Some image assets are generated or edited using these tools, but all illustrations are ultimately created by an artist. Furthermore, these tools were used to produce animations for the trailer.
- Creator
- PURESO_STUDIO
- Reviews
- 10
- Added
- Mar 18, 2026
Public Steam disclosure research 25,394 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.
Some image assets are generated or edited using these tools, but all illustrations are ultimately created by an artist. Furthermore, these tools were used to produce animations for the trailer.
Some art assets and music were created by human artists using AI-assisted tools.
The Teaser Trailer uses AI generated content .
I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets. To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards.
Some of the materials are AI-generated.
Some in-game text were proofread and improved by AI-powered writing reviewer. No other game assets were AI-gnereated. All sprites you see here are hand-pixelated.
Partial art resources are completed with AI assistance.
Libra Apocrypha combines traditional art creation methods with generative AI practices to create hybrid designs for some 2D artworks featured within the game. Typically this is used to conform existing artworks to an aesthetic style by using AI-based tools to recolour and adjust composition of pre-rendered shots of characters, locations and effects, most notably present in current card designs.
Marketing materials, pre-rendered in-game visual effects, textures and materials for characters, props, and environments and translations are partly or completly AI-generated.
Images for the game was partially generated by AI
本游戏的代码和图像存在由AI生成的情况
Generative AI is used only during the initial creation of 2D marketing assets, UI icons, and loading screens, which are later manually refined and finalized by the development team.
to generate palceholder content before we will replace them by human made content
ForgeRun does not use AI to generate gameplay content, code, or behavior during gameplay. All in-game systems, visuals, and logic are manually designed and scripted. However, AI tools were used outside of the game for marketing and support materials, such as assisting with text writing, image concepts, and store page descriptions.
Some of the voice-overs and audio was created using AI-assisted tools and editors.
AI-generated content has been used very little in the game: text correction and translation for the Steam page and in-game text. UI generation, which will likely be replaced later with non-AI-created assets. Occasional code corrections, but 90% of the code was written by myself.
All of our 3D assets including characters, environments, and props are hand-made by humans. Some 2D elements (UI, icons, textures) and select sound effects may use AI tools, but no asset is fully AI-generated.
Explore the Universe 2175 uses AI in two distinct ways, and we want to be clear about both. Real-time simulation (the core of the game). The galaxy is driven by a custom AI system we built ourselves. Faction behavior, MEGABOT's roaming strategy, enemy tactics, and the way wars unfold across sectors are all computed live in our own engine — not generated text or assets. This is procedural and rule-based simulation: the "intelligence" you fight against is real-time decision-making, the same category as the AI in any strategy game, just deeper. Dialogue is human-written, scripted in advance. Music and sound are human-created. Some in-game entity visuals and animations are AI-generated (created during development, not dynamically while you play). Some marketing and store-page images are AI-generated. Gameplay screenshots are authentic. No AI-generated content is used to deceive players or misrepresent the game.
The promotional images of the game store interface, game icons, in-game item pictures, and background music are all generated by AI.
AI was used to create music and skill icons.
To restyle ingame screenshots, sort of like a filter on the image guide I create.
AI is used for entire code of the game, text, arts, sounds and music.
Some promotional images for the game were generated by AI.
AI draws illustrations of the characters.
The battle backgrounds are AI generated
Some of the graphics were inspired from AI references
Our game uses AI to assist with localization into multiple languages. AI tools are used to support translation, making the game accessible to a wider audience.
Botwave: Overclock includes content created with the help of generative AI tools, including some in-game visuals, sound effects, and promotional/store artwork. All AI-assisted content was reviewed and edited by the developer. The game does not use AI to generate content in real time during gameplay and does not connect to external AI services while playing.
AI technology was used in the development process of this game
Our soundtrack was made using AI-assisted tools under full human direction. This allowed us explore a variety of musical styles to express our message through our lyrics about breast cancer awareness.
Some placeholder voice lines were generated using AI.
This game uses generative AI for some background images and music.
The background music was made with AI tools.
The entire game's artistic, musical, and programming assets were produced with the assistance of artificial intelligence.
I used AI to write code in the game itself, as well as to create banners on Steam.
AI tools were used during production for certain assets. We review, modify, and polish everything to match the game’s style and quality.
Generative AI was used to create character and gear designs, which were then edited to create some sprites found in game. AI was also used to create some of the music. TempusForge Studio has, wherever possible on our budget, supported creators by purchasing assets used in the project. All assets are fully licensed.
Artificial intelligence was used to generate images at the sketch stage. Afterwards, all images were refined by an artist.
As a solo developer with limited graphic design experience, I used generative AI tools to assist in creating some art assets and marketing materials for the game. All AI-generated assets were manually edited, refined, and finalized to ensure originality and consistency with the overall art style. AI is not used in any way during gameplay, nor does it generate any real-time or dynamic content.
The music was generated with AI. The character animations were created by AI based on hand-drawn pixel art. Localization translation was done with AI help.
Game art and music assets are generated with AI.
The game includes some code generated with the assistance of AI during development. AI was also used to create rough concept drafts for the key visual.
Announce trailer parts were generated by AI. There are no AI elements in gameplay.
Media materials
Some background images in the game were drawn using AI, and some background music was created using AI,capsule and library assets using AI-generated
AI has partially been used to help with the creation of the intro song, some art and 3D meshes.
This game uses artificial intelligence (AI) to create some in-game assets, such as game icons, ingredient images, and perk visuals. All AI-generated content has been reviewed, edited, and selected by the developer before being implemented into the game. The game does not use AI to generate real-time content during gameplay, and players cannot create or influence AI-generated content while playing.
All images are AI generated.
Stereotype
AI is used to create, enhance, and upscale some images. AI voiceover is optional (default off).
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
ShuffleHunt Store/marketing art | Some image assets are generated or edited using these tools, but all illustrations are ultimately created by an artist. Furthermore, these tools were used to produce animations for the trailer. | PURESO_STUDIO | 10 | Mar 18, 2026 | |
Pax Autocratica: Prologue In-game content artaudio | Some art assets and music were created by human artists using AI-assisted tools. | Multiverse | 139 | Mar 18, 2026 | |
Out of Light Store/marketing art | The Teaser Trailer uses AI generated content . | Pixelmatrix SRL | - | Mar 18, 2026 | |
Dungeons and Warbands In-game content art | I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets.
To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards. | Omer Erenturk | 11 | Mar 18, 2026 | |
Chain Dungeon Unclear | Some of the materials are AI-generated. | ZP Gaming | - | Mar 18, 2026 | |
Fate Machine In-game content text | Some in-game text were proofread and improved by AI-powered writing reviewer.
No other game assets were AI-gnereated. All sprites you see here are hand-pixelated. | Gin Drinkers Studio | - | Mar 18, 2026 | |
Devil Tower Note In-game content art | Partial art resources are completed with AI assistance. | Qinghe Quadrant | - | Mar 18, 2026 | |
Libra Apocrypha In-game content art | Libra Apocrypha combines traditional art creation methods with generative AI practices to create hybrid designs for some 2D artworks featured within the game. Typically this is used to conform existing artworks to an aesthetic style by using AI-based tools to recolour and adjust composition of pre-rendered shots of characters, locations and effects, most notably present in current card designs. | False Ibis Interactive | - | Mar 18, 2026 | |
Tower Survivors In-game content arttext | Marketing materials, pre-rendered in-game visual effects, textures and materials for characters, props, and environments and translations are partly or completly AI-generated. | Denpixel | - | Mar 18, 2026 | |
Galactic Gardener In-game content art | Images for the game was partially generated by AI | SteelSky | - | Mar 18, 2026 | |
侠见五十年 In-game content artcode | 本游戏的代码和图像存在由AI生成的情况 | 楚狂 | - | Mar 18, 2026 | |
PUNCH ARENA In-game content art | Generative AI is used only during the initial creation of 2D marketing assets, UI icons, and loading screens, which are later manually refined and finalized by the development team. | Cankivanc Yigit | - | Mar 18, 2026 | |
The First Library general | to generate palceholder content before we will replace them by human made content | Escliene Games | - | Mar 18, 2026 | |
ForgeRun In-game content textart | ForgeRun does not use AI to generate gameplay content, code, or behavior during gameplay.
All in-game systems, visuals, and logic are manually designed and scripted. However, AI tools were used outside of the game for marketing and support materials, such as assisting with text writing, image concepts, and store page descriptions. | StariStudios | - | Mar 18, 2026 | |
Menacetide In-game content audio | Some of the voice-overs and audio was created using AI-assisted tools and editors. | Quarantine Entertainment | - | Mar 18, 2026 | |
Cryoborn : convergence In-game content textcode | AI-generated content has been used very little in the game: text correction and translation for the Steam page and in-game text.
UI generation, which will likely be replaced later with non-AI-created assets.
Occasional code corrections, but 90% of the code was written by myself. | Ortharion project | - | Mar 18, 2026 | |
Ballistic Brews In-game content artaudio | All of our 3D assets including characters, environments, and props are hand-made by humans. Some 2D elements (UI, icons, textures) and select sound effects may use AI tools, but no asset is fully AI-generated. | Syncarnation Studio Inc. | - | Mar 18, 2026 | |
Explore the Universe 2175 In-game content art | Explore the Universe 2175 uses AI in two distinct ways, and we want to be clear about both.
Real-time simulation (the core of the game). The galaxy is driven by a custom AI system we built ourselves. Faction behavior, MEGABOT's roaming strategy, enemy tactics, and the way wars unfold across sectors are all computed live in our own engine — not generated text or assets. This is procedural and rule-based simulation: the "intelligence" you fight against is real-time decision-making, the same category as the AI in any strategy game, just deeper.
Dialogue is human-written, scripted in advance.
Music and sound are human-created.
Some in-game entity visuals and animations are AI-generated (created during development, not dynamically while you play).
Some marketing and store-page images are AI-generated. Gameplay screenshots are authentic.
No AI-generated content is used to deceive players or misrepresent the game. | Elliot Telford | - | Mar 18, 2026 | |
星际启示录:幸存者 In-game content artaudio | The promotional images of the game store interface, game icons, in-game item pictures, and background music are all generated by AI. | Stray Code Studio | - | Mar 18, 2026 | |
Heroes Hooray Survivors In-game content audioart | AI was used to create music and skill icons. | milos | - | Mar 18, 2026 | |
CardBoard Unclear art | To restyle ingame screenshots, sort of like a filter on the image guide I create. | Wooden Barrel Games LLC | - | Mar 18, 2026 | |
CODEX MORTIS In-game content codetextartaudio | AI is used for entire code of the game, text, arts, sounds and music. | GROLAF | 57 | Mar 18, 2026 | |
Fleet Store/marketing art | Some promotional images for the game were generated by AI. | xenol | - | Mar 18, 2026 | |
MAZE SURVIVORS In-game content art | AI draws illustrations of the characters. | HARAMI Studio | - | Mar 18, 2026 | |
Arcane Veins In-game content art | The battle backgrounds are AI generated | Orquin Games | - | Mar 18, 2026 | |
Silly Survivors Unclear art | Some of the graphics were inspired from AI references | DenaZ | 215 | Mar 18, 2026 | |
Unemployed In-game content text | Our game uses AI to assist with localization into multiple languages. AI tools are used to support translation, making the game accessible to a wider audience. | WelesGames | - | Mar 18, 2026 | |
Botwave: Overclock In-game content artaudio | Botwave: Overclock includes content created with the help of generative AI tools, including some in-game visuals, sound effects, and promotional/store artwork.
All AI-assisted content was reviewed and edited by the developer.
The game does not use AI to generate content in real time during gameplay and does not connect to external AI services while playing. | RaynGG | - | Mar 18, 2026 | |
王异工坊FanCraft Dev only | AI technology was used in the development process of this game | Author王异 | - | Mar 18, 2026 | |
BoobyRogue: Tumor Takedown In-game content audio | Our soundtrack was made using AI-assisted tools under full human direction.
This allowed us explore a variety of musical styles to express our message through our lyrics about breast cancer awareness. | K-Nette | 10 | Mar 18, 2026 | |
KACAU In-game content audio | Some placeholder voice lines were generated using AI. | Josia | - | Mar 18, 2026 | |
Holyland: Deckbuilding Adventure In-game content artaudio | This game uses generative AI for some background images and music. | mana | - | Mar 18, 2026 | |
Monsters Hate Only the Princess In-game content audio | The background music was made with AI tools. | H3 | - | Mar 18, 2026 | |
Paradise Island In-game content artaudiocode | The entire game's artistic, musical, and programming assets were produced with the assistance of artificial intelligence. | LIU JIEYI | - | Mar 18, 2026 | |
Elize the Bored Sorcerer King’s Curse Store/marketing codeart | I used AI to write code in the game itself, as well as to create banners on Steam. | Pixre | - | Mar 18, 2026 | |
Dicesworn In-game content artaudiotext | AI tools were used during production for certain assets. We review, modify, and polish everything to match the game’s style and quality. | Rising Fox Studio | - | Mar 18, 2026 | |
Chronosmith's Saga In-game content artaudio | Generative AI was used to create character and gear designs, which were then edited to create some sprites found in game. AI was also used to create some of the music.
TempusForge Studio has, wherever possible on our budget, supported creators by purchasing assets used in the project. All assets are fully licensed. | TempusForge Studio | - | Mar 18, 2026 | |
Ordo Venator In-game content art | Artificial intelligence was used to generate images at the sketch stage. Afterwards, all images were refined by an artist. | Idle Busters | - | Mar 18, 2026 | |
Jumara In-game content art | As a solo developer with limited graphic design experience, I used generative AI tools to assist in creating some art assets and marketing materials for the game.
All AI-generated assets were manually edited, refined, and finalized to ensure originality and consistency with the overall art style.
AI is not used in any way during gameplay, nor does it generate any real-time or dynamic content. | SAW | - | Mar 18, 2026 | |
Puzzlor In-game content audioarttext | The music was generated with AI. The character animations were created by AI based on hand-drawn pixel art. Localization translation was done with AI help. | Vaguely Awesome | - | Mar 18, 2026 | |
爆射的哈基米 In-game content artaudio | Game art and music assets are generated with AI. | ciallo | - | Mar 18, 2026 | |
Tank Rogue In-game content codeart | The game includes some code generated with the assistance of AI during development.
AI was also used to create rough concept drafts for the key visual. | JellyFish | - | Mar 18, 2026 | |
Heart of Vinterium Store/marketing art | Announce trailer parts were generated by AI. There are no AI elements in gameplay. | Sliva Group | - | Mar 18, 2026 | |
Moonlight Chess Unclear | Media materials | MyDreamForever | 35 | Mar 18, 2026 | |
The King of Go In-game content artaudio | Some background images in the game were drawn using AI, and some background music was created using AI,capsule and library assets using AI-generated | Laying Game | - | Mar 18, 2026 | |
Chonky Cat In-game content audioart | AI has partially been used to help with the creation of the intro song, some art and 3D meshes. | Jilted Generation Productions | - | Mar 18, 2026 | |
Survival Menu Live In-game content art | This game uses artificial intelligence (AI) to create some in-game assets, such as game icons, ingredient images, and perk visuals.
All AI-generated content has been reviewed, edited, and selected by the developer before being implemented into the game.
The game does not use AI to generate real-time content during gameplay, and players cannot create or influence AI-generated content while playing. | Low Sleep Studio | - | Mar 18, 2026 | |
Dungeon (W)Hoarders Store/marketing art | All images are AI generated. | Chad McCoskey | - | Mar 18, 2026 | |
怪奇麻将 general | Stereotype | Meme Monster | - | Mar 18, 2026 | |
Eternal Dreams In-game content artaudio | AI is used to create, enhance, and upscale some images.
AI voiceover is optional (default off). | Playmage | - | Mar 18, 2026 |