Some of the promotional materials in the game are generated using ai
- Creator
- Buddy Studio
- Reviews
- 27
- Added
- Mar 18, 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.
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Interactive or runtime AI features disclosed by the developer.
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Some of the promotional materials in the game are generated using ai
AI was used to support the creative process in various assets.
Most of the game's art and UI are generated by AI.
The game uses artificial intelligence to edit text and create some assets (sounds and sprites). 95% of the game's assets are not AI-generated.
Crusader features artwork developed with generative AI.
Some icons, background images, and sound effects are generated by AI
This game uses generative AI to support certain NPC dialogue and voice interactions. AI-generated content operates within predefined gameplay systems and is moderated to ensure it complies with platform guidelines.
We used AI technology to assist in polishing the details of certain art assets and creating promotional marketing images. All final content was manually processed and finalized by humans.
During the development of this game, some art assets — including character designs, environments, and item illustrations — were created with the assistance of generative artificial intelligence tools (such as Midjourney). All AI-generated materials have been manually reviewed, refined, and post-processed to ensure consistency with the game’s artistic direction. Apart from these visual assets, all gameplay systems, story content, and interactive logic were entirely designed and implemented by the development team without the use of any automated generation or self-learning algorithms.
游戏在商店宣传图/pv等使用AI生成
Players can chat with NPCs that are powered by AI, each programmed with their own backstory and characteristics.
- Human‑led first. The core research, design, and code were produced by the development team. - AI used as an advisor. AI provided recommendations, reference gathering, and blind‑spot analysis; it did not generate the final content. - Human review and integration. Team members validated, edited, and implemented all recommendations before use. - Technical outcomes verified. Calculations suggested by AI were converted into deterministic code and tested for accuracy. - Rights and sources checked. Artistic and literary references were verified for licensing and factual accuracy before inclusion.
Few background images in "AVG"part of this game was adjusted by AI. All these adjusted images was originally real-world photograph. other content of this game was not ai pre-rendered
사운드 이펙트와 OST 제작에 생성형 AI를 사용함.
This game uses AI-generated visual and audio assets.
The CG character design, UI design, and posters all use authorized AI tools.
A small portion of the game's art uses AI generated assistance.
We used AI tools to help prepare some of our game assets and enhance our screenshots.
Generation of images and video animations made using artificial intelligence
AI was used in the coding of this game, the asset generation, brainstorming practical solutions (knowledge about opensource tts options, distribution options), and in helping problem solve most steps in the development, and application process. It allowed one developer to create a high quality, low cost educational product to greatly assist in language learning worldwide.
During the development of this game, we used generative AI tools to assist in creating two types of core content: first, game-related graphical materials, including capsule images required for store promotion (such as Header Capsule, Small Capsule, etc.), in-game scene illustrations, character design reference images, and other visual assets; second, game audio materials, including background music for scenes, operational interaction sound effects, and other musical content. All AI-generated materials have undergone screening, modification, and compliance review by the development team to ensure they meet Steam's graphical asset rules and content guidelines. The final presentation is highly consistent with the game's overall style and core gameplay, and does not involve any non-compliant or infringing content.
About half of the character 3D models were created using AI. AI was used for most of the music, with a few exceptions. For images, AI was used for the icons.
We only used AI-generated content for Steam capsule images.
Some visual assets, such as icons and UI borders, were created using generative AI tools.
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
The IA was used to clean, tidy and simplify code, make some 3d Environment assets and some UI elements
We use AI to help with marketing assets, like illustrations for store pages and achievements.
We used AI technology in our promotional materials.
Some creative mockups was made with AI by the designers, and then used by our artists as general inspiration.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
This game uses AI behind the scenes as part of the development pipeline.
1. In-game voice lines are dubbed using AI. 2. The game includes one original BGM track by the developer; all other in-game sound effects are generated using AI. 3. Some AI-generated images are used as widgets. 4. A portion of the in-game models (about 5%) were initially created with AI and then modified.
The game uses some AI-generated text to enhance immersion through short form responsive NPC dialogue and procedurally described events. Each character’s dialogue is contextually grounded in their role, knowledge, and surroundings, keeping interactions cohesive and authentic. Generative AI is NOT used for world narrative writing, lore, game logic, audio, images, or calculating outcomes of any kind. AI systems ensure every player’s experience feels distinct while remaining true to the game’s established lore and tone. This feature is experimental, and is not part of the core game.
This game uses AI-generated assets (background images and character tokens). Early Access revenue will go towards commissioning non-AI art.
Game application icon and splash screen's initial concepts were generated using Stable Diffusion
The vending machine and island promo art were AI-generated; the final assets were later hand-retouched. The vending-machine’s facial animations were NOT made with AI.
The program includes a local (offline, downloaded with the build) AI model trained by us to generate text content for adventures, NPCs, mobs, and items based on player prompts. In addition, the program includes pre-generated 3D models of props and NPCs edited by artists.
AI Has been used to assist in game development, as well as designing some of the character and enemy voxel models. It has also been used to enhance clips or screenshots from the game to use for the store page items. For example the VD Logo is polished from the in game main menu screen, and then used AI to fit together and clean it up.
AI was used to create the enemy sprites.
Some icons and a small amount of other materials were generated using AI
Certain interface icons and logos in this game were generated using GPT Image 1, while some 3D models were created with Meshy. All AI-generated assets have been manually modified and refined.
In the game, players can press the "G" key to open the AI communication panel, and interact with the two AIs—Doubao and DeepSeek—by typing text. Players can choose to chat with either Doubao or DeepSeek, and both AIs will respond based on the player's input. Meanwhile, the AIs' decisions will influence the progression of the in-game storyline and their own specific behaviors. For instance, the AIs may determine the direction of storyline branches based on the content of the player's conversation, or change their movement paths in the game world and perform different actions. This creates a richer and more personalized gaming experience for players.
This game use IA to create textures
Some visual and audio assets in this game were partially created or enhanced using generative AI tools under the developer’s supervision. All content has been reviewed and edited manually to ensure it fits the artistic style and atmosphere of the game. The game itself does not generate or use AI content in real time.
Concept arts and drafts for characters, monsters, UI icons are generated by AI, however, they have all gone through manual post-processed. Sound assets are generated by generative-AI models. Marketing materials including Library Assets are also AI-assisted generated. Some parts of localization string is assisted by AI to get proper translation.
We use AI generated graphics as placeholders for store art and game menus until we are able to pay a graphic designer for the final release.
The developer utilized AI image generation tools to assist in the creation of specific static visual assets where professional human artist craft was not financially viable for a solo project. These assets include the store capsule art, menu background textures, and narrative event illustrations. All AI generated output was heavily curated, edited, and painfully amended by the developer to ensure consistency with the game's 1970s pulp fantasy aesthetic and pixel-art gameplay. No AI is used to generate content live during gameplay.
Use of artificial intelligence to generate images subsequently corrected and embellished by human artists.
During development, some pre-generated assets were created using commercially licensed generative AI services. This includes a portion of the environmental art, character portraits, and character audio voice lines. The developer holds the appropriate commercial licenses for all tools used and owns the rights to all generated assets included in the game.
AI helped create some of the assets in the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
金宵公寓事件 Store/marketing art | Some of the promotional materials in the game are generated using ai | Buddy Studio | 27 | Mar 18, 2026 | |
The Darker Night - Tactics Unclear | AI was used to support the creative process in various assets. | Spinnerzeit | - | Mar 18, 2026 | |
Clan and Crown In-game content art | Most of the game's art and UI are generated by AI. | alanchu | 11 | Mar 18, 2026 | |
Headache: Altered States In-game content textaudioart | The game uses artificial intelligence to edit text and create some assets (sounds and sprites). 95% of the game's assets are not AI-generated. | Pior Dipond | - | Mar 18, 2026 | |
Crusader In-game content art | Crusader features artwork developed with generative AI. | Recoil Mojo | - | Mar 18, 2026 | |
Who Is the GOAT In-game content artaudio | Some icons, background images, and sound effects are generated by AI | PSP之魂 | - | Mar 18, 2026 | |
Prism2033 Live AI textaudio | This game uses generative AI to support certain NPC dialogue and voice interactions. AI-generated content operates within predefined gameplay systems and is moderated to ensure it complies with platform guidelines. | CyberNest Entertainment Limited | - | Mar 18, 2026 | |
BattleSiege Store/marketing art | We used AI technology to assist in polishing the details of certain art assets and creating promotional marketing images. All final content was manually processed and finalized by humans. | KindHero | - | Mar 18, 2026 | |
发现时代 Age Of Discovery In-game content art | During the development of this game, some art assets — including character designs, environments, and item illustrations — were created with the assistance of generative artificial intelligence tools (such as Midjourney).
All AI-generated materials have been manually reviewed, refined, and post-processed to ensure consistency with the game’s artistic direction.
Apart from these visual assets, all gameplay systems, story content, and interactive logic were entirely designed and implemented by the development team without the use of any automated generation or self-learning algorithms. | PuTianZhiXia | - | Mar 18, 2026 | |
拾取宝石后意外觉醒了复制魔王力量的逆天技能 Store/marketing art | 游戏在商店宣传图/pv等使用AI生成 | zeros | - | Mar 18, 2026 | |
Yooca: Your Life Live AI text | Players can chat with NPCs that are powered by AI, each programmed with their own backstory and characteristics. | Youniverse Games Sdn. Bhd. | - | Mar 18, 2026 | |
Stuck in a Trench Dev only | - Human‑led first. The core research, design, and code were produced by the development team.
- AI used as an advisor. AI provided recommendations, reference gathering, and blind‑spot analysis; it did not generate the final content.
- Human review and integration. Team members validated, edited, and implemented all recommendations before use.
- Technical outcomes verified. Calculations suggested by AI were converted into deterministic code and tested for accuracy.
- Rights and sources checked. Artistic and literary references were verified for licensing and factual accuracy before inclusion. | Iron Otter | - | Mar 18, 2026 | |
东方铭珠塔 In-game content art | Few background images in "AVG"part of this game was adjusted by AI.
All these adjusted images was originally real-world photograph.
other content of this game was not ai pre-rendered | 北若柏小组 | - | Mar 18, 2026 | |
Jeon Woo-chi In-game content audio | 사운드 이펙트와 OST 제작에 생성형 AI를 사용함. | DOSA | - | Mar 18, 2026 | |
Caravan:The Trade Road In-game content artaudio | This game uses AI-generated visual and audio assets. | Ert Gaming Studio | - | Mar 18, 2026 | |
无面回响 Store/marketing art | The CG character design, UI design, and posters all use authorized AI tools. | 空棱游戏 | - | Mar 18, 2026 | |
星之城 In-game content art | A small portion of the game's art uses AI generated assistance. | 星之灰工作室 | - | Mar 18, 2026 | |
MeGa BoNKeRS ToGeTHeR Store/marketing art | We used AI tools to help prepare some of our game assets and enhance our screenshots. | Co-Op Station | - | Mar 18, 2026 | |
The price of tomorrow Store/marketing art | Generation of images and video animations made using artificial intelligence | Gleb&Aleksandr | - | Mar 18, 2026 | |
FlashBoss Dev only codeartaudiotext | AI was used in the coding of this game, the asset generation, brainstorming practical solutions (knowledge about opensource tts options, distribution options), and in helping problem solve most steps in the development, and application process. It allowed one developer to create a high quality, low cost educational product to greatly assist in language learning worldwide. | Odiin | 11 | Mar 18, 2026 | |
她的狩猎场 In-game content artaudio | During the development of this game, we used generative AI tools to assist in creating two types of core content: first, game-related graphical materials, including capsule images required for store promotion (such as Header Capsule, Small Capsule, etc.), in-game scene illustrations, character design reference images, and other visual assets; second, game audio materials, including background music for scenes, operational interaction sound effects, and other musical content. All AI-generated materials have undergone screening, modification, and compliance review by the development team to ensure they meet Steam's graphical asset rules and content guidelines. The final presentation is highly consistent with the game's overall style and core gameplay, and does not involve any non-compliant or infringing content. | 电子冰块Cybertech | - | Mar 18, 2026 | |
Rebel Infernal Path In-game content artaudio | About half of the character 3D models were created using AI. AI was used for most of the music, with a few exceptions. For images, AI was used for the icons. | Lonewolf&Cat / 孤独な狼と猫 | - | Mar 18, 2026 | |
Minsgon Simulator: Prologue Store/marketing art | We only used AI-generated content for Steam capsule images. | Vokcen | - | Mar 18, 2026 | |
Tippy's Quest In-game content art | Some visual assets, such as icons and UI borders, were created using generative AI tools. | Tippy | - | Mar 18, 2026 | |
Tale of Immortal Ring Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | 43 | Mar 18, 2026 | |
Cutlery Warriors - The corroded kingdom In-game content artcode | The IA was used to clean, tidy and simplify code, make some 3d Environment assets and some UI elements | EmmeForte | - | Mar 18, 2026 | |
Poly Plaza 2 Store/marketing art | We use AI to help with marketing assets, like illustrations for store pages and achievements. | VGS | - | Mar 18, 2026 | |
永恒战神传奇 Store/marketing art | We used AI technology in our promotional materials. | 战神传奇 | 45 | Mar 18, 2026 | |
Hell Architect: Survivors Dev only art | Some creative mockups was made with AI by the designers, and then used by our artists as general inspiration. | Leonardo Productions | - | Mar 18, 2026 | |
Cyberphobia: Prologue codeart | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED | - | Mar 18, 2026 | |
Berrus Dev only | This game uses AI behind the scenes as part of the development pipeline. | Agentrudis | - | Mar 18, 2026 | |
Clim Snail In-game content audioart | 1. In-game voice lines are dubbed using AI.
2. The game includes one original BGM track by the developer; all other in-game sound effects are generated using AI.
3. Some AI-generated images are used as widgets.
4. A portion of the in-game models (about 5%) were initially created with AI and then modified. | nuk | - | Mar 18, 2026 | |
MYTHOLOGOUS™ Live AI text | The game uses some AI-generated text to enhance immersion through short form responsive NPC dialogue and procedurally described events. Each character’s dialogue is contextually grounded in their role, knowledge, and surroundings, keeping interactions cohesive and authentic.
Generative AI is NOT used for world narrative writing, lore, game logic, audio, images, or calculating outcomes of any kind.
AI systems ensure every player’s experience feels distinct while remaining true to the game’s established lore and tone.
This feature is experimental, and is not part of the core game. | Grant Medlyn | - | Mar 18, 2026 | |
The Umbral Seal In-game content art | This game uses AI-generated assets (background images and character tokens).
Early Access revenue will go towards commissioning non-AI art. | Dominictus Games | - | Mar 18, 2026 | |
Hollows Of Rogue In-game content art | Game application icon and splash screen's initial concepts were generated using Stable Diffusion | r618 | - | Mar 18, 2026 | |
Island Survivor Store/marketing art | The vending machine and island promo art were AI-generated; the final assets were later hand-retouched. The vending-machine’s facial animations were NOT made with AI. | Bit Constellation | - | Mar 18, 2026 | |
Never Ending Dungeon In-game content textart | The program includes a local (offline, downloaded with the build) AI model trained by us to generate text content for adventures, NPCs, mobs, and items based on player prompts. In addition, the program includes pre-generated 3D models of props and NPCs edited by artists. | Spellarena | - | Mar 18, 2026 | |
Voxel Delvers In-game content art | AI Has been used to assist in game development, as well as designing some of the character and enemy voxel models. It has also been used to enhance clips or screenshots from the game to use for the store page items. For example the VD Logo is polished from the in game main menu screen, and then used AI to fit together and clean it up. | Teragon Studios | - | Mar 18, 2026 | |
Multiverse Idle In-game content art | AI was used to create the enemy sprites. | Kappa Games | - | Mar 18, 2026 | |
勇者传说:圣器再临 In-game content art | Some icons and a small amount of other materials were generated using AI | 水狗工作室 | - | Mar 18, 2026 | |
Xuande In-game content art | Certain interface icons and logos in this game were generated using GPT Image 1, while some 3D models were created with Meshy. All AI-generated assets have been manually modified and refined. | ValarFerys | - | Mar 18, 2026 | |
AI女友 AI girlfriend Live AI text | In the game, players can press the "G" key to open the AI communication panel, and interact with the two AIs—Doubao and DeepSeek—by typing text. Players can choose to chat with either Doubao or DeepSeek, and both AIs will respond based on the player's input.
Meanwhile, the AIs' decisions will influence the progression of the in-game storyline and their own specific behaviors. For instance, the AIs may determine the direction of storyline branches based on the content of the player's conversation, or change their movement paths in the game world and perform different actions. This creates a richer and more personalized gaming experience for players. | fpygames | - | Mar 18, 2026 | |
Nightmares of darkness In-game content art | This game use IA to create textures | JDJL | - | Mar 18, 2026 | |
Call of the Lake In-game content artaudio | Some visual and audio assets in this game were partially created or enhanced using generative AI tools under the developer’s supervision.
All content has been reviewed and edited manually to ensure it fits the artistic style and atmosphere of the game.
The game itself does not generate or use AI content in real time. | StarryFrame Games | - | Mar 18, 2026 | |
Hell Forge In-game content artaudiotext | Concept arts and drafts for characters, monsters, UI icons are generated by AI, however, they have all gone through manual post-processed. Sound assets are generated by generative-AI models. Marketing materials including Library Assets are also AI-assisted generated. Some parts of localization string is assisted by AI to get proper translation. | Gabhyun Kim | 24 | Mar 18, 2026 | |
RadSpire Store/marketing art | We use AI generated graphics as placeholders for store art and game menus until we are able to pay a graphic designer for the final release. | Kevin Munson | - | Mar 18, 2026 | |
Killing Momentum: Umbral Moon In-game content art | The developer utilized AI image generation tools to assist in the creation of specific static visual assets where professional human artist craft was not financially viable for a solo project. These assets include the store capsule art, menu background textures, and narrative event illustrations. All AI generated output was heavily curated, edited, and painfully amended by the developer to ensure consistency with the game's 1970s pulp fantasy aesthetic and pixel-art gameplay. No AI is used to generate content live during gameplay. | Circle Of Hex | - | Mar 18, 2026 | |
Mi primer amor In-game content art | Use of artificial intelligence to generate images subsequently corrected and embellished by human artists. | MAGNA GAMES | - | Mar 18, 2026 | |
Infini Orbis In-game content artaudio | During development, some pre-generated assets were created using commercially licensed generative AI services. This includes a portion of the environmental art, character portraits, and character audio voice lines. The developer holds the appropriate commercial licenses for all tools used and owns the rights to all generated assets included in the game. | Tanis | - | Mar 18, 2026 | |
Global Agent In-game content | AI helped create some of the assets in the game. | Pomerania Games | - | Mar 18, 2026 |