Promotional videos and images related to the game's story were rendered with AI
- Creator
- Chengdu Shengming Leyou Network Technology Co., Ltd.
- Reviews
- -
- Added
- Jul 16, 2026
Public Steam disclosure research 25,380 disclosures tracked
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Promotional videos and images related to the game's story were rendered with AI
We use AI-generated or AI-assisted content for some announcement and promotional materials, including announcement screenshots, trailers, GIFs, and game icons. The final release version of the game will not use AI-generated content.
Generative AI tools were used to translate in-game text. Translations into languages spoken by the development team have been reviewed and corrected. Other languages rely primarily on these AI tools.
This game includes some AI generated content using Adobe Firefly. Some of the dialog backgrounds are AI generated textures. The Story video and the Level Loading videos are AI generated. This disclosure is provided so players can make an informed purchasing decision based on their own preferences. AI was not used to create any gameplay code, Blueprints, game systems, level design, environments, or game mechanics.
We used generative AI tools to assist in creating in-game background illustrations. All AI-generated assets were pre-rendered during development and do not generate content in real-time.
Generative AI-assisted tools were used as part of the development process for Xenogarden. This includes support in creating and refining selected visual content such as concept art, artwork, textures, marketing materials and store page assets, as well as assistance with text, localization, sound/music ideas and creative drafts. All content included in the game is pre-generated, selected, reviewed and curated. The game does not generate new AI content during gameplay and does not connect to external AI services during gameplay.
This game uses AI-generated art assets.
Some 2D images and promotional artwork used in the game and on the Steam store page were created or assisted using generative AI tools and then reviewed, modified, and integrated by the developer. No real-time AI-generated content is created during gameplay.
Some of this game's character and enemy art was created with the assistance of generative AI tools during development, then hand-reviewed and edited before shipping. No AI content is generated at runtime.
The game does not use live AI-generated content. All gameplay assets were created by an artist. Some promotional images and UI artwork were initially generated with AI and then manually edited and refined.
AI was used to assist on coding and to create some of the pictures and text descriptions used.
This game uses AI-assisted tools to create character voices. All dialogue was written, directed, edited, and implemented by the developer to fit the characters and story.
Certain assets, music, and sound effects were created using generative AI.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
Some of the game's 2D art (character sprites, scenery, item icons and store artwork) was created with the help of generative AI image tools, then curated, edited and integrated by the team. Parts of the game's code were written with AI assistance under developer direction. All AI-assisted content was reviewed by the developers. The game does NOT generate AI content at runtime and does NOT connect to any external AI service.
A pre-rendered cinematic intro sequence was created with the assistance of AI-based video generation tools. Some visual assets were generated or refined using AI image generation.
AI is used for all sounds: sounds effects, musics.
A game created with the help of "vibe coding." Some assets were created using AI.
Our team uses generative AI tools to assist in developing some assets.
Generative AI tools were used to create store page graphic assets, in-game textures, and assist with writing part of the game code.
Some assets/models and textures in this game were generated using artificial intelligence (AI) tools.
AI Used for 3D models and shader creation, UI Logic and Huge amount of Testing-player Bots. (This is a Solo Dev Game)
AI has been used to translate the game in multiple languages so the story can be enjoyed by more people.
We have used AI tools for sound effects and for parts of the store page art.
Ai was used to help generate artwork for the steam page
This game uses AI-generated artwork for character portraits and encounter illustrations. All other content — game design, code, writing, and audio — is human-created.
Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page.
AI-assisted tools were used during development to help create certain cinematic images, visual effects, music, and localization content. Some cinematic sequences incorporate AI-generated imagery or AI-assisted animation techniques. The majority of the game’s artwork, environments, gameplay content, puzzle design, story content, and overall development were created by hand by the development team. Some music was also created by human collaborators.
The game currently relies on AI for some UI Art Assets, programming, and sound effects.
AI tools were used in a limited capacity during the development of the game, primarily to assist with certain programming tasks and the creation of temporary assets. No AI-generated content is created in real time while playing the game.
We used generative AI mainly for generating code. It has also been used for writing flavour text, many interface descriptions and some lines for an AI character. Finally it has also been used for proofreading.
Some background illustrations were created with generative AI and edited/selected by the developer.
Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for: - Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer. - Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts. - Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts. All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand.
Some of the promotional images were generated by AI.
While developing this game I used AI Tools to assist in many aspects of the game creation process. I used MidJourney to create background images, Mureka to create the sound track, and Ludo to generate sprites. All game design, logic, formulas, gameplay modes, powers, balancing, etc. I handled myself over months of development time.
Some art assets were created with the assistance of AI tools. All final assets were created, edited, refined, and integrated with human involvement.
The artwork has been adapted and polished from ai generated images and content
Some of the background images and environmental artwork in this game were created with the assistance of generative AI tools. All generated images were subsequently edited, adjusted, and integrated manually to match the game's post-apocalyptic aesthetic.
Some images and icons were generated by AI image generation tools, because I am not an artist and too poor to afford one.
Some of the art, including assets, in-game loading screens, and store capsules, was created or partially created using AI.
AI was used to create background images in the novel, as well as objects in the levels, but the levels are drawn to the final stage manually by an artist.
AI tools were used to generate store page capsule images, trailers, and Videos.
Generative AI was used to assist with sound design and localization.
Hi everyone! I'm currently a student and this is my very first indie game. While I'm completely at home with coding and game engines, handling all the visual design and localization entirely by myself was quite a challenge. I created all the promotional capsule art and designs you see on the Steam store page manually from scratch. However, I did use AI generation tools as a starting base for some of the in-game UI overlays and minor textures. Afterward, I manually edited and color-corrected them to ensure they perfectly match the game's dark atmosphere. I also used AI text models to assist with translation and localization. There are no real-time AI generation systems running while you play. Thank you so much for your support and understanding!
The game contains a pre-generated localization created using AI
As the sole developer of Veridium: Final Pulse, I utilize generative AI tools as development assistants to create pre-rendered assets. AI technologies were used to generate 2D artwork, animations, music, sound effects, coding workflows, and promotional store texts. Crucially, all AI-generated elements have been thoroughly reviewed and curated, and were manually edited, modified, or refined wherever necessary to ensure high quality and artistic cohesion. The game contains no real-time or dynamically generated AI content during gameplay, and all tools are used under valid commercial licenses.
AI tools were used to assist with concept art direction, store artwork iteration, written content, UI text refinement, and creative planning. All final content was reviewed, edited, and implemented by the developer.
部分场景模型,纹理使用ai辅助生成
game cover and menu music .only
LAST RITE TD uses generative AI tools during development to assist with creating and iterating some visual concepts, marketing artwork, store capsule images, trailer-related promotional materials, voice/audio elements, and certain worldbuilding or text-drafting support. Some voice/audio elements may also be AI-assisted. All AI-assisted content is reviewed, selected, edited, and integrated by the developer before being used in the game or on the Steam store page. The game does not use generative AI to create unpredictable real-time gameplay content for players during normal play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Doom Reignite In-game content art | Promotional videos and images related to the game's story were rendered with AI | Chengdu Shengming Leyou Network Technology Co., Ltd. | - | Jul 16, 2026 | |
Rebuilt: Last Settlement In-game content art | We use AI-generated or AI-assisted content for some announcement and promotional materials, including announcement screenshots, trailers, GIFs, and game icons.
The final release version of the game will not use AI-generated content. | Night Farm Studio | - | Jul 15, 2026 | |
Concrete Carnage: Scrapheap In-game content text | Generative AI tools were used to translate in-game text. Translations into languages spoken by the development team have been reviewed and corrected. Other languages rely primarily on these AI tools. | SpaceCan | - | Jul 15, 2026 | |
Mutant Scavenger In-game content arttext | This game includes some AI generated content using Adobe Firefly.
Some of the dialog backgrounds are AI generated textures.
The Story video and the Level Loading videos are AI generated.
This disclosure is provided so players can make an informed purchasing decision based on their own preferences.
AI was not used to create any gameplay code, Blueprints, game systems, level design, environments, or game mechanics. | Demenzun Media | - | Jul 15, 2026 | |
GearGrave In-game content art | We used generative AI tools to assist in creating in-game background illustrations. All AI-generated assets were pre-rendered during development and do not generate content in real-time. | 81MM | - | Jul 15, 2026 | |
Xenogarden In-game content arttextaudio | Generative AI-assisted tools were used as part of the development process for Xenogarden.
This includes support in creating and refining selected visual content such as concept art, artwork, textures, marketing materials and store page assets, as well as assistance with text, localization, sound/music ideas and creative drafts.
All content included in the game is pre-generated, selected, reviewed and curated. The game does not generate new AI content during gameplay and does not connect to external AI services during gameplay. | Stefan Krall | - | Jul 13, 2026 | |
Wasteland Messenger In-game content art | This game uses AI-generated art assets. | Qingyuan PixelBox Network Co., Ltd. | - | Jul 13, 2026 | |
The Toilet In-game content art | Some 2D images and promotional artwork used in the game and on the Steam store page were created or assisted using generative AI tools and then reviewed, modified, and integrated by the developer. No real-time AI-generated content is created during gameplay. | Cankut Keskin | - | Jul 13, 2026 | |
Cloudlypse In-game content art | Some of this game's character and enemy art was created with the assistance of generative AI tools during development, then hand-reviewed and edited before shipping. No AI content is generated at runtime. | Joao Paulo Amorim Rosa | - | Jul 11, 2026 | |
More BrainZ In-game content art | The game does not use live AI-generated content. All gameplay assets were created by an artist. Some promotional images and UI artwork were initially generated with AI and then manually edited and refined. | Wynand Smit | - | Jul 11, 2026 | |
Razor Trail Survivors In-game content arttext | AI was used to assist on coding and to create some of the pictures and text descriptions used. | RH Portugal | - | Jul 11, 2026 | |
Vaulted Valor In-game content audio | This game uses AI-assisted tools to create character voices. All dialogue was written, directed, edited, and implemented by the developer to fit the characters and story. | deeplabs | - | Jul 10, 2026 | |
Deadly Dispatch In-game content audio | Certain assets, music, and sound effects were created using generative AI. | Monochrome Ltd | - | Jul 9, 2026 | |
铁门之下 In-game content artaudiotext | This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime. | FunPlaceGame | - | Jul 9, 2026 | |
Idle of the Dead In-game content artcode | Some of the game's 2D art (character sprites, scenery, item icons and store artwork) was created with the help of generative AI image tools, then curated, edited and integrated by the team. Parts of the game's code were written with AI assistance under developer direction. All AI-assisted content was reviewed by the developers. The game does NOT generate AI content at runtime and does NOT connect to any external AI service. | Sucata Studio | - | Jul 8, 2026 | |
I Missed the Apocalypse Store/marketing art | A pre-rendered cinematic intro sequence was created with the assistance of AI-based video generation tools. Some visual assets were generated or refined using AI image generation. | Bork One | - | Jul 8, 2026 | |
La P'tite Box: Technodrama In-game content audio | AI is used for all sounds: sounds effects, musics. | Cyclopsquid | - | Jul 8, 2026 | |
Cratebreaker: Wasteland Workshop In-game content art | A game created with the help of "vibe coding." Some assets were created using AI. | VitalGrid Games | - | Jul 8, 2026 | |
Oxygen Frontier Unclear artaudiotext | Our team uses generative AI tools to assist in developing some assets. | knuckle_horse | - | Jul 8, 2026 | |
拼好车 In-game content artcode | Generative AI tools were used to create store page graphic assets, in-game textures, and assist with writing part of the game code. | 布吉岛Game | - | Jul 5, 2026 | |
CyberRunner: Data Dash In-game content art | Some assets/models and textures in this game were generated using artificial intelligence (AI) tools. | Playthrough Experience | - | Jul 4, 2026 | |
Daemon Doors In-game content artcode | AI Used for 3D models and shader creation, UI Logic and Huge amount of Testing-player Bots. (This is a Solo Dev Game) | CARNIBORA GAMES | - | Jul 4, 2026 | |
The Left Behind In-game content text | AI has been used to translate the game in multiple languages so the story can be enjoyed by more people. | Extrude | - | Jul 3, 2026 | |
Elevator To Hell In-game content audioart | We have used AI tools for sound effects and for parts of the store page art. | Niflheim | - | Jul 3, 2026 | |
Letters From The Dead Store/marketing art | Ai was used to help generate artwork for the steam page | Bludgames | - | Jul 2, 2026 | |
Ragnarok Roads In-game content art | This game uses AI-generated artwork for character portraits and encounter illustrations. All other content — game design, code, writing, and audio — is human-created. | Cassette Works | - | Jul 1, 2026 | |
Survivor | Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page. | KolaCape | 21 | Jun 30, 2026 | |
最后的飞船 In-game content artaudiotext | AI-assisted tools were used during development to help create certain cinematic images, visual effects, music, and localization content. Some cinematic sequences incorporate AI-generated imagery or AI-assisted animation techniques.
The majority of the game’s artwork, environments, gameplay content, puzzle design, story content, and overall development were created by hand by the development team. Some music was also created by human collaborators. | 正常游戏 Normal Games | - | Jun 30, 2026 | |
Crim Ludus In-game content artaudiocode | The game currently relies on AI for some UI Art Assets, programming, and sound effects. | Hawk Vision Games LLC | - | Jun 28, 2026 | |
Last Rail Dev only codeart | AI tools were used in a limited capacity during the development of the game, primarily to assist with certain programming tasks and the creation of temporary assets.
No AI-generated content is created in real time while playing the game. | Benar'd Games | - | Jun 28, 2026 | |
Terraforming Titans In-game content textcode | We used generative AI mainly for generating code. It has also been used for writing flavour text, many interface descriptions and some lines for an AI character. Finally it has also been used for proofreading. | terraforming.titans | 51 | Jun 28, 2026 | |
Naomi’s End In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jun 28, 2026 | |
DeepRise In-game content artaudio | Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for:
- Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer.
- Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts.
- Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts.
All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand. | Max Karnaukh | - | Jun 28, 2026 | |
ISLAND:THE LAST Store/marketing art | Some of the promotional images were generated by AI. | 7 FUNNY | - | Jun 28, 2026 | |
Idle Regenerator In-game content artaudio | While developing this game I used AI Tools to assist in many aspects of the game creation process. I used MidJourney to create background images, Mureka to create the sound track, and Ludo to generate sprites.
All game design, logic, formulas, gameplay modes, powers, balancing, etc. I handled myself over months of development time. | Gestalt Gaming LLC | 45 | Jun 28, 2026 | |
Mirror of Destiny In-game content art | Some art assets were created with the assistance of AI tools. All final assets were created, edited, refined, and integrated with human involvement. | Fandoor Studio | - | Jun 28, 2026 | |
The neon undead In-game content art | The artwork has been adapted and polished from ai generated images and content | Penguinguy001 | - | Jun 28, 2026 | |
Seven Stops: A Trotillions Story In-game content art | Some of the background images and environmental artwork in this game were created with the assistance of generative AI tools. All generated images were subsequently edited, adjusted, and integrated manually to match the game's post-apocalyptic aesthetic. | StViga | - | Jun 28, 2026 | |
Jugger In-game content art | Some images and icons were generated by AI image generation tools, because I am not an artist and too poor to afford one. | Knorrmal Games | - | Jun 28, 2026 | |
Asymptote In-game content art | Some of the art, including assets, in-game loading screens, and store capsules, was created or partially created using AI. | Crazish Games | - | Jun 28, 2026 | |
Pawns of War In-game content art | AI was used to create background images in the novel, as well as objects in the levels, but the levels are drawn to the final stage manually by an artist. | FLARE | 705 | Jun 27, 2026 | |
Bunker Buster Store/marketing art | AI tools were used to generate store page capsule images, trailers, and Videos. | ALPHALOTA | - | Jun 27, 2026 | |
HollowCity:EscapeFromSeoul In-game content audiotext | Generative AI was used to assist with sound design and localization. | StudioHeorang | - | Jun 27, 2026 | |
Last Hope: Zombie Autobattler In-game content arttext | Hi everyone! I'm currently a student and this is my very first indie game. While I'm completely at home with coding and game engines, handling all the visual design and localization entirely by myself was quite a challenge.
I created all the promotional capsule art and designs you see on the Steam store page manually from scratch. However, I did use AI generation tools as a starting base for some of the in-game UI overlays and minor textures. Afterward, I manually edited and color-corrected them to ensure they perfectly match the game's dark atmosphere. I also used AI text models to assist with translation and localization. There are no real-time AI generation systems running while you play. Thank you so much for your support and understanding! | Hands-Off Games | - | Jun 27, 2026 | |
Doomsday Draft In-game content text | The game contains a pre-generated localization created using AI | Palm and Stars | - | Jun 27, 2026 | |
Veridium: Final Pulse In-game content artaudiotextcode | As the sole developer of Veridium: Final Pulse, I utilize generative AI tools as development assistants to create pre-rendered assets. AI technologies were used to generate 2D artwork, animations, music, sound effects, coding workflows, and promotional store texts. Crucially, all AI-generated elements have been thoroughly reviewed and curated, and were manually edited, modified, or refined wherever necessary to ensure high quality and artistic cohesion. The game contains no real-time or dynamically generated AI content during gameplay, and all tools are used under valid commercial licenses. | Mizar42 | - | Jun 27, 2026 | |
Legacy of the Ark: The Long Awakening Store/marketing arttext | AI tools were used to assist with concept art direction, store artwork iteration, written content, UI text refinement, and creative planning. All final content was reviewed, edited, and implemented by the developer. | Broken Ark Studios | 31 | Jun 27, 2026 | |
The Black Water In-game content art | 部分场景模型,纹理使用ai辅助生成 | Blanc | - | Jun 16, 2026 | |
STATE Z In-game content audio | game cover and menu music .only | TEDLANDGAMES STUDIO | - | Jun 15, 2026 | |
LAST RITE TD In-game content artaudiotext | LAST RITE TD uses generative AI tools during development to assist with creating and iterating some visual concepts, marketing artwork, store capsule images, trailer-related promotional materials, voice/audio elements, and certain worldbuilding or text-drafting support.
Some voice/audio elements may also be AI-assisted. All AI-assisted content is reviewed, selected, edited, and integrated by the developer before being used in the game or on the Steam store page.
The game does not use generative AI to create unpredictable real-time gameplay content for players during normal play. | Kalvorq | - | Jun 15, 2026 |