Voice performances in this game were produced with AI voice generation under a commercial license. All writing, art, and design are human-authored.
- Creator
- Wander & Wilt
- Reviews
- -
- Added
- Aug 29, 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.
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Interactive or runtime AI features disclosed by the developer.
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Voice performances in this game were produced with AI voice generation under a commercial license. All writing, art, and design are human-authored.
All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made.
The code and the graphic design was made with AI
Nine Crowns uses generative AI as part of its art development process. AI-assisted tools are used to create and refine some character art, environments, sprites, and promotional artwork. These assets are selected, directed, edited, and reviewed by the development team before being included in the game. No AI content is generated during gameplay.
As indie developers we use generative AI to power our creativity and build this game faster and according our community desires and our own vision for the game.
Generative AI tools assisted with selected pre-generated UI artwork and sound/music effects. All generated assets were reviewed and edited by the development team.
AI has been used to generate artwork for this game.
Generative AI tools were used for localization, marketing images, intro video, and some graphical assets.
Some graphic asset is generated by AI
This game uses generative AI tools during development to assist with the creation of certain visual assets. All content is reviewed and curated by the development team to ensure quality and consistency with the game's vision.
Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay.
Generative AI was used to assist in creating a small number of icons.
Used AI on preexisting artwork made by myself (ICONS) to speed up DEV by replacing frames faster than manual edit each button
Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios. Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA.
Generative AI is used in a supplementary capacity, at two points. First, as a drafting step for some of the game's 2D illustrations: every such asset is then rebuilt through our own production pipeline — reduced to a strict 1-bit black-and-white format, curated, and animated frame by frame with in-house tools — so that it matches our art direction. Second, the game is written in French, and its translations into the eight other supported languages are AI-assisted. No generative AI runs in the game itself: all content ships fixed with the build.
AI was used for programming and helping with translation of the game for other languages than Polish.
AI-based tools were used solely as a supportive aid for creating select pre-rendered in-game assets and text, with all final content thoroughly reviewed and refined by the development team. The game contains no live-generated AI content during gameplay.
Some store Images excluding game play screenshots in the store page for this game are AI generated.
Certain graphical assets, such as the game’s loading-screen images, were generated using AI.
Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay.
AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them. Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo.
Autoregressive Gen Assist & Debugging
Some of the artwork in Scoundrel: The Descent, including the illustrated card art and background images, was created with the help of generative AI tools and then reviewed and edited by hand. No AI-generated content is produced while you play. If you would rather not see it, Settings includes a "No AI art" option that hides the card illustrations and shows only suit, rank, and frame.
Generative AI was used to create portions of the promotional trailer. The game itself does not contain AI-generated 3D assets; its 3D assets are commercially licensed assets.
Our work incorporates commissioned artwork, licensed and publicly available assets, and AI-generated content. Regardless of the source materials used, the final product is the creative expression of our development team.
Text localization
Placeholder art assets for the demo are ai-generated, but will be replaced with human art at the earliest reasonable opportunity.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Some images and content powered by generative artificial intelligence.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs.
Some static background images and card textures.
Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI.
AI assistance was used to create and visually enhance some of the visuals in the trailer.
Some of this game's art and audio assets were created using generative AI tools, from the studio's own prompts and under our tool licenses, then curated and edited by the team. All game code and text were written by hand.
Some of this game's pre-generated assets were created by Meridian Studios using generative AI tools, from our own prompts and under our licenses: 2D art (illustrations, backgrounds, character and enemy tokens, icons, and store art) generated with FLUX via the Replicate API, and a portion of the sound effects generated with ElevenLabs. All AI-assisted assets were reviewed, curated, and integrated by the studio. No AI-generated content is produced live during gameplay, and no player data is sent to any AI service.
AI generated mood pictures, atmosphere, characters, some background images
AI-assisted tools were used during development to help refine and polish text localization.
Code generation and quality assurance testing/reporting.
Portions of the in-game codex (character biographies, historical battle summaries) were drafted with the assistance of a large language model based on the developer's own lore notes and edited by hand. A subset of pixel-art tile and prop textures were procedurally generated from developer-written Python scripts. All content is reviewed and finalized by the developer; no generative image models (e.g. Stable Diffusion, Midjourney) were used to produce in-game art.
The localization of this game was created using AI translation tools.
We use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team.
The background images featured in the game were created using AI. Some of the images used in the in-game UI were generated using AI. The in-game background music (BGM) was created using AI.
Some 2D artwork (key art, item icons, and UI art) was created using generative-AI tools, with human selection and editing.
Generative AI was used during development to create a small amount of temporary placeholder imagery. AI-generated content is limited to pre-generated visual assets and no AI content is generated during gameplay.
Some current promotional and store page artwork was created with the assistance of generative AI tools.
Generative AI tools were used during development to assist with creating and refining some 2D artwork, visual assets, and promotional images. All AI-assisted content is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not send player data to generative AI services.
This game’s store page key art, capsules, and marketing images were created with the assistance of generative AI tools. The game experience itself was developed independently.
Generative AI was used during development to create initial visual concepts and source imagery. These images were then substantially edited, redrawn, and altered by the developer before being included in the final game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
A Lovely Day in Hell In-game content audio | Voice performances in this game were produced with AI voice generation under a commercial license. All writing, art, and design are human-authored. | Wander & Wilt | - | Aug 29, 2026 | |
THE LONG FORGETTING In-game content artaudio | All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made. | Quiet Machine | - | Aug 29, 2026 | |
Arcanefall : Darklands Unclear artcode | The code and the graphic design was made with AI | zak1aN | - | Aug 29, 2026 | |
Nine Crowns In-game content art | Nine Crowns uses generative AI as part of its art development process. AI-assisted tools are used to create and refine some character art, environments, sprites, and promotional artwork. These assets are selected, directed, edited, and reviewed by the development team before being included in the game. No AI content is generated during gameplay. | Red Tower Studios | - | Aug 29, 2026 | |
Hexwright Unclear | As indie developers we use generative AI to power our creativity and build this game faster and according our community desires and our own vision for the game. | Naio Games | - | Aug 29, 2026 | |
KleptoMagia In-game content artaudio | Generative AI tools assisted with selected pre-generated UI artwork and sound/music effects.
All generated assets were reviewed and edited by the development team. | Casual Ties Studio | - | Aug 29, 2026 | |
Trials Of The Void In-game content art | AI has been used to generate artwork for this game. | Farya Wolyo Studios | - | Aug 29, 2026 | |
Dead March: Dark Lord Rising In-game content textart | Generative AI tools were used for localization, marketing images, intro video, and some graphical assets. | Imaginary | - | Aug 29, 2026 | |
Feral Prince In-game content art | Some graphic asset is generated by AI | Honeyjam inc | - | Aug 29, 2026 | |
Echo Seekers In-game content art | This game uses generative AI tools during development to assist with the creation of certain visual assets. All content is reviewed and curated by the development team to ensure quality and consistency with the game's vision. | Grey Tactics | - | Aug 28, 2026 | |
Beneath Solmere In-game content audiotextart | Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay. | Matias Devoto | - | Aug 28, 2026 | |
Dungeon Typist In-game content art | Generative AI was used to assist in creating a small number of icons. | IDfeng | - | Aug 28, 2026 | |
Horror Game Creator In-game content art | Used AI on preexisting artwork made by myself (ICONS) to speed up DEV by replacing frames faster than manual edit each button | Outlaw Games | - | Aug 28, 2026 | |
Zombie-Like In-game content audiocode | Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios.
Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA. | code_1s1k | - | Aug 28, 2026 | |
Randventure In-game content arttext | Generative AI is used in a supplementary capacity, at two points. First, as a drafting step for some of the game's 2D illustrations: every such asset is then rebuilt through our own production pipeline — reduced to a strict 1-bit black-and-white format, curated, and animated frame by frame with in-house tools — so that it matches our art direction. Second, the game is written in French, and its translations into the eight other supported languages are AI-assisted. No generative AI runs in the game itself: all content ships fixed with the build. | Epreyn | - | Aug 28, 2026 | |
Magua: Twenty Sorrows In-game content textcode | AI was used for programming and helping with translation of the game for other languages than Polish. | Magua Games | - | Aug 28, 2026 | |
DuskLand In-game content arttext | AI-based tools were used solely as a supportive aid for creating select pre-rendered in-game assets and text, with all final content thoroughly reviewed and refined by the development team. The game contains no live-generated AI content during gameplay. | FirstSpark Games | - | Aug 28, 2026 | |
Dark Age: Tokens of the Fallen Store/marketing art | Some store Images excluding game play screenshots in the store page for this game are AI generated. | Phoenix Studio | - | Aug 28, 2026 | |
Abyssal Descent In-game content art | Certain graphical assets, such as the game’s loading-screen images, were generated using AI. | Trident Studio | - | Aug 28, 2026 | |
Card Slay In-game content arttext | Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay. | Vibe Apps LLC | - | Aug 28, 2026 | |
Anthemborne In-game content art | AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them.
Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo. | CosmicIonicGames | - | Aug 28, 2026 | |
Grave Profits Dev only code | Autoregressive Gen Assist & Debugging | Cryo Chrome | - | Aug 28, 2026 | |
Scoundrel: The Descent In-game content art | Some of the artwork in Scoundrel: The Descent, including the illustrated card art and background images, was created with the help of generative AI tools and then reviewed and edited by hand. No AI-generated content is produced while you play. If you would rather not see it, Settings includes a "No AI art" option that hides the card illustrations and shows only suit, rank, and frame. | BetterSIM LLC | - | Aug 28, 2026 | |
The Goblin Path Store/marketing art | Generative AI was used to create portions of the promotional trailer. The game itself does not contain AI-generated 3D assets; its 3D assets are commercially licensed assets. | muhohum | - | Aug 27, 2026 | |
Sven Rescues a Princess In-game content art | Our work incorporates commissioned artwork, licensed and publicly available assets, and AI-generated content. Regardless of the source materials used, the final product is the creative expression of our development team. | Heroic Forge Games | - | Aug 27, 2026 | |
Tale of Dark Lands In-game content text | Text localization | Satur Entertainment | 35 | Aug 27, 2026 | |
Tower of Annihilation: Welcome to Hell In-game content art | Placeholder art assets for the demo are ai-generated, but will be replaced with human art at the earliest reasonable opportunity. | Aaron Clark | - | Aug 26, 2026 | |
Devour & Evolve Dev only textcode | Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input. | sasoriken-games | - | Aug 26, 2026 | |
RogueSlot Unclear art | Some images and content powered by generative artificial intelligence. | appointed. | - | Aug 26, 2026 | |
NO KING IN HELL Dev only textcode | Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input. | sasoriken-games | - | Aug 26, 2026 | |
Died in the Tower Again In-game content art | Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code). | BANANAK | - | Aug 26, 2026 | |
Gravefever In-game content artcode | All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs. | Rinami | - | Aug 26, 2026 | |
RiftBlade: WarCards Unclear art | Some static background images and card textures. | CyanInk | - | Aug 26, 2026 | |
Ashen Wild In-game content artaudiocode | Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI. | Game Genius Studio | - | Aug 26, 2026 | |
Voldark Store/marketing art | AI assistance was used to create and visually enhance some of the visuals in the trailer. | OzbalHan | - | Aug 26, 2026 | |
Fortuna's Ledger In-game content artaudio | Some of this game's art and audio assets were created using generative AI tools, from the studio's own prompts and under our tool licenses, then curated and edited by the team. All game code and text were written by hand. | Meridian Studios | - | Aug 25, 2026 | |
Doomsayer In-game content artaudio | Some of this game's pre-generated assets were created by Meridian Studios using generative AI tools, from our own prompts and under our licenses: 2D art (illustrations, backgrounds, character and enemy tokens, icons, and store art) generated with FLUX via the Replicate API, and a portion of the sound effects generated with ElevenLabs. All AI-assisted assets were reviewed, curated, and integrated by the studio. No AI-generated content is produced live during gameplay, and no player data is sent to any AI service. | Meridian Studios | - | Aug 25, 2026 | |
Der Champion von Willenburg In-game content art | AI generated mood pictures, atmosphere, characters, some background images | Dark Ninja Alien Goat Mother | - | Aug 25, 2026 | |
Fall of the Void In-game content text | AI-assisted tools were used during development to help refine and polish text localization. | JoeCat | - | Aug 25, 2026 | |
Dreadgence Dev only code | Code generation and quality assurance testing/reporting. | Limited Input LLC | - | Aug 25, 2026 | |
The Isles of the Nine Crowns: Tales of Alaric Stoneheart In-game content textart | Portions of the in-game codex (character biographies, historical battle summaries) were drafted with the assistance of a large language model based on the developer's own lore notes and edited by hand. A subset of pixel-art tile and prop textures were procedurally generated from developer-written Python scripts. All content is reviewed and finalized by the developer; no generative image models (e.g. Stable Diffusion, Midjourney) were used to produce in-game art. | Nine Crown Games | - | Aug 25, 2026 | |
RX10-40 In-game content text | The localization of this game was created using AI translation tools. | KanjiFukuta | - | Aug 25, 2026 | |
Vapor World: Over The Mind In-game content audio | We use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team. | ALIVE Inc. | 69 | Aug 25, 2026 | |
聖嶺鳳学園物語 In-game content artaudio | The background images featured in the game were created using AI.
Some of the images used in the in-game UI were generated using AI.
The in-game background music (BGM) was created using AI. | IsezakiGameWorks | - | Aug 25, 2026 | |
Dreadmark In-game content art | Some 2D artwork (key art, item icons, and UI art) was created using generative-AI tools, with human selection and editing. | Agentas | - | Aug 25, 2026 | |
Time Train In-game content art | Generative AI was used during development to create a small amount of temporary placeholder imagery. AI-generated content is limited to pre-generated visual assets and no AI content is generated during gameplay. | NestHex Games | - | Aug 25, 2026 | |
BOOMSTICKS Store/marketing art | Some current promotional and store page artwork was created with the assistance of generative AI tools. | NetHex Games | - | Aug 25, 2026 | |
Battle Gambit Store/marketing art | Generative AI tools were used during development to assist with creating and refining some 2D artwork, visual assets, and promotional images. All AI-assisted content is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not send player data to generative AI services. | Ganaini Studio | - | Aug 25, 2026 | |
The Black King Store/marketing art | This game’s store page key art, capsules, and marketing images were created with the assistance of generative AI tools. The game experience itself was developed independently. | Arthur Lee Schneider | - | Aug 24, 2026 | |
Pawn of the Pit In-game content art | Generative AI was used during development to create initial visual concepts and source imagery. These images were then substantially edited, redrawn, and altered by the developer before being included in the final game. | ArdenGames | - | Aug 24, 2026 |