Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed.
- Creator
- calm fox
- Reviews
- -
- Added
- Sep 21, 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.
Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed.
"Generative AI tools were used to create some of the in-game character artwork and object visuals."
This game contains AI generated art code and text.
Pre-generated content: part of the game's art (backgrounds, character and enemy sprites, portraits, props, key art and capsule images) was created with generative image tools (Google Gemini, PixelLab) and then reviewed, cut, edited and assembled by hand by the developer. Some sound effects were produced with AI audio tools (ElevenLabs). Parts of the source code were written with the assistance of an AI coding assistant (Anthropic Claude) under the developer's direction and review. The story, game design, world, dialogue and puzzles are the developer's own work. Live-generated content: none. The game does not generate any content with AI while it is running.
This game uses artwork, audio, and other assets created with generative AI during development. These assets are generated in advance and included in the game installation. Generative AI is also used to create Steam store artwork. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used for art, audio, localization and translation work in this game.
Generative AI was used during development for visual assets, music, and small portions of text, as well as the store artwork. These are pre-generated assets included with the game. No content is generated by AI during play, and the game does not connect to an AI service.
AI was used only for localization and for generating some assets outside the game. The game itself does not use or integrate AI. Any AI use described in the game refers to players using their own external tools.
Some of the in-game background images and the store Capsule image art assets in this game were created using pre-rendered generative AI tools. These assets were then reviewed, refined, and integrated by our development team to fit the game's artistic vision
We conducted game testing with AI bots and fine-tuned the balance. TIC.EXE does not use AI while you play. The procedurally generated boards, runs and the chiptune soundtrack are all produced by hand-written algorithms, and no content is generated at runtime.
Generative AI was used during development to create officer portraits, illustrations, backgrounds and other graphical assets, translations, and background music. This content was generated in advance; no AI content is generated during gameplay.
The capsule assets and concept art for the game were generated with the assistance of AI tools.
During the development of this game, generative AI was used to assist in the creation of some 2D art assets and pre-generated sound effects. All AI-assisted content underwent manual review, modification, and integration by the developers. No content will be generated by generative AI during gameplay.
Generative AI was used to create some of the image assets used in the game.
Feltfall uses pre-generated AI content. The felt-style illustrations (characters, animals, cards, backgrounds and key visuals), enemy sprite animations, the logo and parts of the promotional videos were generated with generative AI image and video tools, then selected, retouched and composited by the developer. Some of the source code was written with the help of AI coding assistants and reviewed by the developer. No content is generated by AI while you play, and the game does not connect to any external AI service.
This game uses generative AI tools during development to assist with art assets, soundtrack production, code drafting and text localization. All in-game content is pre-generated, manually reviewed, refined and finalized by the development team. No content is generated in real time during gameplay.
This game and its store page use generative AI-assisted content, including artwork, music, sound, and other creative assets. Assets are created or assisted with AI tools, then curated and implemented by the developer. No live AI-generated player content is used during gameplay.
Game covers are made with AI
This game makes use of generative AI as part of its creation process of art and localization.
AI Cultivation Sandbox uses generative AI technology to assist in creating game content. The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets. AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience.
Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy.
AI-assisted tools supported the creation of visual concepts.
Generative AI was used to assist in creating some of the game's illustrations and in developing certain tools used during production.
We use AI tools to assist with translations and to support our development process. Some graphics are currently AI-generated placeholders, which will be gradually replaced with original, human-made artwork.
Some graphical assets of the game like cat characters are made using generative artificial intelligence.
I use generative AI for localization.
Generative AI tools were used extensively during the development of this game. Some artwork, UI assets, written content, character voices, and localization were created with the assistance of generative AI and were subsequently selected, edited, integrated, and reviewed by the developer. All AI-generated content was created in advance during development; no AI content is generated live during gameplay.
Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay.
Steam capsules are AI generated. SFXs are AI generated. Nothing else in the game is AI generated.
AI-assisted tools were used in the design of some characters.
Almost all of the art in the game has been created by Alexandr Elichev, the artist of the original Gloomhaven board game. A few missing art assets for summoned creatures for characters for this game were generated with AI. We hope to be able to replace these with official art as time progresses (and when I have a stable job to be able to pay for this).
Ai has been used for music and art creation.
We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement.
AI was used in the translation.
This demo uses generative AI tools to create most of the character art, illustrations, and visual assets. All AI-generated content has been reviewed and edited by the development team to ensure quality and compliance with Steam policies. No illegal or infringing material is included.
Generative AI was used during development to create some visual and in-game assets. No content is generated by AI during gameplay.
Spritesheets, translations, most of the music, and a handful of images are currently AI-generated. I hope to replace them all with human-made by the 1.0 release.
Artificial intelligence was used to create the game logo, assist with the game's translation into multiple languages, assist in writing and translating the game's description, and help estimate the system requirements.
Card illustrations, portraits, faction banners and store capsule artwork were created with generative AI image tools, then curated, edited and integrated by the developer. All game design, rules, card text, writing and music selection are human-made. No AI-generated content is produced at runtime.
Music, backgrounds, and UI interfaces created using generative AI.
Era Echo is developed by a solo developer. Generative AI tools are used to assist with development and production (for example concepting, drafts, and iteration), which has helped make shipping a solo project practical. All shipped content is reviewed and directed by the developer.
AI tools were used to assist with some code generation All game assets were created by people or sourced from asset packs (story, art, music, etc.)
The visual assets in Eras Showdown were created using generative AI: the icons for units, items and materials, the background images, and the user-interface graphics. Every result was selected, reworked and integrated into the game by hand. This content is pre-generated in full and ships with the installation. Eras Showdown does not generate any content via AI while playing, and it does not connect to any AI service.
Generative AI assists in creating some visual assets, music, sound effects and narrative text during development. The art assets currently shown are temporary placeholders used solely to test our technical pipeline and do not represent the final visuals.
Generative AI tools were used during development to help create character artwork, menu backgrounds, some 3D assets, and pre-rendered cinematic videos. AI-assisted tools were also used for programming and debugging. These assets are prepared before release and incorporated into the game.
About Generative AI Content We want to be transparent with our players about how AI was used during the development of this game: Visual Art: Certain visual assets and background elements in this game were created with the assistance of generative AI tools, then reviewed and integrated by our team. Code & Development: We utilized AI-powered coding assistant and large language models to help prototype, write, and optimize parts of the game's code to speed up development efficiency. All AI-generated outputs shipped to players have been curated to ensure they meet our quality standards for your experience.
This game leverages AI content for the computer player.
During development, generative AI tools were used to assist with selected pre-generated visual content, including some card illustrations, comic imagery and marketing artwork. Each included illustration was deliberately selected, art-directed and integrated into FIVE STAT FRENZY!’s own comic-watercolour style, cast of characters, game rules and connected Paperlight City story. The released game uses no generative AI at runtime. Players do not enter AI prompts, and the game does not generate new images, text, dialogue, music or gameplay content while it is being played. Card values, rules, deckbuilding, rivals, campaign progression and comic unlocks are fixed, tested game content.
Some illustrations used in the game and on its Steam store page, including card artwork, interface backgrounds, and promotional materials, were created or enhanced using generative artificial intelligence tools. This content is generated in advance, then selected, edited, and manually integrated by the developer. The game does not use generative AI in real time and does not generate content during gameplay.
I use Bezi, an AI coding tool for Unity to help develop some of the more complicated algorithms used in pathfinding and enemy AI. I review all generated code used in the game and make modifications when necessary.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Venture: Kingdoms In-game content art | Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed. | calm fox | - | Sep 21, 2026 | |
gates of chaos In-game content art | "Generative AI tools were used to create some of the in-game character artwork and object visuals." | Çağrı Alparslan | - | Sep 21, 2026 | |
LUCID.SYS In-game content artcodetext | This game contains AI generated art code and text. | Fabulous Rose | - | Sep 20, 2026 | |
Ecos de Valdrenne In-game content artaudiocode | Pre-generated content: part of the game's art (backgrounds, character and enemy sprites, portraits, props, key art and capsule images) was created with generative image tools (Google Gemini, PixelLab) and then reviewed, cut, edited and assembled by hand by the developer. Some sound effects were produced with AI audio tools (ElevenLabs). Parts of the source code were written with the assistance of an AI coding assistant (Anthropic Claude) under the developer's direction and review. The story, game design, world, dialogue and puzzles are the developer's own work.
Live-generated content: none. The game does not generate any content with AI while it is running. | Manuel Manzano | - | Sep 19, 2026 | |
三国 · 烽火尖塔 In-game content artaudio | This game uses artwork, audio, and other assets created with generative AI during development. These assets are generated in advance and included in the game installation. Generative AI is also used to create Steam store artwork. The game does not generate AI content during gameplay or connect to external AI services. | Yang | - | Sep 19, 2026 | |
Fantasy Matchmaker In-game content artaudiotext | Generative AI was used for art, audio, localization and translation work in this game. | 江左霉郎_林叔 | - | Sep 19, 2026 | |
Saldyr: Before the Crown Fell In-game content artaudiotext | Generative AI was used during development for visual assets, music, and small portions of text, as well as the store artwork. These are pre-generated assets included with the game. No content is generated by AI during play, and the game does not connect to an AI service. | Saldyria | - | Sep 19, 2026 | |
Programmable Theft Action VI / 拼题猎码手 VI In-game content textart | AI was used only for localization and for generating some assets outside the game. The game itself does not use or integrate AI. Any AI use described in the game refers to players using their own external tools. | GreatZaochen | - | Sep 19, 2026 | |
星月大陆:放置帝国 In-game content art | Some of the in-game background images and the store Capsule image art assets in this game were created using pre-rendered generative AI tools. These assets were then reviewed, refined, and integrated by our development team to fit the game's artistic vision | yeshaojia | - | Sep 19, 2026 | |
TIC.EXE Dev only | We conducted game testing with AI bots and fine-tuned the balance.
TIC.EXE does not use AI while you play. The procedurally generated boards, runs and the chiptune soundtrack are all produced by hand-written algorithms, and no content is generated at runtime. | RedRock Games | - | Sep 18, 2026 | |
대국삼국지 In-game content arttextaudio | Generative AI was used during development to create officer portraits, illustrations, backgrounds and other graphical assets, translations, and background music. This content was generated in advance; no AI content is generated during gameplay. | TEVROK | - | Sep 18, 2026 | |
Conquest Craft Store/marketing art | The capsule assets and concept art for the game were generated with the assistance of AI tools. | TAHT | - | Sep 18, 2026 | |
余烬边界 In-game content artaudio | During the development of this game, generative AI was used to assist in the creation of some 2D art assets and pre-generated sound effects. All AI-assisted content underwent manual review, modification, and integration by the developers. No content will be generated by generative AI during gameplay. | FishForge | - | Sep 18, 2026 | |
AXE DESCENT In-game content art | Generative AI was used to create some of the image assets used in the game. | GGGsoft5 | - | Sep 18, 2026 | |
Feltfall In-game content artcode | Feltfall uses pre-generated AI content. The felt-style illustrations (characters, animals, cards, backgrounds and key visuals), enemy sprite animations, the logo and parts of the promotional videos were generated with generative AI image and video tools, then selected, retouched and composited by the developer. Some of the source code was written with the help of AI coding assistants and reviewed by the developer. No content is generated by AI while you play, and the game does not connect to any external AI service. | Yamaneko Works, K. K. | - | Sep 18, 2026 | |
Fantasia Sango In-game content artaudiotextcode | This game uses generative AI tools during development to assist with art assets, soundtrack production, code drafting and text localization. All in-game content is pre-generated, manually reviewed, refined and finalized by the development team. No content is generated in real time during gameplay. | YOU SHUAI | - | Sep 18, 2026 | |
Card Harts Reborn In-game content artaudio | This game and its store page use generative AI-assisted content, including artwork, music, sound, and other creative assets. Assets are created or assisted with AI tools, then curated and implemented by the developer. No live AI-generated player content is used during gameplay. | William VanDyke | - | Sep 18, 2026 | |
Goalcrest: Club Management Tycoon Store/marketing art | Game covers are made with AI | Tycoon Managers | - | Sep 18, 2026 | |
One More Sin In-game content arttext | This game makes use of generative AI as part of its creation process of art and localization. | Robo Goat | - | Sep 18, 2026 | |
AI修仙沙盒 In-game content arttext | AI Cultivation Sandbox uses generative AI technology to assist in creating game content.
The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets.
AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience. | AIGame工作室 | - | Sep 17, 2026 | |
Smoke and Steel In-game content artaudio | Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy. | Grenadier Games | - | Sep 17, 2026 | |
Blood Volley Dev only art | AI-assisted tools supported the creation of visual concepts. | Psy Indi Games | - | Sep 16, 2026 | |
Fluffy Lineup In-game content art | Generative AI was used to assist in creating some of the game's illustrations and in developing certain tools used during production. | Yustar | - | Sep 16, 2026 | |
Nightcup In-game content textart | We use AI tools to assist with translations and to support our development process. Some graphics are currently AI-generated placeholders, which will be gradually replaced with original, human-made artwork. | Teshi Games | - | Sep 16, 2026 | |
Cat Omni: Card Cats In-game content art | Some graphical assets of the game like cat characters are made using generative artificial intelligence. | DIONYSIOS DIAMANTOPOULOS | - | Sep 16, 2026 | |
ノルヴェール戦記-紫水晶の旅物語- In-game content text | I use generative AI for localization. | cement | - | Sep 16, 2026 | |
Three Kingdoms: Blood Battle Mahjong In-game content arttextaudio | Generative AI tools were used extensively during the development of this game. Some artwork, UI assets, written content, character voices, and localization were created with the assistance of generative AI and were subsequently selected, edited, integrated, and reviewed by the developer. All AI-generated content was created in advance during development; no AI content is generated live during gameplay. | Three Kingdoms Mahjong Team | - | Sep 16, 2026 | |
Iron Pilgrims In-game content arttextaudio | Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay. | Last Spark Studio | - | Sep 16, 2026 | |
Tilemancer In-game content audioart | Steam capsules are AI generated.
SFXs are AI generated.
Nothing else in the game is AI generated. | geogear | - | Sep 16, 2026 | |
少女的后花园 Unclear art | AI-assisted tools were used in the design of some characters. | 少女工作室 | - | Sep 16, 2026 | |
The Crimson Scales In-game content art | Almost all of the art in the game has been created by Alexandr Elichev, the artist of the original Gloomhaven board game. A few missing art assets for summoned creatures for characters for this game were generated with AI. We hope to be able to replace these with official art as time progresses (and when I have a stable job to be able to pay for this). | Tall Tree | - | Sep 16, 2026 | |
Fox7: City Of Fighters In-game content artaudio | Ai has been used for music and art creation. | Daniel Fox | - | Sep 16, 2026 | |
Tooth for Tooth Unclear | We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement. | Outlane | - | Sep 16, 2026 | |
Tilements In-game content text | AI was used in the translation. | bbibic | - | Sep 16, 2026 | |
Kings Call 2 In-game content art | This demo uses generative AI tools to create most of the character art, illustrations, and visual assets. All AI-generated content has been reviewed and edited by the development team to ensure quality and compliance with Steam policies. No illegal or infringing material is included. | X Star Game Limited | - | Sep 16, 2026 | |
Crazy Life In-game content art | Generative AI was used during development to create some visual and in-game assets. No content is generated by AI during gameplay. | ADOMI GAMES | - | Sep 15, 2026 | |
Kill the Thing In-game content artaudiotext | Spritesheets, translations, most of the music, and a handful of images are currently AI-generated. I hope to replace them all with human-made by the 1.0 release. | Jajooka Games | - | Sep 15, 2026 | |
FallChess: Wizard's Chess In-game content arttext | Artificial intelligence was used to create the game logo, assist with the game's translation into multiple languages, assist in writing and translating the game's description, and help estimate the system requirements. | Endy Pyau | - | Sep 15, 2026 | |
Tughra: Seals of Empire In-game content arttext | Card illustrations, portraits, faction banners and store capsule artwork were created with generative AI image tools, then curated, edited and integrated by the developer. All game design, rules, card text, writing and music selection are human-made. No AI-generated content is produced at runtime. | Nine Gates Studio | - | Sep 15, 2026 | |
轮回小队 In-game content audioart | Music, backgrounds, and UI interfaces created using generative AI. | 羽于翼 | - | Sep 15, 2026 | |
Era Echo Dev only | Era Echo is developed by a solo developer. Generative AI tools are used to assist with development and production (for example concepting, drafts, and iteration), which has helped make shipping a solo project practical. All shipped content is reviewed and directed by the developer. | NOOK STUDIO | - | Sep 15, 2026 | |
SableSyn Protocol Dev only code | AI tools were used to assist with some code generation
All game assets were created by people or sourced from asset packs (story, art, music, etc.) | Lamby Wamy Games | - | Sep 14, 2026 | |
Eras Showdown In-game content art | The visual assets in Eras Showdown were created using generative AI: the icons for units, items and materials, the background images, and the user-interface graphics. Every result was selected, reworked and integrated into the game by hand.
This content is pre-generated in full and ships with the installation. Eras Showdown does not generate any content via AI while playing, and it does not connect to any AI service. | Marc Kausmann | - | Sep 14, 2026 | |
无冕之龙 | Uncrowned Dragon In-game content artaudiotext | Generative AI assists in creating some visual assets, music, sound effects and narrative text during development. The art assets currently shown are temporary placeholders used solely to test our technical pipeline and do not represent the final visuals. | Watchman Games(守夜人工作室) | - | Sep 13, 2026 | |
Power Showdown In-game content artcode | Generative AI tools were used during development to help create character artwork, menu backgrounds, some 3D assets, and pre-rendered cinematic videos. AI-assisted tools were also used for programming and debugging. These assets are prepared before release and incorporated into the game. | Chad Stewart | - | Sep 13, 2026 | |
Drapers: Merchants of Middle Ages In-game content artcode | About Generative AI Content
We want to be transparent with our players about how AI was used during the development of this game:
Visual Art: Certain visual assets and background elements in this game were created with the assistance of generative AI tools, then reviewed and integrated by our team.
Code & Development: We utilized AI-powered coding assistant and large language models to help prototype, write, and optimize parts of the game's code to speed up development efficiency.
All AI-generated outputs shipped to players have been curated to ensure they meet our quality standards for your experience. | Tiltan Games | - | Sep 13, 2026 | |
Royals7 Live AI | This game leverages AI content for the computer player. | Adblab LLC | - | Sep 13, 2026 | |
FIVE STAT FRENZY! In-game content art | During development, generative AI tools were used to assist with selected pre-generated visual content, including some card illustrations, comic imagery and marketing artwork. Each included illustration was deliberately selected, art-directed and integrated into FIVE STAT FRENZY!’s own comic-watercolour style, cast of characters, game rules and connected Paperlight City story.
The released game uses no generative AI at runtime. Players do not enter AI prompts, and the game does not generate new images, text, dialogue, music or gameplay content while it is being played. Card values, rules, deckbuilding, rivals, campaign progression and comic unlocks are fixed, tested game content. | ZELVANIX | - | Sep 13, 2026 | |
Motion de censure In-game content art | Some illustrations used in the game and on its Steam store page, including card artwork, interface backgrounds, and promotional materials, were created or enhanced using generative artificial intelligence tools. This content is generated in advance, then selected, edited, and manually integrated by the developer. The game does not use generative AI in real time and does not generate content during gameplay. | SMARTCUB3D Studio | - | Sep 13, 2026 | |
Of Grit & Graves Dev only code | I use Bezi, an AI coding tool for Unity to help develop some of the more complicated algorithms used in pathfinding and enemy AI. I review all generated code used in the game and make modifications when necessary. | Melted Monster Game Studio LLC | - | Sep 13, 2026 |