AI-based tools have been used in editing of some misc. graphics/audio assets.
- Creator
- Crawdeloch
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 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-based tools have been used in editing of some misc. graphics/audio assets.
Parts of the artwork was generated with the help of AI.
UI,Log , and descrption
Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined.
本游戏之头像立绘、BGM音乐及部分品牌宣传内容采用生成式人工智能进行优化。特此声明。
Marketing and game assets
为了能够高效地产出作品,我们在: 在角色草图设计环节使用了生成式人工智能辅助; 在场景背景UI设计上使用了生成式人工智能辅助; 在游戏音乐音效上使用了生成式人工智能辅助。 如果您极度仇视人工智能应用,我们感到非常抱歉。 在资金与时间足够的情况下,我们将愿意加入更多人工的内容。 感谢你的观看与支持!
游戏背景以及音乐采用AI生成素材,角色纯匠人打造无AI
Some of the game's art assets, sound effects, and music are AI-generated.
Some assets in this game were created with the assistance of AI-generated tools, including in-game building artwork, resource icons, and promotional video materials. All AI-generated content was reviewed, curated, and edited by the developer to fit the game's visual style.
Some text and images on the game and store pages are generated by AI
AI tools are used for localization and generating some icons
Please note that the audiovisual materials in this game (character illustrations, backgrounds, CG, BGM, voice acting) and some clips in the promotional video are AI-assisted creations. Here, I sincerely ask for your forgiveness and understanding. However, please rest assured that in this work, AI serves merely as a production tool, not as the creator of the work itself. This means that everything—from the initial concept and the collection of stylistic references, to repeated refinements in aspects such as character outfits, scene atmospheres, and continuous adjustments to the emotional delivery of voice acting—was independently handled by me. AI was only responsible for the final production phase. I also dislike fast-food-like workflows. For me, AI is a powerful production tool that compensates for my shortcomings, but the soul of the work always originates from human creativity. In any case, thank you for your attention and understanding. If you have any questions, feel free to message me anytime~
Artificial intelligence, in particular ChatGPT, was used to create visual elements based on the author's ideas, since the team does not have professional artistic skills. AI also actively helped in the programming process, greatly simplifying and speeding up development. From the entire FANTOM INK team, thank him so much! We wish ChatGPT further development and new heights.
AI is used to generate the voices and advice of two opposing royal advisers (Left and Right Councillor). Each turn they comment on the situation and recommend different actions. If the player’s decree aligns more closely with one adviser’s stance, that adviser’s credibility increases while the other’s decreases. As the credibility gap grows, public trust is affected, reflecting rising factional tension. If an adviser’s credibility reaches zero, they resign—sometimes angrily—warning the player not to dismiss their counsel. The vacant seat is then filled by a successor adviser, represented by a different local LLM model. This creates shifting personalities and advice styles across runs. AI does not determine the game’s outcomes. Core consequences and metric changes are resolved by the game’s rule system; AI provides narrative and guidance within that system.
Generative artificial intelligence has been used only for marketing and promotional materials, such as concept imagery and visual assets created for external marketing purposes. No generative AI tools are used within the game itself. All in-game content, including gameplay systems, environments, characters, narrative elements, audio, and animations, is entirely handcrafted by the development team. The store page description, gameplay experience, and all playable content do not rely on live-generated or pre-rendered AI-generated assets.
I use AI to supplement as a stand in for what will eventually become human made content, currently its just music at the main menu and some parts of images in advertisements
Part of the game's art is pre generated using AI tools.
Artificial Intelligence was used for vocalization.
Promotional graphics for loading title were AI generated. All screenshots and videos are of actual gameplay.
This game uses generative AI tools to create certain 3D models, 2D visuals, audio, localization, and the intro video. All content has been reviewed and edited.
We used AI to generate a dictionary and words database in-order to create a robust rule-based engine for light-weight chat simulation. We've also used AI as a second level review to discover memory leaks/exploits.
Some sequence frame animations, UI, images, and other art assets are generated using AI, accounting for about 30% of the game's content.
AI was used exclusively to generate the people’s photos; all other content was created manually.
AI tools were used to support parts of the development process, such as initial image, music, and code drafts. Every element was then hand-crafted, adjusted, and tested to fit the game’s vision. As a solo developer, this made it possible to create a broader and more polished experience.
AI used in concert with my human skills for visuals, audio, and coding alike. Pretty much every step of the way.
Just like additional helper (for faster 3d models creation)
Generative AI was used in the prototyping stage to develop card art concept alternatives and communicate with human artists on our intentions for each finished piece. These images have all been replaced with human-created artwork. AI is not used to live-generate content or code during gameplay.
In Level 2, there is a picture-memory task where players must remember one of four images. The dog pictures used for this are AI-generated. In our assets on the shop page, the globe that Atlas is holding has been edited using AI.
游戏内部分背景音乐使用Suno AI生成
This game has some AI-generated assets.
AI tools have only been used when they add real benefit to the game and where I have full control on the creative output. In all such cases, the final product reflects my own creativity and expression.
In the creation of music and sound effects, we made use of AI-assisted tools. However, all AI-generated materials were further refined and processed manually; none were used in their raw form. Aside from the audio elements mentioned above, all other content in the game is entirely handcrafted and does not involve AI generation.
This game’s cover art, store visuals, and certain in-game elements were created with the assistance of artificial intelligence.
Artificial intelligence was used during the pre-production phase to assist in concept design, reference generation, and the creation of a few 3D models and textures. No AI-generated content is created or modified during gameplay, and players do not directly interact with any AI systems within the game.
Game art and marketing
AI assisted generation of most art resources
Icons of items and characters were generated using artificial intelligence.
1.Partial promotional materials. 2.English translation content. 3.Some in-game monster characters.
Portions of the game's art, audio, and text utilized AI-generated original materials that were subsequently edited and enhanced.
Certain interface icons and logos in this game were generated using GPT Image 1, while some 3D models were created with Meshy. All AI-generated assets have been manually modified and refined.
Marketing materials, pre-rendered in-game visual effects, textures and materials for characters, props, and environments and translations are partly or completly AI-generated.
AI Disclosure All writing, directing, editing, art direction and production, and all music and sprite work were fully created and/or imagined by Julio Salazar. KAIBIL includes limited AI-assisted elements: Music by Udio; Video by Hailuo; Sprites: assisted by ChatGPT
All character sprites, CGs and UI assets in the game are commissioned and hand-drawn, or self-drawn by the developer. Currently, background assets are AI-generated placeholders, generated using commercial AI such as Niji Journey to match the overall art style. All content was reviewed and finalized by the developer. These AI-generated contents will be replaced as soon as the developer has enough budget.
My approach to AI is that it's better for a game to come out with graphics drawn by a computer than not at all! I have had about TWENTY projects canceled at different times due to the fault of artists! So I'd rather lose part of an unhappy audience than lose it entirely again by relying on humans! All images created by neural networks are included in an external module and can be disabled or replaced with a custom file via Steam Workshop if desired.
I have used AI to create some of the environments such as the office.
Background and assets.
Yes AI is used. Just like the other 90% of games in development today. Hey, at-least we are one of the honest ones.
During the creative process, we utilized artificial intelligence (AI) technology as an assistive tool for inspiration, primarily applied to conceptual art assets and some narrative text. Our use of AI is not intended to replace traditional creation, but to push the boundaries of conventional gaming and deliver a unique, surprise-filled adventure for you. All AI-generated content operates within our carefully designed framework to ensure a coherent and engaging experience.
The game's music was created using generative AI technology.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dry Meadow In-game content artaudio | AI-based tools have been used in editing of some misc. graphics/audio assets. | Crawdeloch | - | Mar 18, 2026 | |
Roll for Echoes In-game content art | Parts of the artwork was generated with the help of AI. | Viron Games | - | Mar 18, 2026 | |
郑成功传 Clash of Armadas: Koxinga Unclear text | UI,Log , and descrption | 铭记历史 | - | Mar 18, 2026 | |
Aye! My Liege In-game content arttext | Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined. | Tappole Software | - | Mar 18, 2026 | |
昭明日月 Pax Serica: Rise of the Ming In-game content artaudio | 本游戏之头像立绘、BGM音乐及部分品牌宣传内容采用生成式人工智能进行优化。特此声明。 | Serica Dynamics Studio | - | Mar 18, 2026 | |
Crown of the Empire: Temple of Resurrection Unclear | Marketing and game assets | 8floor ltd | - | Mar 18, 2026 | |
游戏降临:我的系统异常(海外测试版) In-game content artaudio | 为了能够高效地产出作品,我们在:
在角色草图设计环节使用了生成式人工智能辅助;
在场景背景UI设计上使用了生成式人工智能辅助;
在游戏音乐音效上使用了生成式人工智能辅助。
如果您极度仇视人工智能应用,我们感到非常抱歉。
在资金与时间足够的情况下,我们将愿意加入更多人工的内容。
感谢你的观看与支持! | 青岛绛临网络科技有限公司 | - | Mar 18, 2026 | |
幻想家的白夜 In-game content artaudio | 游戏背景以及音乐采用AI生成素材,角色纯匠人打造无AI | 林诗语 | - | Mar 18, 2026 | |
摸鱼争霸 In-game content artaudio | Some of the game's art assets, sound effects, and music are AI-generated. | Choice Studio | - | Mar 18, 2026 | |
Restoration: Chronicles of Survival In-game content art | Some assets in this game were created with the assistance of AI-generated tools, including in-game building artwork, resource icons, and promotional video materials. All AI-generated content was reviewed, curated, and edited by the developer to fit the game's visual style. | ALGaming | - | Mar 18, 2026 | |
之人重生 Store/marketing textart | Some text and images on the game and store pages are generated by AI | 从零通关 | - | Mar 18, 2026 | |
Magine: War of Restoration / 魔蒸复国战 In-game content textart | AI tools are used for localization and generating some icons | GreatZaochen | - | Mar 18, 2026 | |
Paradoxical双界诗 Paradoxical Twin Worlds Saga In-game content artaudio | Please note that the audiovisual materials in this game (character illustrations, backgrounds, CG, BGM, voice acting) and some clips in the promotional video are AI-assisted creations.
Here, I sincerely ask for your forgiveness and understanding. However, please rest assured that in this work, AI serves merely as a production tool, not as the creator of the work itself.
This means that everything—from the initial concept and the collection of stylistic references, to repeated refinements in aspects such as character outfits, scene atmospheres, and continuous adjustments to the emotional delivery of voice acting—was independently handled by me. AI was only responsible for the final production phase.
I also dislike fast-food-like workflows. For me, AI is a powerful production tool that compensates for my shortcomings, but the soul of the work always originates from human creativity.
In any case, thank you for your attention and understanding. If you have any questions, feel free to message me anytime~ | 蓕朩蓕骉 | - | Mar 18, 2026 | |
Green Button In-game content artcode | Artificial intelligence, in particular ChatGPT, was used to create visual elements based on the author's ideas, since the team does not have professional artistic skills. AI also actively helped in the programming process, greatly simplifying and speeding up development.
From the entire FANTOM INK team, thank him so much! We wish ChatGPT further development and new heights. | FANTOM INK | - | Mar 18, 2026 | |
I WAS A KING Live AI textaudio | AI is used to generate the voices and advice of two opposing royal advisers (Left and Right Councillor). Each turn they comment on the situation and recommend different actions. If the player’s decree aligns more closely with one adviser’s stance, that adviser’s credibility increases while the other’s decreases.
As the credibility gap grows, public trust is affected, reflecting rising factional tension. If an adviser’s credibility reaches zero, they resign—sometimes angrily—warning the player not to dismiss their counsel. The vacant seat is then filled by a successor adviser, represented by a different local LLM model. This creates shifting personalities and advice styles across runs.
AI does not determine the game’s outcomes. Core consequences and metric changes are resolved by the game’s rule system; AI provides narrative and guidance within that system. | Heritage Incorporation | - | Mar 18, 2026 | |
Unbelievers In-game content art | Generative artificial intelligence has been used only for marketing and promotional materials, such as concept imagery and visual assets created for external marketing purposes.
No generative AI tools are used within the game itself. All in-game content, including gameplay systems, environments, characters, narrative elements, audio, and animations, is entirely handcrafted by the development team.
The store page description, gameplay experience, and all playable content do not rely on live-generated or pre-rendered AI-generated assets. | 2DOT Games | - | Mar 18, 2026 | |
Industrial Legion In-game content audioart | I use AI to supplement as a stand in for what will eventually become human made content, currently its just music at the main menu and some parts of images in advertisements | Utilitarium Interactive Development | - | Mar 18, 2026 | |
塔防山贼模拟器 In-game content art | Part of the game's art is pre generated using AI tools. | 游戏养家工作室 | - | Mar 18, 2026 | |
La Cosa Nostra In-game content audio | Artificial Intelligence was used for vocalization. | Zi Zi Games | - | Mar 18, 2026 | |
Operation Obliteration 2 In-game content art | Promotional graphics for loading title were AI generated. All screenshots and videos are of actual gameplay. | Oblit Gamewerks | - | Mar 18, 2026 | |
Protocol 86: Chernobyl In-game content artaudiotext | This game uses generative AI tools to create certain 3D models, 2D visuals, audio, localization, and the intro video. All content has been reviewed and edited. | Core Interactive | - | Mar 18, 2026 | |
The Conglomerate Dev only code | We used AI to generate a dictionary and words database in-order to create a robust rule-based engine for light-weight chat simulation. We've also used AI as a second level review to discover memory leaks/exploits. | LemOne Labs | - | Mar 18, 2026 | |
The Xu Jing Chronicle: Illusory Dream In-game content art | Some sequence frame animations, UI, images, and other art assets are generated using AI, accounting for about 30% of the game's content. | Dicheng Cultural Media | - | Mar 18, 2026 | |
The Archive Store/marketing art | AI was used exclusively to generate the people’s photos; all other content was created manually. | WILD Studios | - | Mar 18, 2026 | |
10ⁿ - Ten Power N In-game content artaudiocode | AI tools were used to support parts of the development process, such as initial image, music, and code drafts. Every element was then hand-crafted, adjusted, and tested to fit the game’s vision. As a solo developer, this made it possible to create a broader and more polished experience. | Raphael Lepuschitz | - | Mar 18, 2026 | |
Inearth Unclear artaudiocode | AI used in concert with my human skills for visuals, audio, and coding alike. Pretty much every step of the way. | reynvert | - | Mar 18, 2026 | |
Great Meme Reset 2026 Unclear art | Just like additional helper (for faster 3d models creation) | Meme Masters 1337 | - | Mar 18, 2026 | |
Chrono CCG Dev only art | Generative AI was used in the prototyping stage to develop card art concept alternatives and communicate with human artists on our intentions for each finished piece. These images have all been replaced with human-created artwork.
AI is not used to live-generate content or code during gameplay. | Infinite or Bust Games Inc. | 596 | Mar 18, 2026 | |
BND Legenden: Operation Blackbox In-game content art | In Level 2, there is a picture-memory task where players must remember one of four images. The dog pictures used for this are AI-generated.
In our assets on the shop page, the globe that Atlas is holding has been edited using AI. | Umami Creative GmbH | 23 | Mar 18, 2026 | |
金烬秋明 In-game content audio | 游戏内部分背景音乐使用Suno AI生成 | 光羽造物 | - | Mar 18, 2026 | |
The Second Initiation In-game content | This game has some AI-generated assets. | Game Factory 12 Studio | - | Mar 18, 2026 | |
GLYPHIS_IO BBS: The Proxy Tapes 1989 Dev only | AI tools have only been used when they add real benefit to the game and where I have full control on the creative output. In all such cases, the final product reflects my own creativity and expression. | James Bradley | - | Mar 18, 2026 | |
噬丹 In-game content audio | In the creation of music and sound effects, we made use of AI-assisted tools.
However, all AI-generated materials were further refined and processed manually; none were used in their raw form.
Aside from the audio elements mentioned above, all other content in the game is entirely handcrafted and does not involve AI generation. | 泉游工作室 | - | Mar 18, 2026 | |
CLEAN it DRY it In-game content art | This game’s cover art, store visuals, and certain in-game elements were created with the assistance of artificial intelligence. | Tifonne | - | Mar 18, 2026 | |
Alteration In-game content arttext | Artificial intelligence was used during the pre-production phase to assist in concept design, reference generation, and the creation of a few 3D models and textures.
No AI-generated content is created or modified during gameplay, and players do not directly interact with any AI systems within the game. | Asteria Interactive | - | Mar 18, 2026 | |
New Lands: The Shadow of Alvaria Store/marketing art | Game art and marketing | 8floor ltd | - | Mar 18, 2026 | |
永安百年 In-game content art | AI assisted generation of most art resources | dd_dog_bb | - | Mar 18, 2026 | |
Potuzhna country In-game content art | Icons of items and characters were generated using artificial intelligence. | N1claszGames | - | Mar 18, 2026 | |
无尽勇者冒险 In-game content textart | 1.Partial promotional materials.
2.English translation content.
3.Some in-game monster characters. | waterfall21 | - | Mar 18, 2026 | |
回到明朝升升官 In-game content artaudiotext | Portions of the game's art, audio, and text utilized AI-generated original materials that were subsequently edited and enhanced. | YCX GameStudio | - | Mar 18, 2026 | |
Xuande In-game content art | Certain interface icons and logos in this game were generated using GPT Image 1, while some 3D models were created with Meshy. All AI-generated assets have been manually modified and refined. | ValarFerys | - | 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 | |
KAIBIL In-game content audioart | AI Disclosure
All writing, directing, editing, art direction and production, and all music and sprite work were fully created and/or imagined by Julio Salazar.
KAIBIL includes limited AI-assisted elements: Music by Udio; Video by Hailuo; Sprites: assisted by ChatGPT | Salazar Productions | - | Mar 18, 2026 | |
Fire & Crown: A Romantic Tale of the Hundred Years' War In-game content art | All character sprites, CGs and UI assets in the game are commissioned and hand-drawn, or self-drawn by the developer.
Currently, background assets are AI-generated placeholders, generated using commercial AI such as Niji Journey to match the overall art style. All content was reviewed and finalized by the developer.
These AI-generated contents will be replaced as soon as the developer has enough budget. | IrisCrownStudio | - | Mar 18, 2026 | |
Mirrors Castle In-game content art | My approach to AI is that it's better for a game to come out with graphics drawn by a computer than not at all!
I have had about TWENTY projects canceled at different times due to the fault of artists!
So I'd rather lose part of an unhappy audience than lose it entirely again by relying on humans!
All images created by neural networks are included in an external module and can be disabled or replaced with a custom file via Steam Workshop if desired. | Siorinex | - | Mar 18, 2026 | |
Logistics Battalion In-game content art | I have used AI to create some of the environments such as the office. | Awful Waffle Studio | - | Mar 18, 2026 | |
Lost Artifacts The Ghost of Florence Unclear | Background and assets. | 8floor ltd | - | Mar 18, 2026 | |
FAFO Executive Order Simulator Unclear | Yes AI is used. Just like the other 90% of games in development today. Hey, at-least we are one of the honest ones. | 1981 Games | - | Mar 18, 2026 | |
手撕道祖,脚踩大乘 In-game content arttext | During the creative process, we utilized artificial intelligence (AI) technology as an assistive tool for inspiration, primarily applied to conceptual art assets and some narrative text. Our use of AI is not intended to replace traditional creation, but to push the boundaries of conventional gaming and deliver a unique, surprise-filled adventure for you. All AI-generated content operates within our carefully designed framework to ensure a coherent and engaging experience. | Jinglin Games | 15 | Mar 18, 2026 | |
出击!福建舰 In-game content audio | The game's music was created using generative AI technology. | Mithril_055 | 17 | Mar 18, 2026 |