Localization was assisted by AI for multilingual support. A small number of UI icons (approx. 10) were created using AI tools and manually refined by the developer.
- Creator
- Aestone Studio
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,380 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.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Localization was assisted by AI for multilingual support. A small number of UI icons (approx. 10) were created using AI tools and manually refined by the developer.
No real-time generative AI in the client. Static in-game and store art/audio may include material initially produced with generative AI, revised and approved by the developer before release.
This game was built extensively with generative AI. AI tools were used to assist with code development, pixel art generation, music composition, sound effect creation, voice acting, dialogue writing, story design, and game design.
Pictures and sound
Some of the artworks, sounds and localizations in the game have been partially or entirely generated with the help of AI. We strongly believe AI will help videogames reach new heights, not kill jobs nor creativity.
Generative AI tools were used for some visual and audio assets, as well as in parts of the development process. All content included in the final game and store materials was reviewed and edited by the developer before release.
Salvo uses generative AI in a limited, pre-rendered capacity: • Voice Acting: NPC dialogue throughout the campaign is voiced using ElevenLabs text-to-speech technology. All voice lines are generated, reviewed, and bundled with the game during development. No voice synthesis occurs at runtime. • Visual Assets: Select concept art, promotional materials, and supplementary illustrations (such as wiki imagery) were created with assistance from AI image generation tools and reviewed by the development team before inclusion. • Marketing Materials: The game's trailer voiceover and certain store page assets were produced with AI assistance. All AI-assisted content has been reviewed by the developer prior to release. The game does not generate, transmit, or produce any AI content during gameplay — all in-game audio, visuals, and text are pre-rendered and ship with the game.
American Football Coach utilises artificial intelligence to randomise players and finances at the start of each game load, for the gameplay of each individual match, the questions posed by the media and the occasional random event, which can effect your finances and prestige positively or negatively.
This game only uses AI tools to assist in generating part of the art materials and plot copy during the development stage. All AI-generated content has been fully manually reviewed, secondary modified and compliance checked. There is no real-time AI interaction function in the game, and no real-time AI response or usage scenarios for players.
Texture mapping and music sound effects use a little bit of AI
Some AI was used in generating the art used as background in various "personal journal" sequences throughout the game's story arc.
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
Character portraits, battle scene backgrounds, and promotional artwork were created using AI image generation (Midjourney). All game design, narrative, code, and music are human-created.
Some visual and textual elements of this game were initially created using generative artificial intelligence tools as part of the development process. All content has subsequently been reviewed, edited, and manually refined by the team to ensure its quality, consistency, and suitability for the final game experience.
I used AI-assisted tools to help create and animate characters, manually refining and adapting them to fit the game's art style. All other content, including world-building, UI, SFX, VFX, was either licensed from professional artists or created traditionally.
This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer. All language translations were done using Claude. If there are any mistranslations, please contact me to fix them!
A large part of the art in War of the Damned has been generated using Artificial Intelligence.
All images used in the game were AI-generated. All images on the store page were also AI-generated.
Some in-game images and sounds are generated by Generative Artificial Intelligence.
The title screen video, as well as some character portraits and battle graphics, were created using AI generation tools.
The game has AI rendered pictures for the NPC characters.
Code organization, Canva title screen.
This game is made by just one person and uses artificial intelligence to create the images in order to optimize the game's development.
All visual assets (sprites, terrain, UI, capsule art) were AI-generated and then manually edited in GIMP. Game design, direction, and integration were done entirely by the solo developer.
Some visual assets were created with the assistance of AI image generation tools and subsequently edited and refined by the developer.
Localized content utilizes AI
This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds. All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights.
AI tools were used to generate secondary visual assets, such as some skill icons, and background textures. All AI-generated assets have been heavily hand-edited and refined by the developer to ensure a consistent visual style that aligns with the game's aesthetic. All musical compositions were created entirely from scratch without the use of AI.
Graphics (Title Screen): AI was used to generate the base image for the title screen. This output was then manually edited, adjusted for layout, and refined to create the final visual. Localization (Translation): AI was used as an assistant in the translation process. Following the initial AI-generated draft, all text has been manually reviewed and edited to ensure contextual accuracy and quality.
I used AI for game assets I could not get from artists [All sprites units are from real artists : Lyaseek and Dreamir]AI assisted code.
As a solo developer working on a passion project, I utilized generative AI tools to assist in creating some of the visual assets for the game. This includes character portraits, background art, and certain UI elements. All music, audio and localization in the game are entirely human-made and do not use any generative AI technologies.
Remember to Die was built solo with no official budget using AI as a creative instrument — not to replace the human decisions, but to handle the ones that would have made this game impossible otherwise. No jobs were lost, but a game was made possible.
Character and menu artwork was created using generative AI tools and later edited by the development team.
Generative AI was not used for in-game art, gameplay assets, systems, or core game content. AI translation tools were used only for some additional text added later during development. Most localization was handled by a professional translation vendor. The only AI-generated visual assets currently used are the Steam header capsule and library logo illustrations, which were manually retouched. They are not used inside the actual game, and I plan to replace them after release if the game earns enough revenue.
Isometric city view is generated
Some of the English text in this game has been translated using generative AI tools; all Chinese content was written manually by the developer.
This game includes some AI-generated content: character illustrations.
Illustrartion CG using Generative AI
This game uses generative AI-assisted tools in a small amount of non-core content, such as certain event illustration backgrounds, world map event displays, and some promotional materials used on the store page. The core content of the game, including gameplay design, combat systems, character design, primary visual presentation, and programming, has been manually created and refined by the developer. AI-generated content is used only for supplementary visual purposes and does not affect the core gameplay experience.
During the development process, we utilized generative AI to assist in creating preliminary assets for backgrounds, characters, UI concepts, as well as initial drafts for music and video elements. All related assets were subsequently refined and manually adjusted by our professional art, sound, and video teams to ensure they align perfectly with the game’s unique artistic style and meet our high-quality standards.
I have used AI tools to produce code, images and music for the game.
1).Opening Story background images. 2).Character portrait images are AI-assisted.
Some promotional images were created or enhanced using generative AI tools. The game also contains AI-generated voice narration. All AI-generated content was reviewed and integrated by the developer
I use artificial intelligence to assist with multilingual text localization and adaptation, in order to make the game more accessible and enjoyable for a wider range of players.
About 98% of the art assets in this game are human authored. 100% are human edited. Which assets used ai: -7 pro logos that could not be satisfied with dev skills or outsourcing -The purple images in the SportsZone intro. These were generated because no public domain photos of 1990s era football players exist and pixel art or digital art were not appropriate. -The studio background and suit. -The store page assets used public domain images which then received minor ai changes, colors, hair, text, etc. This was done because they needed to look like real photos rather than obvious composites.
The capsule artwork is hand-drawn, with some AI-assisted touch-ups to the face. AI is also used for some minor background textures in the demo. All these elements are planned to be updated at a future date.
Some art assets were implemented using AI.
AI-Generated Content Disclosure The developer provides the following information regarding the use of AI-generated content in this game: Some elements, such as character illustration animations and certain minor character illustrations, include content created using commercially available generative AI tools.
Our game was hand-crafted with love, however we use newer AI technologies, limited to the Arena Tactics' Enhanced Auto Battler mode, to enable a feature whereby players can write plain-text instructions to inform the Computer/AI's realtime gameplay.
AI image generation tools were used to create the store page assets, the start screen, and the character portraits for this game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Indomitus: Path of Ordeals In-game content textart | Localization was assisted by AI for multilingual support.
A small number of UI icons (approx. 10) were created using AI tools and manually refined by the developer. | Aestone Studio | - | May 23, 2026 | |
Battle For Lumani In-game content artaudio | No real-time generative AI in the client. Static in-game and store art/audio may include material initially produced with generative AI, revised and approved by the developer before release. | Gary Dawkins | - | May 23, 2026 | |
Warlords of the Dying Age In-game content artaudiotextcode | This game was built extensively with generative AI. AI tools were used to assist with code development, pixel art generation, music composition, sound effect creation, voice acting, dialogue writing, story design, and game design. | Kronarc Engine Collective | - | May 23, 2026 | |
Omen of the Godless Unclear artaudio | Pictures and sound | GraveBound Studios | - | May 23, 2026 | |
Agon : Legends of the Arena In-game content artaudiotext | Some of the artworks, sounds and localizations in the game have been partially or entirely generated with the help of AI.
We strongly believe AI will help videogames reach new heights, not kill jobs nor creativity. | Camille Blanc | - | May 23, 2026 | |
Regret Archive In-game content artaudio | Generative AI tools were used for some visual and audio assets, as well as in parts of the development process. All content included in the final game and store materials was reviewed and edited by the developer before release. | PiperFox | - | May 23, 2026 | |
SALVO In-game content audioart | Salvo uses generative AI in a limited, pre-rendered capacity:
• Voice Acting: NPC dialogue throughout the campaign is voiced using ElevenLabs text-to-speech technology. All voice lines are generated, reviewed, and bundled with the game during development. No voice synthesis occurs at runtime.
• Visual Assets: Select concept art, promotional materials, and supplementary illustrations (such as wiki imagery) were created with assistance from AI image generation tools and reviewed by the development team before inclusion.
• Marketing Materials: The game's trailer voiceover and certain store page assets were produced with AI assistance.
All AI-assisted content has been reviewed by the developer prior to release. The game does not generate, transmit, or produce any AI content during gameplay — all in-game audio, visuals, and text are pre-rendered and ship with the game. | Erdem Şahin | 54 | May 23, 2026 | |
American Football Coach Live AI text | American Football Coach utilises artificial intelligence to randomise players and finances at the start of each game load, for the gameplay of each individual match, the questions posed by the media and the occasional random event, which can effect your finances and prestige positively or negatively. | Andrew Ward | - | May 23, 2026 | |
逆仙录:音心劫 In-game content arttext | This game only uses AI tools to assist in generating part of the art materials and plot copy during the development stage. All AI-generated content has been fully manually reviewed, secondary modified and compliance checked. There is no real-time AI interaction function in the game, and no real-time AI response or usage scenarios for players. | 奇点边界工作室 | - | May 23, 2026 | |
Ant Idea In-game content artaudio | Texture mapping and music sound effects use a little bit of AI | Castan Studio | - | May 23, 2026 | |
Aether Oblivion In-game content art | Some AI was used in generating the art used as background in various "personal journal" sequences throughout the game's story arc. | Ex Nihilo Entertainment | - | May 23, 2026 | |
Primus In-game content artaudiocode | AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing. | Ethan Clarke | - | May 23, 2026 | |
Parting Shadows In-game content art | Character portraits, battle scene backgrounds, and promotional artwork were created using AI image generation (Midjourney). All game design, narrative, code, and music are human-created. | Blake Wunderle | - | May 23, 2026 | |
Road To Glory In-game content arttext | Some visual and textual elements of this game were initially created using generative artificial intelligence tools as part of the development process. All content has subsequently been reviewed, edited, and manually refined by the team to ensure its quality, consistency, and suitability for the final game experience. | UPLAY Online | - | May 23, 2026 | |
Solo Grinding In-game content art | I used AI-assisted tools to help create and animate characters, manually refining and adapting them to fit the game's art style.
All other content, including world-building, UI, SFX, VFX, was either licensed from professional artists or created traditionally. | SoloGearGames | - | May 23, 2026 | |
Rogue Mate In-game content text | This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer.
All language translations were done using Claude. If there are any mistranslations, please contact me to fix them! | MiThiKaL Productions | - | May 23, 2026 | |
War of the Damned In-game content art | A large part of the art in War of the Damned has been generated using Artificial Intelligence. | Coki Studio | - | May 23, 2026 | |
30 minutes to rescue In-game content art | All images used in the game were AI-generated. All images on the store page were also AI-generated. | HideStormGames | - | May 23, 2026 | |
Pawn Within: Two Fates In-game content artaudio | Some in-game images and sounds are generated by Generative Artificial Intelligence. | Jin Yang | - | May 23, 2026 | |
逆战勇士团 ReconBraves In-game content art | The title screen video, as well as some character portraits and battle graphics, were created using AI generation tools. | ZhengKesheng | - | May 23, 2026 | |
NODE: PROTOCOL In-game content art | The game has AI rendered pictures for the NPC characters. | Device | - | May 23, 2026 | |
Mythic Manager Dev only | Code organization, Canva title screen. | Oracle Algorithms | - | May 23, 2026 | |
Dama e Dungeons: 2D In-game content art | This game is made by just one person and uses artificial intelligence to create the images in order to optimize the game's development. | José Leonardo Silva Guerreiro | - | May 23, 2026 | |
Iron Resolution In-game content art | All visual assets (sprites, terrain, UI, capsule art) were AI-generated and then manually edited in GIMP. Game design, direction, and integration were done entirely by the solo developer. | Harish Games Official | - | May 23, 2026 | |
FENRIR In-game content art | Some visual assets were created with the assistance of AI image generation tools and subsequently edited and refined by the developer. | GGT DESIGN | - | May 23, 2026 | |
大建周世 In-game content text | Localized content utilizes AI | laodongligong | - | May 23, 2026 | |
Funeral Flowers Lament: Helena In-game content art | This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds.
All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights. | Kiseki Kobo Games | - | May 23, 2026 | |
PigPonyPocalypse In-game content art | AI tools were used to generate secondary visual assets, such as some skill icons, and background textures. All AI-generated assets have been heavily hand-edited and refined by the developer to ensure a consistent visual style that aligns with the game's aesthetic. All musical compositions were created entirely from scratch without the use of AI. | Alterhead Games | - | May 23, 2026 | |
レフィシア:ザ・ワンダーログ ~ぐるぐる☆不思議の3日間~ In-game content arttext | Graphics (Title Screen):
AI was used to generate the base image for the title screen. This output was then manually edited, adjusted for layout, and refined to create the final visual.
Localization (Translation):
AI was used as an assistant in the translation process. Following the initial AI-generated draft, all text has been manually reviewed and edited to ensure contextual accuracy and quality. | Rurukel Works | - | May 23, 2026 | |
AFK Tactics In-game content art | I used AI for game assets I could not get from artists [All sprites units are from real artists : Lyaseek and Dreamir]AI assisted code. | Sunny | 18 | May 23, 2026 | |
EXPOSED In-game content art | As a solo developer working on a passion project, I utilized generative AI tools to assist in creating some of the visual assets for the game. This includes character portraits, background art, and certain UI elements. All music, audio and localization in the game are entirely human-made and do not use any generative AI technologies. | Esat Yılmaz | - | May 23, 2026 | |
Remember to Die In-game content arttextcode | Remember to Die was built solo with no official budget using AI as a creative instrument — not to replace the human decisions, but to handle the ones that would have made this game impossible otherwise. No jobs were lost, but a game was made possible. | Skiptstone Studio | - | May 23, 2026 | |
The Forgotten Killer In-game content art | Character and menu artwork was created using generative AI tools and later edited by the development team. | The Forgotten Killer Hub | - | May 23, 2026 | |
Integrity In-game content arttext | Generative AI was not used for in-game art, gameplay assets, systems, or core game content.
AI translation tools were used only for some additional text added later during development. Most localization was handled by a professional translation vendor.
The only AI-generated visual assets currently used are the Steam header capsule and library logo illustrations, which were manually retouched. They are not used inside the actual game, and I plan to replace them after release if the game earns enough revenue. | DawnDuck | - | May 23, 2026 | |
HeroInc In-game content art | Isometric city view is generated | Nue Games | - | May 23, 2026 | |
Universe Plan In-game content text | Some of the English text in this game has been translated using generative AI tools; all Chinese content was written manually by the developer. | UniverseFantasist | - | May 23, 2026 | |
Expedition of the Guild In-game content art | This game includes some AI-generated content: character illustrations. | Chubby Meow Game | - | May 23, 2026 | |
Aakihiko Aaruberutasu Aadisony Aazumeragi: SRPG Tactical Store/marketing art | Illustrartion CG using Generative AI | Aakihiko Aadizon Prince | - | May 23, 2026 | |
Night Fantasy In-game content art | This game uses generative AI-assisted tools in a small amount of non-core content, such as certain event illustration backgrounds, world map event displays, and some promotional materials used on the store page.
The core content of the game, including gameplay design, combat systems, character design, primary visual presentation, and programming, has been manually created and refined by the developer. AI-generated content is used only for supplementary visual purposes and does not affect the core gameplay experience. | SpringLeaf | - | May 23, 2026 | |
The Legend of Fancy Realm Remake In-game content artaudio | During the development process, we utilized generative AI to assist in creating preliminary assets for backgrounds, characters, UI concepts, as well as initial drafts for music and video elements. All related assets were subsequently refined and manually adjusted by our professional art, sound, and video teams to ensure they align perfectly with the game’s unique artistic style and meet our high-quality standards. | USERJOY Technology Co.,Ltd. | - | May 23, 2026 | |
Angels Die In-game content artaudiocode | I have used AI tools to produce code, images and music for the game. | Simulators Mainly | - | May 23, 2026 | |
Divineblaze : March Tactics In-game content art | 1).Opening Story background images.
2).Character portrait images are AI-assisted. | LD Game Studio | 11 | May 23, 2026 | |
Cheat Line: Checkpoint In-game content audioart | Some promotional images were created or enhanced using generative AI tools. The game also contains AI-generated voice narration. All AI-generated content was reviewed and integrated by the developer | Snowsofts | - | May 23, 2026 | |
守卫地下城 In-game content text | I use artificial intelligence to assist with multilingual text localization and adaptation, in order to make the game more accessible and enjoyable for a wider range of players. | Fruit Platter Hermit | - | May 23, 2026 | |
Gridiron Masters '98 In-game content art | About 98% of the art assets in this game are human authored. 100% are human edited.
Which assets used ai:
-7 pro logos that could not be satisfied with dev skills or outsourcing
-The purple images in the SportsZone intro. These were generated because no public domain photos of 1990s era football players exist and pixel art or digital art were not appropriate.
-The studio background and suit.
-The store page assets used public domain images which then received minor ai changes, colors, hair, text, etc. This was done because they needed to look like real photos rather than obvious composites. | Software98 | 22 | May 23, 2026 | |
Guard Break In-game content art | The capsule artwork is hand-drawn, with some AI-assisted touch-ups to the face. AI is also used for some minor background textures in the demo. All these elements are planned to be updated at a future date. | Sudden Kebab Studios | - | May 23, 2026 | |
Celestial of Dolls In-game content art | Some art assets were implemented using AI. | KumaPaw | - | May 23, 2026 | |
神殺しの蒼銀 In-game content art | AI-Generated Content Disclosure
The developer provides the following information regarding the use of AI-generated content in this game:
Some elements, such as character illustration animations and certain minor character illustrations, include content created using commercially available generative AI tools. | Sword_Guild | 28 | May 23, 2026 | |
ARBO Arena Tactics Live AI text | Our game was hand-crafted with love, however we use newer AI technologies, limited to the Arena Tactics' Enhanced Auto Battler mode, to enable a feature whereby players can write plain-text instructions to inform the Computer/AI's realtime gameplay. | ReBlink | - | May 23, 2026 | |
삼국연의 : 한조재흥의 꿈 In-game content art | AI image generation tools were used to create the store page assets, the start screen, and the character portraits for this game. | Playnauts | - | May 23, 2026 |