i used Ai Images on Library and in game image. using high quality image, i hope to give more beautiful experience.
- Creator
- LeeGyuBok
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 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.
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Interactive or runtime AI features disclosed by the developer.
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i used Ai Images on Library and in game image. using high quality image, i hope to give more beautiful experience.
Our game utilizes AI-generated models for various environmental game objects, to provide unique and dynamic experiences. AI tools were used in the sculpting of 3D models that contribute to the overall aesthetic and gameplay experience. AI generated 3D models strictly limited to environmental assets.
Some cards Illust
Hullrot uses AI to assist with background systems such as planning, summarizing game content, and managing progression flow. AI is not used to generate live player-facing content (such as dialogue, art, or assets) during gameplay. Instead, it supports behind-the-scenes balancing and pacing to ensure smoother progression and variety in encounters.
Generative AI has been used to generate images for the store page
We are using AI for the localization of Galactic Space Guard. It is also used for translating texts in the community section. So it is merely used for translation, the texts are still handwritten and translated in languages we are not capable of speaking. This is the only application of AI in Galactic Space Guard.
Game's source code contains AI generated code.
I am currently using AI to remove backgrounds and for any art placeholders. Nothing In game is AI generated and everything done by AI is done as a tool, not for final art or content.
Generative AI was used in some of the trailer footage and character modeling.
Some Graphics, icons or design
Some model objects and background music were generated by AI.
AI was used to Generate Backgrounds for the steam Game page. Edits were made to these backgrounds and altered heavily by the creator.
AI was used in a very limited capacity, only for generating some voice lines, a small number of texture variations, and a few Steam store page images. All gameplay, code, environments, characters, animations, and overall game design were handcrafted manually by the developers.
Some graphical and auditory assets for Sonak were developed using Image and sound effect generation software. The majority of generated content is Icons, and sound effects that the player will encounter while playing Sonak. All assets generated were manually changed and designed to fit the look and feel of the game.
We partially use AI-generated illustrations for the creation of items.
我使用AI辅助了我进行了游戏程序的开发,包括一些大量的重复性的工作,AI生成了游戏中一部分的代码。这是仅有的使用了AI的地方
Some graphics were based off AI samples and were edited manually by myself to suit my needs. The music is also AI with some remixing.
I use a combination of AI generated voice, music, and some imagery for portraits and logos
Game includes visuals initially created with AI and later modified by the developer.
We use AI to generate the images of the paintings in the game. They may potentially be changed based on feedback during early access.
Generative AI was used to assist in programming, texture creation, and background music.
AI is used for some of the game's concept art.
Optional toggleable AI-generated voiceovers for ingame characters. There are not many voice lines and they are mostly heard during cutscenes only. This is a indie no-budget production. Sorry :-'(
Only the images on the store page are generated using AI.
Cutscenes and music were designed and generated by AI tools.
AI used to generate and edit community images, marketing and Concept Arts.
The basis for some of the sprites were originally generated by AI, and either cleaned or used as inspiration for the final art by us.
AI was used to generate game artwork in the menu pages and for some elements of the in-game userinterface.
AI has been used to create television shows found in game.
AI-generated portions of the code.
Most in-game sprites and item art in this game were generated using DALL·E. As a solo developer, generative AI tools allow me to create a breadth of visual content that would otherwise not have been possible. All assets were carefully selected, curated, and integrated to ensure they align with the game's vision and quality.
Developer used AI to create marketing materials, community assets, and store capsule images.
We use Adobe® Photoshop® software and Adobe® Generative AI image-editing software as part of our 2D icon generation pipeline. We use machine translation as the first step of our Localization in order to bring the game to as many players as possible in their native language
Used as background material
AI was used to help create some of the store assets and marketing materials.
In the development of this game, I used AI as a supportive tool to optimize certain workflows, enhance the creative process, and explore new possibilities. While all of the art, coding, and writing were created by me, AI helped streamline repetitive tasks, refine assets, and provide coding insights. My aim was to use AI as an assistant that added value without overshadowing the personal, hands-on approach that defines this game.
This game uses generative AI to assist us with game translations and the creation of the thumbnail.
The developer used AI to help with code generation and code tweaks for various in-game systems.
The game features an AI-generated audio soundtrack.
AI was used to create some images. Textures are generated programmatically, not by AI.
We did try gen-IA to create early place holders of the characters (environments and meals are 100% human made). We realized that it sucks and unsurprizingly it can't compare to what human artists can do. What you currently see in the game has already been cleaned up, but in order to make sure there is no trace of gen-IA left, we are in the process of remaking all the characters from scratch.
I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages. Final touches done with GIMP photo editor. 3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine. I would like to slowly update the art and 3D models when the time/budget allows for it.
Some poster images were generated by a neural network
1. The two still images displayed after the SUZUKI PLAN logo after launching the game are generated using a generative AI. 2. The fighter images (capsule and hero) displayed in the Steam client and Steam store are generated using a generative AI, with the exception of the title logo.
AI Create Photo
All character images except for the hero classes were created in Daz Studio, and icons were made in Photoshop using Creative Commons assets. Most older backgrounds were later touched up with an AI tool. The story, dialogues, quests, gameplay and balancing were written and crafted by the developer over years of work.
Some Graphics, icons or design
I used AI for certain icons, sound effects and Music.
We utilized AI to design the game's logo and assist with the localization of the interface, ensuring a seamless experience for players worldwide.
顔グラフィックと立ち絵は、商用利用可能なAIモデルを使用したイラストを加筆修正したものを使用しています。
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Chimera Simulator In-game content art | i used Ai Images on Library and in game image. using high quality image, i hope to give more beautiful experience. | LeeGyuBok | - | Mar 18, 2026 | |
Northwick In-game content art | Our game utilizes AI-generated models for various environmental game objects, to provide unique and dynamic experiences. AI tools were used in the sculpting of 3D models that contribute to the overall aesthetic and gameplay experience.
AI generated 3D models strictly limited to environmental assets. | Bombside Beach Studios LLC. | - | Mar 18, 2026 | |
치르노의 카드교실 Unclear art | Some cards Illust | Viator | 41 | Mar 18, 2026 | |
DomeFall Dev only | Hullrot uses AI to assist with background systems such as planning, summarizing game content, and managing progression flow. AI is not used to generate live player-facing content (such as dialogue, art, or assets) during gameplay. Instead, it supports behind-the-scenes balancing and pacing to ensure smoother progression and variety in encounters. | Stari Studios | - | Mar 18, 2026 | |
Hufvudsta Store/marketing art | Generative AI has been used to generate images for the store page | Liam Nelligan | - | Mar 18, 2026 | |
Galactic Space Guard In-game content text | We are using AI for the localization of Galactic Space Guard. It is also used for translating texts in the community section. So it is merely used for translation, the texts are still handwritten and translated in languages we are not capable of speaking. This is the only application of AI in Galactic Space Guard. | Gabrich Games | - | Mar 18, 2026 | |
Shadows of Tuonela Dev only code | Game's source code contains AI generated code. | Bad Ass Games | - | Mar 18, 2026 | |
Battle Ground Battle Royale Dev only art | I am currently using AI to remove backgrounds and for any art placeholders. Nothing In game is AI generated and everything done by AI is done as a tool, not for final art or content. | BeadleGames | - | Mar 18, 2026 | |
루나 : 월영의 전쟁 Store/marketing art | Generative AI was used in some of the trailer footage and character modeling. | UBIS Inc. | 11 | Mar 18, 2026 | |
SoundColors Unclear art | Some Graphics, icons or design | ima shouganai | - | Mar 18, 2026 | |
Việt Quốc Truyền Kỳ In-game content artaudio | Some model objects and background music were generated by AI. | Green Ray Games | 125 | Mar 18, 2026 | |
The Path of Blades Store/marketing art | AI was used to Generate Backgrounds for the steam Game page. Edits were made to these backgrounds and altered heavily by the creator. | Kobe Justice | 11 | Mar 18, 2026 | |
Journey Through the Undead In-game content audioart | AI was used in a very limited capacity, only for generating some voice lines, a small number of texture variations, and a few Steam store page images. All gameplay, code, environments, characters, animations, and overall game design were handcrafted manually by the developers. | Dazzling Divine | - | Mar 18, 2026 | |
Sonak In-game content artaudio | Some graphical and auditory assets for Sonak were developed using Image and sound effect generation software.
The majority of generated content is Icons, and sound effects that the player will encounter while playing Sonak.
All assets generated were manually changed and designed to fit the look and feel of the game. | Sublime Orange LLC | - | Mar 18, 2026 | |
おじvsおじ In-game content art | We partially use AI-generated illustrations for the creation of items. | スタジオ兄妹 | - | Mar 18, 2026 | |
Castle War Dev only code | 我使用AI辅助了我进行了游戏程序的开发,包括一些大量的重复性的工作,AI生成了游戏中一部分的代码。这是仅有的使用了AI的地方 | T.Deamia | - | Mar 18, 2026 | |
Mister Gato Idle - The Meowsiah In-game content artaudio | Some graphics were based off AI samples and were edited manually by myself to suit my needs. The music is also AI with some remixing. | Mister Gato | - | Mar 18, 2026 | |
Frontiers Reach : Battlespace In-game content audioart | I use a combination of AI generated voice, music, and some imagery for portraits and logos | Blind Alien Productions | - | Mar 18, 2026 | |
Dunthera In-game content art | Game includes visuals initially created with AI and later modified by the developer. | Vyralide | - | Mar 18, 2026 | |
Smile, you're being filmed together In-game content art | We use AI to generate the images of the paintings in the game. They may potentially be changed based on feedback during early access. | BlackCrow | - | Mar 18, 2026 | |
Death Metal Derby In-game content artaudiocode | Generative AI was used to assist in programming, texture creation, and background music. | Turtle Duck Studio | - | Mar 18, 2026 | |
Yokai Survivor Store/marketing art | AI is used for some of the game's concept art. | KZ Games | - | Mar 18, 2026 | |
Diffusion In-game content audio | Optional toggleable AI-generated voiceovers for ingame characters. There are not many voice lines and they are mostly heard during cutscenes only. This is a indie no-budget production. Sorry :-'( | R.C. | - | Mar 18, 2026 | |
Squad Raid Store/marketing art | Only the images on the store page are generated using AI. | Chen Jie | - | Mar 18, 2026 | |
Gravity Flip X In-game content artaudio | Cutscenes and music were designed and generated by AI tools. | YakHobuDev | - | Mar 18, 2026 | |
Forks & Daggers Store/marketing art | AI used to generate and edit community images, marketing and Concept Arts. | Brightvoid Interactive | - | Mar 18, 2026 | |
Hydroplane In-game content art | The basis for some of the sprites were originally generated by AI, and either cleaned or used as inspiration for the final art by us. | CodingBigTime | - | Mar 18, 2026 | |
Speed Rally In-game content art | AI was used to generate game artwork in the menu pages and for some elements of the in-game userinterface. | Horizont Entertainment | - | Mar 18, 2026 | |
City of Cats In-game content arttext | AI has been used to create television shows found in game. | Screaming Cat Studios | - | Mar 18, 2026 | |
99999両 Dev only code | AI-generated portions of the code. | WINGLAY | - | Mar 18, 2026 | |
Astroloot In-game content art | Most in-game sprites and item art in this game were generated using DALL·E. As a solo developer, generative AI tools allow me to create a breadth of visual content that would otherwise not have been possible. All assets were carefully selected, curated, and integrated to ensure they align with the game's vision and quality. | Andreas Hager Gaming | 560 | Mar 18, 2026 | |
War Flavor Store/marketing art | Developer used AI to create marketing materials, community assets, and store capsule images. | ArteGame | - | Mar 18, 2026 | |
Lost Rift In-game content arttext | We use Adobe® Photoshop® software and Adobe® Generative AI image-editing software as part of our 2D icon generation pipeline.
We use machine translation as the first step of our Localization in order to bring the game to as many players as possible in their native language | People Can Fly | 1.4k | Mar 18, 2026 | |
ネコノヤキュウ Unclear | Used as background material | Imagineer Co., Ltd. | - | Mar 18, 2026 | |
Void Drift Store/marketing art | AI was used to help create some of the store assets and marketing materials. | Kneedlik | - | Mar 18, 2026 | |
Mafia Rogue Dev only artcodetext | In the development of this game, I used AI as a supportive tool to optimize certain workflows, enhance the creative process, and explore new possibilities. While all of the art, coding, and writing were created by me, AI helped streamline repetitive tasks, refine assets, and provide coding insights. My aim was to use AI as an assistant that added value without overshadowing the personal, hands-on approach that defines this game. | Julio Gallo | - | Mar 18, 2026 | |
Cooking with Magic In-game content textart | This game uses generative AI to assist us with game translations and the creation of the thumbnail. | Plexis Games | - | Mar 18, 2026 | |
Treasures & Battlefields Dev only code | The developer used AI to help with code generation and code tweaks for various in-game systems. | Wishing Well Studios | - | Mar 18, 2026 | |
Froggy: Jelly Punch In-game content audio | The game features an AI-generated audio soundtrack. | CoJIRpa | - | Mar 18, 2026 | |
Arenosum In-game content art | AI was used to create some images. Textures are generated programmatically, not by AI. | macsimusfactorre | - | Mar 18, 2026 | |
Chef of Sherwood Dev only art | We did try gen-IA to create early place holders of the characters (environments and meals are 100% human made). We realized that it sucks and unsurprizingly it can't compare to what human artists can do. What you currently see in the game has already been cleaned up, but in order to make sure there is no trace of gen-IA left, we are in the process of remaking all the characters from scratch. | Porcelaine Games | - | Mar 18, 2026 | |
Kings & Savages In-game content art | I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages.
Final touches done with GIMP photo editor.
3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine.
I would like to slowly update the art and 3D models when the time/budget allows for it. | Marco José Pereira | - | Mar 18, 2026 | |
Misery Nights Store/marketing art | Some poster images were generated by a neural network | DesignLab | - | Mar 18, 2026 | |
Battle AirForce Store/marketing art | 1. The two still images displayed after the SUZUKI PLAN logo after launching the game are generated using a generative AI.
2. The fighter images (capsule and hero) displayed in the Steam client and Steam store are generated using a generative AI, with the exception of the title logo. | SUZUKIPLAN | - | Mar 18, 2026 | |
Shadows of the Past Unclear art | AI Create Photo | SomeTimesAtNight | - | Mar 18, 2026 | |
Azmar Quest (Old School RPG) In-game content art | All character images except for the hero classes were created in Daz Studio, and icons were made in Photoshop using Creative Commons assets. Most older backgrounds were later touched up with an AI tool. The story, dialogues, quests, gameplay and balancing were written and crafted by the developer over years of work. | Sevan Soukiassian | 14 | Mar 18, 2026 | |
IcoNick Duster - Planets Defender Unclear art | Some Graphics, icons or design | ima shouganai | - | Mar 18, 2026 | |
Magic Survivor In-game content artaudio | I used AI for certain icons, sound effects and Music. | New Lua | - | Mar 18, 2026 | |
RogueCraft In-game content arttext | We utilized AI to design the game's logo and assist with the localization of the interface, ensuring a seamless experience for players worldwide. | CraftCoreGames | 32 | Mar 18, 2026 | |
Eutolant Saga In-game content art | 顔グラフィックと立ち絵は、商用利用可能なAIモデルを使用したイラストを加筆修正したものを使用しています。 | Oistar Games | 104 | Mar 18, 2026 |