The music in the game was partly generated by AI and polished, rearranged and heavily edited by a human later in the post-production process.
- Creator
- Pmdk23
- Reviews
- 592
- 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.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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The music in the game was partly generated by AI and polished, rearranged and heavily edited by a human later in the post-production process.
The artist I paid for used AI to generate parts of the cover art. It wasn't disclosed during the commission that they would use AI assets.
AI was used for text translation into multiple languages and for generating small placeholder images, such as icons and minor UI elements. All core creative assets, gameplay systems, and design decisions were made by the developer, and AI-generated placeholders may be replaced in future updates.
This game makes limited use of generative AI tools. Some images and user interface elements were created with the assistance of AI during development.
We use AI to generate the voice of the main antagonist of the game in the trailer.
Game artwork.
In-game speeches are mainly generated with AI.
Use of AI assistance while creating localizations.
This game uses AI-generated content for sound effects and background music to enhance the audio experience.
We make use of co-pilot for code checking. We also make use of various tools during development for UV-wrapping & animation. We will use our own in-house proprietary mini-LLM that is packaged within the game to generate some parts of the dialogue.
For Lets Get Loot, we have used generative AI for some store materials and also for some of the music within the game. Aside from this, the gameplay experience does not include in-game generated assets, functionality, or any other form of content.
AI-generated art object
The capsule art was created using generative AI, with an artist refining 75-90% of it to correct mistakes and enhance its character.
The sound of the game was produced using Generative AI
Some of the game’s loading screens and UI icons / character portraits were created using AI tools during development. These assets are pre-generated (i.e. not generated in real-time during gameplay), are original, and do not depict real people or copyrighted material. All rights are retained by the developer.
AI has been used for some music, audio and graphic illustrations.
We utilized AI technology to generate some of the images and assets featured in our game. This approach allowed us to enhance the visual elements of the game efficiently while maintaining our creative direction. The AI tools were used solely for asset creation, and all gameplay mechanics, coding, and design decisions were developed manually by our team.
Main menu drawings created by AI.
AI was used for texture generation and game code optimization.
AI was used to assist with design and programming
Help for translation & correction of text
We use AI tools to enhance the overall quality of the game, specifically for background music, translation, and streamlining early-stage work. We guarantee that all final art assets in the game have been meticulously hand-finished and completed by human artists.
Few Soundclips
Some visual elements in this game, such as textures and illustrations, were partially generated or enhanced using artificial intelligence tools, and then manually refined and integrated by the development team.
This game uses artificial intelligence only for narrative content creation. All dialogue, descriptions, and text were generated with the help of AI during development, with manual review to ensure quality, cohesion, and originality. AI is not used in real time during gameplay and does not interact directly with the player. All final content was carefully integrated into the game before release.
The logo is made from generative AI, but nothing else.
Generative AI was used for marketing material and the game icon.
The Voice of NPC Was made with AI
Some audio assets have been created using generative AI.
AI was used to generate the game's logo.
Some character designs, cover art, or sound effects are inspired by or modified versions of AI-generated art.
AI-generated posters and songs
We utilize AI-generated art for some of our backgrounds.
I'm using AI to generate the store capsule image, running the AI locally on my PC. The image does not violate any copyrights and accurately represents content from my game.
I'm using AI to generate some artwork for loading screen or menu background, i didn't want them to be empty so i used AI to make it more interesting
Some pre-rendered assets, such as images, were created using generative AI and then modified by hand to meet the required design and quality standards. No live generative AI is used.
Generative AI was used to create the logo and marketing materials for the game. Some of the in-game units were also pre-rendered using a generative AI template.
Card templates are created with some assistance from AI, then refined with design tools such as GIMP.
Some in-game or store images were created with the assistance of artificial intelligence.
AI generated images and voices for game trailers
No generative AI is used live by players. Artificial intelligence is used in Akumon Summoner as a support tool for development. It is involved in the following areas: Translations: AI was used to produce an early version of the in-game text translations. These translations are provisional and are subject to manual revisions. Visuals: AI tools were employed to create temporary visuals during the early stages of development. These visuals were used to test and adjust the game's artistic direction. Some of these temporary visuals may still be present during early access.
We are a small team of designers and we use AI technologies for music and texture images so that the players can enjoy more from the final game.
Some of the music, sound effects, and visuals in this game have been generated using AI technologies, bringing a unique and creative twist to the game's overall experience.
The promotional image for the game, which is also used as the image for the 'play' button on both the home screen and character selection screen, was generated using AI along with some amount of human made alterations. In addition, the "Coming Soon" trailer on Steam features music that was generated using AI.
UPDATE: Foepower now offers a 100% human, 0% AI art pack drawn by the developer's daughter. The "Aspiring Artist" art pack is included in the base game for everyone. For the default art pack, Foepower Game Studio utilized generative AI to assist in development of the game's pre-rendered art and marketing assets. All art assets have been reviewed and finalized by the developer, and considerable care has been taken to craft a consistent and compelling game universe.
Some of the textures and SFX was created with AI
In addition to paid-for licensed assets from supported artists and musicians, the game also uses AI pictures for some graphical assets.
Used KI to generate all game art and logos and manually modified it.
It will be used to help generate randomness and realism to the NPC interactions. The hope is pull content from my book, Children of Arla, to help support the plot and story in the game.
We are a small independent studio, and to optimize our time and focus on the core of the game, we used Artificial Intelligence only to create a few minor graphical elements. Everything else — from gameplay to art direction to writing — is the result of our work, our passion, and countless hours of development. Thank you for your support!
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Fish Hunters 🐟 In-game content audio | The music in the game was partly generated by AI and polished, rearranged and heavily edited by a human later in the post-production process. | Pmdk23 | 592 | Mar 18, 2026 | |
Tactical Ghost In-game content art | The artist I paid for used AI to generate parts of the cover art. It wasn't disclosed during the commission that they would use AI assets. | Michael Richard Lannon | - | Mar 18, 2026 | |
Battle For Embolia In-game content textart | AI was used for text translation into multiple languages and for generating small placeholder images, such as icons and minor UI elements.
All core creative assets, gameplay systems, and design decisions were made by the developer, and AI-generated placeholders may be replaced in future updates. | Ager Games | 464 | Mar 18, 2026 | |
Re – Fracture: The Prophet’s Awakening In-game content art | This game makes limited use of generative AI tools. Some images and user interface elements were created with the assistance of AI during development. | Project Contrast | - | Mar 18, 2026 | |
11th Hour Hero In-game content audio | We use AI to generate the voice of the main antagonist of the game in the trailer. | Joshua Angeley | - | Mar 18, 2026 | |
Soul Tides Unclear art | Game artwork. | TheCaveOfWonders | - | Mar 18, 2026 | |
Cannoneer In-game content audio | In-game speeches are mainly generated with AI. | dReal | - | Mar 18, 2026 | |
BARABIZNA In-game content text | Use of AI assistance while creating localizations. | CepSoft | - | Mar 18, 2026 | |
Witch Pachi In-game content audio | This game uses AI-generated content for sound effects and background music to enhance the audio experience. | AlchemistsGames | - | Mar 18, 2026 | |
Faereld: Old Blood Live AI textcodeart | We make use of co-pilot for code checking. We also make use of various tools during development for UV-wrapping & animation. We will use our own in-house proprietary mini-LLM that is packaged within the game to generate some parts of the dialogue. | Grimmwyrd Studios | - | Mar 18, 2026 | |
Lets Get Loot In-game content audioart | For Lets Get Loot, we have used generative AI for some store materials and also for some of the music within the game. Aside from this, the gameplay experience does not include in-game generated assets, functionality, or any other form of content. | John Timpson | 42 | Mar 18, 2026 | |
Sea Battle Simulator Store/marketing art | AI-generated art object | Sea Battle Simulator | - | Mar 18, 2026 | |
Soul Survivor Store/marketing art | The capsule art was created using generative AI, with an artist refining 75-90% of it to correct mistakes and enhance its character. | Green Otter Games | - | Mar 18, 2026 | |
Staroot In-game content audio | The sound of the game was produced using Generative AI | Team cloud | - | Mar 18, 2026 | |
GCS: Salvage Rat In-game content art | Some of the game’s loading screens and UI icons / character portraits were created using AI tools during development. These assets are pre-generated (i.e. not generated in real-time during gameplay), are original, and do not depict real people or copyrighted material.
All rights are retained by the developer. | Stellar Forge Works | - | Mar 18, 2026 | |
Super Sakura Boom Boom Multiverse Madness Ultra Turbo Remix HD In-game content artaudio | AI has been used for some music, audio and graphic illustrations. | Rubilaxe | - | Mar 18, 2026 | |
Requiem of Dread In-game content art | We utilized AI technology to generate some of the images and assets featured in our game. This approach allowed us to enhance the visual elements of the game efficiently while maintaining our creative direction. The AI tools were used solely for asset creation, and all gameplay mechanics, coding, and design decisions were developed manually by our team. | Nikolas | - | Mar 18, 2026 | |
Super Miners In-game content art | Main menu drawings created by AI. | METAGAR | 13 | Mar 18, 2026 | |
Final Redoubt: Zombie Apocalypse In-game content artcode | AI was used for texture generation and game code optimization. | Jonathan T Freeman | - | Mar 18, 2026 | |
Real Time Chess Roguelike Dev only code | AI was used to assist with design and programming | RedRickGames | - | Mar 18, 2026 | |
Puzkin: Magnetic Odyssey Unclear text | Help for translation & correction of text | Tokkun Studio | - | Mar 18, 2026 | |
VOID DIVER: Escape from the Abyss In-game content audiotext | We use AI tools to enhance the overall quality of the game, specifically for background music, translation, and streamlining early-stage work. We guarantee that all final art assets in the game have been meticulously hand-finished and completed by human artists. | STUDIO NEMO | - | Mar 18, 2026 | |
Monkey Drive Unclear audio | Few Soundclips | Codwis | - | Mar 18, 2026 | |
The Last Nordic Tribe In-game content art | Some visual elements in this game, such as textures and illustrations, were partially generated or enhanced using artificial intelligence tools, and then manually refined and integrated by the development team. | Never Say Never | - | Mar 18, 2026 | |
Powder Runners: Maze Quest In-game content text | This game uses artificial intelligence only for narrative content creation.
All dialogue, descriptions, and text were generated with the help of AI during development, with manual review to ensure quality, cohesion, and originality.
AI is not used in real time during gameplay and does not interact directly with the player. All final content was carefully integrated into the game before release. | Farytek | - | Mar 18, 2026 | |
The Variant Void Store/marketing art | The logo is made from generative AI, but nothing else. | Glistening Leaf Games | - | Mar 18, 2026 | |
Spell Magic In-game content art | Generative AI was used for marketing material and the game icon. | Letanyan | - | Mar 18, 2026 | |
Nightmare Of SilkenCore - Train Hell In-game content audio | The Voice of NPC Was made with AI | Napping Penguin | - | Mar 18, 2026 | |
Starlight Mining Company In-game content audio | Some audio assets have been created using generative AI. | Glophouse Labs LLC | - | Mar 18, 2026 | |
Rapid Impact Store/marketing art | AI was used to generate the game's logo. | Rapid Impact Studio | - | Mar 18, 2026 | |
Taram Baba In-game content artaudio | Some character designs, cover art, or sound effects are inspired by or modified versions of AI-generated art. | Sofa Interactive | 14 | Mar 18, 2026 | |
Bazar Simulator: The Wan Story Store/marketing artaudio | AI-generated posters and songs | Pigeon-G | - | Mar 18, 2026 | |
Catalyst In-game content art | We utilize AI-generated art for some of our backgrounds. | Ravonix Entertainment | - | Mar 18, 2026 | |
Everfall 1999 In-game content art | I'm using AI to generate the store capsule image, running the AI locally on my PC. The image does not violate any copyrights and accurately represents content from my game. | Mayhemcreations | - | Mar 18, 2026 | |
Nyxerion In-game content art | I'm using AI to generate some artwork for loading screen or menu background, i didn't want them to be empty so i used AI to make it more interesting | HID Studio | 10 | Mar 18, 2026 | |
Master of the Arena In-game content art | Some pre-rendered assets, such as images, were created using generative AI and then modified by hand to meet the required design and quality standards. No live generative AI is used. | UlrichVonSigwin | - | Mar 18, 2026 | |
Minidinos In-game content art | Generative AI was used to create the logo and marketing materials for the game. Some of the in-game units were also pre-rendered using a generative AI template. | Gordan Glavaš | - | Mar 18, 2026 | |
SIN CARDS: Welcome to the Netherworld Dev only art | Card templates are created with some assistance from AI, then refined with design tools such as GIMP. | Wynand Smit | - | Mar 18, 2026 | |
Brutal Cube In-game content art | Some in-game or store images were created with the assistance of artificial intelligence. | Woziva | - | Mar 18, 2026 | |
Command or Engage In-game content artaudio | AI generated images and voices for game trailers | 1G Studio | - | Mar 18, 2026 | |
Akumon Summoner In-game content textart | No generative AI is used live by players.
Artificial intelligence is used in Akumon Summoner as a support tool for development. It is involved in the following areas:
Translations: AI was used to produce an early version of the in-game text translations. These translations are provisional and are subject to manual revisions.
Visuals: AI tools were employed to create temporary visuals during the early stages of development. These visuals were used to test and adjust the game's artistic direction. Some of these temporary visuals may still be present during early access. | Nerking Games | 11 | Mar 18, 2026 | |
The Night Shift In-game content audioart | We are a small team of designers and we use AI technologies for music and texture images so that the players can enjoy more from the final game. | Kerem Karal | - | Mar 18, 2026 | |
Drones vs Tanks In-game content audioart | Some of the music, sound effects, and visuals in this game have been generated using AI technologies, bringing a unique and creative twist to the game's overall experience. | Nokwite Games | - | Mar 18, 2026 | |
Nine Minute Mayhem In-game content artaudio | The promotional image for the game, which is also used as the image for the 'play' button on both the home screen and character selection screen, was generated using AI along with some amount of human made alterations.
In addition, the "Coming Soon" trailer on Steam features music that was generated using AI. | Supercap Games LLC | - | Mar 18, 2026 | |
Foepower In-game content art | UPDATE: Foepower now offers a 100% human, 0% AI art pack drawn by the developer's daughter. The "Aspiring Artist" art pack is included in the base game for everyone.
For the default art pack, Foepower Game Studio utilized generative AI to assist in development of the game's pre-rendered art and marketing assets. All art assets have been reviewed and finalized by the developer, and considerable care has been taken to craft a consistent and compelling game universe. | Foepower Game Studio | - | Mar 18, 2026 | |
MY HOUSE In-game content artaudio | Some of the textures and SFX was created with AI | Sushko Dmytro | - | Mar 18, 2026 | |
Landonia In-game content art | In addition to paid-for licensed assets from supported artists and musicians, the game also uses AI pictures for some graphical assets. | Landonia RPG | 16 | Mar 18, 2026 | |
rodent race In-game content art | Used KI to generate all game art and logos and manually modified it. | hyperg8 | - | Mar 18, 2026 | |
The Advent: Children of Arla Live AI text | It will be used to help generate randomness and realism to the NPC interactions. The hope is pull content from my book, Children of Arla, to help support the plot and story in the game. | Planet Postmoderna LLC | - | Mar 18, 2026 | |
WASTED Bloodline In-game content art | We are a small independent studio, and to optimize our time and focus on the core of the game, we used Artificial Intelligence only to create a few minor graphical elements. Everything else — from gameplay to art direction to writing — is the result of our work, our passion, and countless hours of development. Thank you for your support! | 3C Games | - | Mar 18, 2026 |