our product consists of AI-generated content, which is simply impossible but may be presumed by some people. We continue our due diligence and necessary efforts to come up with the best content.
AI is a field that we keep track of and welcome curiously and excitedly. It is something not the world gives us but what we get from the world according to our requirements.
However,
We always consider the rights of commercial and ethical use of AI. Therefore, we subscribe to their content, pay their respective fee, and keep their receipts/licenses.
How may we use AI?
We may use outsourced AI in a number of different ways in addition to our own in-game AI mechanics, as it gives us uniqueness and originality as we like, and as long as its content is compliant with our above policy:
Sound files: We have a large collection of audio clips we have purchased and keep purchasing. We also have the means to make our own sound files. Sometimes we may also use AI-made sounds to make audio clips as well if we fail to find what we are looking for in our archive.
Graphics: We may use AI for some of our graphical assets. We have various means like software with which we can create characters, particularly our animated characters in the trailers and cutscenes, which are our own unique designs.
Ideas: We may chat with AI about whether an idea is suitable for the current genre we are working on. However, we plan to discontinue this use of AI as it lacks originality. For example, when we asked for the names of two female characters for a fantasy game, AI suggested “Anya and Ayleen.” They are obviously names used before and we needed to change the names of our two characters.
The above use of our AI may naturally appear on our store page as we include fragments from our game to introduce and promote it.
This policy may be subject to change depending on the developments, ethical considerations, and circumstances regarding the use of AI in the future. | lynXoft | - | Mar 18, 2026 | |
The Uncultured In-game content arttext | The Uncultured is a unique simulation game developed by a solo developer. In this game, players can place various art pieces on their museum walls, all of which were generated using artificial intelligence. Additionally, most of the feedback and comments left by visitors on your artworks and museum were also AI-generated to enhance the game's immersive experience. The use of artificial intelligence in The Uncultured is limited to art creation and visitor commentary. | Kosippy | - | Mar 18, 2026 | |
The Hunting! Store/marketing art | Creating character and monster images. | BlackHusHPuppy | - | Mar 18, 2026 | |
吾家有女 Ai Live AI text | Real-time AI generative content is included in the application, please use it in compliance with local regulations. | AI GAME STUDIO | 19 | Mar 18, 2026 | |
The Eldritch Ascent In-game content art | All AI images used are edited to heavily edited by hand. They were used for the cover art, enemies and background art. | BlisSpectre | - | Mar 18, 2026 | |
LIMSCAPE In-game content art | Some background textures, video backgrounds, and video content assets include AI-generated materials (using OpenAI Sora). | SMOOTHEA | 158 | Mar 18, 2026 | |
XEOM Saigon Edition In-game content art | Our team utilizes generative AI tools to assist in creating some in-game assets. | Te Te Studio | - | Mar 18, 2026 | |
AICE In-game content artaudio | In line with the theme of the game, AICE utilises AI generated images and voice content, with human adjustments and decoration added on top. | Phillip Drew | - | Mar 18, 2026 | |
Pizza Delivery in a Storm In-game content artaudio | For creating image assets and music | GAMING RIKISHI | - | Mar 18, 2026 | |
Goblin: Mutation In-game content art | The images for the game loading page are generated by AI | richard | 13 | Mar 18, 2026 | |
What is in the Black Box? Store/marketing art | Some promo images are generated by AI | SQRT Games | 29 | Mar 18, 2026 | |
Belatoris In-game content arttext | Some character portraits and visual elements were created with the assistance of generative AI tools as part of the art production process. All assets were curated, edited, and integrated to maintain a consistent artistic direction. As the game continues development, certain visual elements may be refined or replaced. AI-assisted tools may also be used to support translations. | Adrian Labudzki | - | Mar 18, 2026 | |
Rotate or Die Store/marketing arttext | Store description and promotional graphics generated using AI tools. | ZERO5GAMES | 100 | Mar 18, 2026 | |
Cobot-Man Adventure In-game content audio | The character voice in Trailer | LIDO GAMES | - | Mar 18, 2026 | |
Sky Combat: WWII Warplane Races Store/marketing art | AI has been used to help develop the game's backgrounds as well as the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
LET ME BOOK Unclear audio | some audio | REMBOT GAMES | - | Mar 18, 2026 | |
三九 In-game content art | 游戏内部分图片使用AI生产后由人工修图转绘。 | 暗极工坊 | 17 | Mar 18, 2026 | |
ODouzy!!! In-game content art | Some of the store images are modified using artificial intelligence. In the game, the game background uses artificial intelligence, and some characters use artificial intelligence to make modifications on top of it. | lhll | - | Mar 18, 2026 | |
Retail Mage code | Our game uses GenAI at run time in our game engine to power various gameplay mechanics so that the game can respond to whatever players say and do in the moment.
We're excited to build on both known game dev tools and also develop new capabilities, all to be able to build games that are more improvisational and responsive to player creativity and agency.
We did not use AI generation for any of our art assets, nor for the NPC customer motivations, personalities, or quests. | Jam & Tea Studios | 45 | Mar 18, 2026 | |
Bistro Brave In-game content artaudio | AI image generation has been used for character graphics, backgrounds, other objects, and UI elements.
AI music generation has been partially used for the music. | NRNR STUDIO | - | Mar 18, 2026 | |
Planet Shield Unclear artaudio | Pictures and music | Roland Stanford | - | Mar 18, 2026 | |
Bloody Bar Simulator Store/marketing art | Steam capsule | Red Jacket Games | - | Mar 18, 2026 | |
Trapped In The Omniverse In-game content arttext | Use of Generative AI
This game makes selective use of generative AI tools as part of its development pipeline.
Generative AI has been used to assist in the creation of certain visual elements, including concept art, some 3D environment assets, NPC prototyping, and promotional/store imagery. These tools are integrated as part of a broader creative workflow.
Some narrative texts, descriptions, and written content were generated, refined, or edited with the assistance of AI tools, based on original ideas, concepts, and direction provided by the author.
The core design, gameplay systems, level design, programming, balancing, and a significant portion of the art and world-building have been handcrafted and developed directly by the creator using industry-standard tools.
Generative AI is used as a complementary tool to enhance productivity and support creative iteration, while maintaining full creative direction and artistic control. | Mariano Miguel Lanzi | - | Mar 18, 2026 | |
Fear in the Facts Farms In-game content audiotext | In the creation of this game, generative AI technologies were utilized to enhance the player experience in the following ways:
- Question and Answer Creation: Generative AI was used to craft engaging and diverse questions, as well as corresponding answers, which form an essential part of the gameplay. This helped in generating a wide variety of content to keep the experience fresh and challenging for players.
- Voice Over: AI-powered voice synthesis was employed to produce dynamic voice-overs for various in-game dialogues and narrations. This technology allowed for the creation of multiple voices and accents, adding depth and diversity to the characters and world of the game.
- Translation: AI-driven translation services were used to provide multilingual support, allowing players from different linguistic backgrounds to enjoy the game in their native language. This approach enabled faster localization while maintaining accuracy and consistency across different languages.
These AI tools were used as part of our development process to improve efficiency and enrich the game's content, ensuring a more immersive experience for players. | Nadia JuM GameN | - | Mar 18, 2026 |