Some of the game's code and graphics were created with the help of artificial intelligence.
- Creator
- AnilinA
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,512 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 game's code and graphics were created with the help of artificial intelligence.
ガラケー風フレームの作成にAIを使用しています。
This product uses artificial intelligence to generate in real time the language, voice, actions and other content of the character(s).
Some of the videos used in the game were produced using AI-generated images.
In the development of this game, generative AI has been used to create certain background artworks and item icon images.
Some visual assets (pixel art sprites) and music tracks were created with the assistance of AI generation tools during development. All AI-generated content was reviewed and curated by the developer. No AI content is generated during gameplay.
AI tools may assist with early concepts. All final content is created by our development team.
Some images, icons, voices, and text are generated by AI.
I literally use AI for every inch of this game. There is human made art here and there, but you can safely assume 90% of the game is AI.
AI Music: The BGM was sampled by AI using human-composed reference tracks and was ultimately refined by a sound designer.
Generative AI was used during development as a supportive tool for creating some artwork and assisting with coding.
Generative AI was used to assist with some promotional visuals, such as logo and store page imagery. Tide Fall also includes commercially licensed marketplace assets. All gameplay systems and game development are created and implemented by me
Use AI to help with translation
Some visual, audio, and text elements were created using generative AI tools and were later edited and refined by the developer.
This game uses generative artificial intelligence (AI) in limited aspects of its development. Some background images in the game were created with the assistance of AI tools. In addition, AI was used to help translate in-game text into multiple languages. All AI-generated content has been reviewed and integrated by the developer to ensure quality and consistency.
That's right, in an era dominated by AI, all the art assets in this game are generated by AI, including the store page, capsule images, UI, and so on. But rest assured, all the materials were generated using my own AI subscription, belong to me, and there is proof on the official AI website.
AI was used to upscale the concept art. AI was used for the final artwork / final drawing.
Claude code = Lots of code. Within the game client/server sure, but particularly within our game creation pipeline. It has enabled our artists/unity devs to create their own scripts/tools with blender/unity to streamline our content creation process. Also, CC used for creating python scripts used for MIDI music composition. Flux Dev image gen = spell icons. It did not write this message though :)
Chess Master Quest was developed by a solo developer with assistance from generative AI tools during development. • Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer. • Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer. No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay.
Statement Regarding the Use of AI in Development We maintain a strict and transparent policy regarding the use of AI in our creative process: 【100% Original Human Artistry】 Every character illustration and original soundtrack (BGM) in the game is handcrafted and composed by our development team. These core assets are created "stroke by stroke" and "note by note," with absolutely no AI generation involved. 【Precision Application of AI Technology】 The use of AI is strictly limited to "Game Backgrounds." To ensure a consistent artistic style across diverse real-world locations, we utilize AI solely for stylistic harmonization and animation processing. 【From Reality to Virtual Worlds】 Every background is rooted in reality. Our team personally traveled to each location for on-site photography. These original photos serve as the foundation, which are then stylized via AI to ensure a seamless blend between real-world scenery and our hand-drawn characters. Players can view the original reference photos in the in-game Media Library.
Translation and some background pictures
During the Early Access versions of the game AI has and will be used as placeholders, primarily for music and text, that will slowly be phased out over time. The game will be completely AI free upon the games full version release.
Some promotional images and game art are generated by AI
AI tools were utilized during the development process to assist with code optimization, debugging, and the implementation of core system architectures. All code and logic generated by AI have been manually reviewed, verified, and integrated into the final build by the developer to ensure stability and policy compliance.
This game uses AI-generated content for localization. All in-game text translations are produced with the assistance of generative AI.
This game makes extensive use of generative artificial intelligence tools during development from concepting, writing support, assets prototyping, animation and sound design. All AI-assisted content is curated, modified, refined, and integrated by the developer to ensure artistic cohesion, gameplay integrity, and thematic consistency. The final gameplay experience is not dynamically generated by AI at runtime. The game does not use generative AI to create player-specific content during live play, and no player data is used to train AI systems. Generative AI tools were used as creative and production accelerators within a human-directed development process.
The vast majority of assets in this game were created from scratch by our team, including hand-crafted models, textures, animations, environments, and gameplay systems. However, to support our creative process and speed up certain production stages, we used generative AI tools for a limited portion of the assets. This includes some 2D/3D art elements (via AI art models), a selection of animation sequences, and certain text inscriptions or UI elements. All AI-generated content was carefully reviewed, edited, and integrated by our team to ensure quality, consistency, and compliance with our vision. No live AI generation occurs during gameplay. We remain committed to delivering a polished, human-directed experience.
Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game.
This game is made by just one person and uses artificial intelligence to create the images in order to optimize the game's development.
During the period from Early Access to Launch this title may use AI for voice in quest dialog as placeholders, prior to launch all AI elements shall be removed should they have existed and replaced.
Some visible in-game assets, including but not limited to cutscenes, characters, environments, and UI elements, were created or visually enhanced with the help of AI, including generation based on white model references. Some store page assets were also created or visually enhanced with the help of AI, including generation based on white model references. Some music and sound effects were generated with the help of AI. Some localized language content was translated with the help of AI.
Using AI tools to generate translated text and image textures.
We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget. Here is exactly how we utilized generative AI in our game: • We used generative AI during the prototyping and concept art phases. Every AI-generated image was manually modified, iterated upon, and finalized by our artist. • The sea shanties in the game feature AI-generated vocals and music, but the lyrics are original and written by our team. • Certain voice-over (VO) lines were generated using AI.
I'm building this game on my own, with generative AI tools as finishing and scaling assistants on top of my own creative foundations. 3D mech and monster meshes started as my own concept sketches; Meshy AI generated the base 3D models from those sketches, which I then refined and animated myself in Blender. Character voices began as dialogue I wrote and the tone I set — some are my own voice recordings, and for others I used ElevenLabs to alter the voices so they fit each character. Music tracks each started from vocal melody references I recorded; Lyria (through Gemini) developed those references into the final orchestrated tracks. Cinematic video sequences were generated by Veo3 from my prompts and storyboards, then fully edited by me in DaVinci Resolve. I review every AI output before it ships in the game, and I hold commercial-use rights to all generated content per each service's paid-subscription terms.
All visual assets (sprites, terrain, UI, capsule art) were AI-generated and then manually edited in GIMP. Game design, direction, and integration were done entirely by the solo developer.
This game uses artificial intelligence for translations into Spanish, German, Italian, and Simplified Chinese.
AI-generated art objects
Parts of the games promotional assets have been made with the help of artificial intelligence.
Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion (DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen) running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI services are used during gameplay. All AI-generated content was produced offline during development.
Generate background music using AI technology
Some visual assets were created with the assistance of AI image generation tools and subsequently edited and refined by the developer.
AI-generated art objects
Characters, monsters and capsule arts were made by AI.
Characters, monsters and capsule arts were made by AI.
We are using AI to create feature phone-style frames.
Generative AI has been used to assist in developing this game.
This game uses AI to generate design drafts and sketches for some characters and scenes. All final in-game assets have been manually adjusted, revised, and finalized by the development team. Additionally, some in-game music and voice lines are AI-synthesized, all of which have undergone full manual editing and post-processing by our audio team.
Card art Images and Hero Portraits & Items
Localized content utilizes AI
AI was used to assist with programming and refining in-game text (item descriptions, skill descriptions, UI text). Key art and logo are human-created. All other visual and audio assets are default RPG Maker MZ assets provided under license.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Brick Survivors: Roguelite In-game content artcode | Some of the game's code and graphics were created with the help of artificial intelligence. | AnilinA | - | May 23, 2026 | |
Revenger3 Store/marketing art | ガラケー風フレームの作成にAIを使用しています。 | nazenaninadesico | - | May 23, 2026 | |
星夜颂歌 Celestial Reverie Live AI textaudioart | This product uses artificial intelligence to generate in real time the language, voice, actions and other content of the character(s). | SingularDance | - | May 23, 2026 | |
Locked in love : The Office In-game content art | Some of the videos used in the game were produced using AI-generated images. | Inster | - | May 23, 2026 | |
Dunjourney In-game content art | In the development of this game, generative AI has been used to create certain background artworks and item icon images. | MotiyaGames | - | May 23, 2026 | |
Creature Feature In-game content artaudio | Some visual assets (pixel art sprites) and music tracks were created with the assistance of AI generation tools during development. All AI-generated content was reviewed and curated by the developer. No AI content is generated during gameplay. | Rocky Forge Studios | - | May 23, 2026 | |
AetherCycle Dev only | AI tools may assist with early concepts. All final content is created by our development team. | DEEP INTERACTIVE | - | May 23, 2026 | |
Star Raker In-game content artaudiotext | Some images, icons, voices, and text are generated by AI. | Genesis Games | - | May 23, 2026 | |
Kuessaria In-game content arttextaudiocode | I literally use AI for every inch of this game. There is human made art here and there, but you can safely assume 90% of the game is AI. | Kuess | - | May 23, 2026 | |
Dungeon of Regret In-game content audio | AI Music: The BGM was sampled by AI using human-composed reference tracks and was ultimately refined by a sound designer. | Team 3rdPeople | - | May 23, 2026 | |
Wrath of Skeletar Last Breath Dev only artcode | Generative AI was used during development as a supportive tool for creating some artwork and assisting with coding. | Pavel Kubíček/ GravelGames | - | May 23, 2026 | |
Tide Fall In-game content art | Generative AI was used to assist with some promotional visuals, such as logo and store page imagery. Tide Fall also includes commercially licensed marketplace assets. All gameplay systems and game development are created and implemented by me | Lone Badger Studio | - | May 23, 2026 | |
七神器 In-game content text | Use AI to help with translation | ZHU ZHANTIAN | - | May 23, 2026 | |
Crown & Spores In-game content artaudiotext | Some visual, audio, and text elements were created using generative AI tools and were later edited and refined by the developer. | SpruceWood Games | - | May 23, 2026 | |
The Last Survivor In-game content arttext | This game uses generative artificial intelligence (AI) in limited aspects of its development.
Some background images in the game were created with the assistance of AI tools. In addition, AI was used to help translate in-game text into multiple languages. All AI-generated content has been reviewed and integrated by the developer to ensure quality and consistency. | HeFei Potato | - | May 23, 2026 | |
Mystery Cube: Black Dragon Jarl Store/marketing art | That's right, in an era dominated by AI, all the art assets in this game are generated by AI, including the store page, capsule images, UI, and so on. But rest assured, all the materials were generated using my own AI subscription, belong to me, and there is proof on the official AI website. | homallen | 15 | May 23, 2026 | |
Dark march In-game content art | AI was used to upscale the concept art.
AI was used for the final artwork / final drawing. | HFirma | - | May 23, 2026 | |
Carved in Stone: Arena In-game content codeartaudio | Claude code = Lots of code. Within the game client/server sure, but particularly within our game creation pipeline. It has enabled our artists/unity devs to create their own scripts/tools with blender/unity to streamline our content creation process.
Also, CC used for creating python scripts used for MIDI music composition.
Flux Dev image gen = spell icons.
It did not write this message though :) | Hardrock Tech | - | May 23, 2026 | |
Chess Master Quest - Idle In-game content textcode | Chess Master Quest was developed by a solo developer with assistance from generative AI tools during development.
• Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer.
• Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer.
No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay. | LearnTech Games | - | May 23, 2026 | |
我們的蜂狂人生 In-game content art | Statement Regarding the Use of AI in Development
We maintain a strict and transparent policy regarding the use of AI in our creative process:
【100% Original Human Artistry】
Every character illustration and original soundtrack (BGM) in the game is handcrafted and composed by our development team. These core assets are created "stroke by stroke" and "note by note," with absolutely no AI generation involved.
【Precision Application of AI Technology】
The use of AI is strictly limited to "Game Backgrounds." To ensure a consistent artistic style across diverse real-world locations, we utilize AI solely for stylistic harmonization and animation processing.
【From Reality to Virtual Worlds】
Every background is rooted in reality. Our team personally traveled to each location for on-site photography. These original photos serve as the foundation, which are then stylized via AI to ensure a seamless blend between real-world scenery and our hand-drawn characters. Players can view the original reference photos in the in-game Media Library. | 陳政傑 | - | May 23, 2026 | |
Pointer Manual In-game content textart | Translation and some background pictures | 川月瑰奇 | - | May 23, 2026 | |
Eterno In-game content audiotext | During the Early Access versions of the game AI has and will be used as placeholders, primarily for music and text, that will slowly be phased out over time. The game will be completely AI free upon the games full version release. | Solitude Gaming Studios | - | May 23, 2026 | |
万世剑冢 Store/marketing art | Some promotional images and game art are generated by AI | 阿郎 | 64 | May 23, 2026 | |
Luditect: Game Design Tool Dev only code | AI tools were utilized during the development process to assist with code optimization, debugging, and the implementation of core system architectures. All code and logic generated by AI have been manually reviewed, verified, and integrated into the final build by the developer to ensure stability and policy compliance. | Durultay Studio | - | May 23, 2026 | |
アルテスノート In-game content text | This game uses AI-generated content for localization. All in-game text translations are produced with the assistance of generative AI. | R.N.Studio | 107 | May 23, 2026 | |
Nocturnal Terror In-game content artaudiotext | This game makes extensive use of generative artificial intelligence tools during development from concepting, writing support, assets prototyping, animation and sound design. All AI-assisted content is curated, modified, refined, and integrated by the developer to ensure artistic cohesion, gameplay integrity, and thematic consistency.
The final gameplay experience is not dynamically generated by AI at runtime. The game does not use generative AI to create player-specific content during live play, and no player data is used to train AI systems.
Generative AI tools were used as creative and production accelerators within a human-directed development process. | Whaabek | - | May 23, 2026 | |
BLOODY RAVE In-game content arttext | The vast majority of assets in this game were created from scratch by our team, including hand-crafted models, textures, animations, environments, and gameplay systems. However, to support our creative process and speed up certain production stages, we used generative AI tools for a limited portion of the assets. This includes some 2D/3D art elements (via AI art models), a selection of animation sequences, and certain text inscriptions or UI elements. All AI-generated content was carefully reviewed, edited, and integrated by our team to ensure quality, consistency, and compliance with our vision. No live AI generation occurs during gameplay. We remain committed to delivering a polished, human-directed experience. | Black Manticores | - | May 23, 2026 | |
火の言伝 In-game content art | Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game. | 紺ノトバリ / Konno Tobari | - | May 23, 2026 | |
Dama e Dungeons: 2D In-game content art | This game is made by just one person and uses artificial intelligence to create the images in order to optimize the game's development. | José Leonardo Silva Guerreiro | - | May 23, 2026 | |
Grim Pulse: The First Blood In-game content audiotext | During the period from Early Access to Launch this title may use AI for voice in quest dialog as placeholders, prior to launch all AI elements shall be removed should they have existed and replaced. | Grim Pulse Studio | - | May 23, 2026 | |
The Unfinished Melody: Prologue In-game content artaudiotext | Some visible in-game assets, including but not limited to cutscenes, characters, environments, and UI elements, were created or visually enhanced with the help of AI, including generation based on white model references.
Some store page assets were also created or visually enhanced with the help of AI, including generation based on white model references.
Some music and sound effects were generated with the help of AI.
Some localized language content was translated with the help of AI. | Peanut Bear Studio | - | May 23, 2026 | |
Ninety Nine Dungeons In-game content textart | Using AI tools to generate translated text and image textures. | Donnie Lee | - | May 23, 2026 | |
The Pirate: Republic of Nassau In-game content artaudiotext | We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget.
Here is exactly how we utilized generative AI in our game:
• We used generative AI during the prototyping and concept art phases. Every AI-generated image was manually modified, iterated upon, and finalized by our artist.
• The sea shanties in the game feature AI-generated vocals and music, but the lyrics are original and written by our team.
• Certain voice-over (VO) lines were generated using AI. | Home Net Games | 23 | May 23, 2026 | |
The Ghost Protocol: Echoes of Steel In-game content artaudiotext | I'm building this game on my own, with generative AI tools as finishing and scaling assistants on top of my own creative foundations.
3D mech and monster meshes started as my own concept sketches; Meshy AI generated the base 3D models from those sketches, which I then refined
and animated myself in Blender.
Character voices began as dialogue I wrote and the tone I set — some are my own voice recordings, and for others I used ElevenLabs to alter the voices so they fit each character.
Music tracks each started from vocal melody references I recorded; Lyria (through Gemini) developed those references into the final orchestrated tracks.
Cinematic video sequences were generated by Veo3 from my prompts and storyboards, then fully edited by me in DaVinci Resolve.
I review every AI output before it ships in the game, and I hold commercial-use rights to all generated content per each service's paid-subscription terms. | 8an Studio | - | May 23, 2026 | |
Iron Resolution In-game content art | All visual assets (sprites, terrain, UI, capsule art) were AI-generated and then manually edited in GIMP. Game design, direction, and integration were done entirely by the solo developer. | Harish Games Official | - | May 23, 2026 | |
ArcaneBound In-game content text | This game uses artificial intelligence for translations into Spanish, German, Italian, and Simplified Chinese. | AsardialStudio | - | May 23, 2026 | |
Mom Life Simulator In-game content art | AI-generated art objects | RioverseGames | - | May 23, 2026 | |
Cup Heroes Store/marketing art | Parts of the games promotional assets have been made with the help of artificial intelligence. | VOODOO | - | May 23, 2026 | |
Backpack Roguelike In-game content artaudiotext | Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion
(DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen)
running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI
services are used during gameplay. All AI-generated content was produced offline during development. | DerGronert | - | May 23, 2026 | |
Bootstrap Unclear audio | Generate background music using AI technology | 手术刀 | - | May 23, 2026 | |
FENRIR In-game content art | Some visual assets were created with the assistance of AI image generation tools and subsequently edited and refined by the developer. | GGT DESIGN | - | May 23, 2026 | |
Noire Police Detective: Gangster Drama Simulator In-game content art | AI-generated art objects | Meraki Tech | - | May 23, 2026 | |
Lordress In-game content art | Characters, monsters and capsule arts were made by AI. | Crow's Perch | - | May 23, 2026 | |
Verse of the Hollow Oath In-game content art | Characters, monsters and capsule arts were made by AI. | Crow's Perch | - | May 23, 2026 | |
Revenger2 In-game content art | We are using AI to create feature phone-style frames. | nazenaninadesico | - | May 23, 2026 | |
Liten RPG Dev only | Generative AI has been used to assist in developing this game. | Kexon | - | May 23, 2026 | |
答题吧!!魅魔 In-game content artaudio | This game uses AI to generate design drafts and sketches for some characters and scenes. All final in-game assets have been manually adjusted, revised, and finalized by the development team. Additionally, some in-game music and voice lines are AI-synthesized, all of which have undergone full manual editing and post-processing by our audio team. | 宅友派对 | - | May 23, 2026 | |
Spire of Ash In-game content art | Card art Images and Hero Portraits & Items | Aaron Lilla | 120 | May 23, 2026 | |
大建周世 In-game content text | Localized content utilizes AI | laodongligong | - | May 23, 2026 | |
Better Luck Next Run In-game content textcode | AI was used to assist with programming and refining in-game text (item descriptions, skill descriptions, UI text). Key art and logo are human-created. All other visual and audio assets are default RPG Maker MZ assets provided under license. | Bare Minimum Media Inc. | - | May 23, 2026 |