Assets and marketing
- Creator
- 8floor ltd
- Reviews
- -
- Added
- Jun 3, 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.
Assets and marketing
Assets and marketing
Some of the English text content and translations in this game were created with the help of generative AI tools. All text has been reviewed and edited by our development team to ensure accuracy and educational quality.
Some assets on the store page are optimized with AI assistance.
关于商店页面部分资源使用了AI辅助
Generative AI was used during development for two background illustrations and to draft some in-game UI and popup text, which the developer then reviewed and shipped. The game does not use AI to generate content during gameplay.
Certain visual assets used in the game were created or modified with the assistance of generative AI tools. These assets include some promotional artwork, icons, textures, and cosmetic images. All AI-generated content was reviewed and edited by the developer before inclusion in the game. No AI-generated content is produced during gameplay.
In our game, some sections of code are generated by artificial intelligence, a common practice among developers and quality assurance engineers. Some images are also generated by artificial intelligence.
This game used generative AI tools during development to assist with the creation of some 3D modeling and audio assets. During gameplay, AI does not generate content or code, and the game does not rely on real-time AI systems.
Visual AI assets were used to fasten the development process, with caution and help of art direction to keep the sketch art style consistent and avoid being another AI slop game.
Some assets used on the store page (including promotional images and background art) were created with the assistance of generative AI tools. All AI-generated materials have been reviewed and edited by our team to meet quality and content standards.
Some game & marketing assets are developed with developer curated AI-assisted workflows.
This game contains some AI-generated art and sound assets used during gameplay.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The developing side of the game uses AI to communicate ideas to the Art side of the project, none of the AI generated images enter the game.
Knave Craps uses generative AI for some pre-rendered content. Specifically: - Visual art: Theme artwork used in the game's user interface and the Steam store hero/capsule images were created with the assistance of AI image-generation tools. All generated images were curated, edited, and integrated into the game by the developer. - Voiceovers: "Hot shooter" announcement audio (played during bonus side bets such as the Fire Bet) was created with an AI text-to-speech voice model. Scripts were written by the developer. The game does not use any live-generated AI content. All gameplay logic, dice rolls, payouts, and bet resolution are deterministic and authored.
This game uses AI tools during development to assist with the creation of certain 3D models and prototyping. All gameplay design, final programming, balancing, creative direction, and system integration were carried out by the developer.
All text content was originally written in pt‑BR (Brazilian Portuguese) and localized into other languages with the assistance of AI tools. This localization extends beyond the game itself. All creative assets were created by humans, such as audio, visual, and other content developed by our team or licensed from third parties.
AI was used to assist with the base localization of in-game texts into other languages.
Placeholder Graphics, Code
AI is used to generate the game icons and a small portion of the game models.
The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes.
This game was developed with the assistance of generative AI tools. AI was used during development to assist with code, audio, and visual assets. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI operates at runtime during gameplay.
AI tools are used for translation
The music featured in the trailer was composed using generative AI tools. Crucially, all game characters and animations are entirely hand-drawn and manually animated by the developer.
Generative AI was used to help develop the prototype.
Some images in the game are generated by ai. I am aiming to replace these images with hand-drawn images once the game makes enough money to afford artist drawings. Contact me if you volunteer.
Some assets on this store page were created with AI assistance.
音樂使用Suno生成,程式碼AI配合生成
Used AI for some sound elements, language translation, and assisting with gameplay system development.
Temporary pre-rendered visual assets were created with the assistance of generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services while running.
Research assistance, technical guidance, text refinement, and code troubleshooting
All design, writing, and creative direction in this game are human-made. Generative AI was used only as a workflow tool for pre-rendered assets — achievement icons, platform tilesets, zone backgrounds, the soundtrack, and the DE / FR / ES / IT translations of the human-written English text. All assets were reviewed and finalised by the developer. The game runs no AI at runtime.
Part of the store page materials are AI-assisted.
This game utilizes AI-assisted tools to help compose background assets for certain scenes. All AI-generated elements have been meticulously reviewed and refined by our development team to ensure they fully align with the game's atmospheric theme, narrative tone, and artistic vision.
Character portraits, world objects, and background artwork utilize generative AI as a foundational base. However, every visual asset undergoes heavy, manual editing and refinement through multiple iterations by myself to achieve the game's specific art style.
Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal.
Generative AI tools were used as an aid for localization and for some in-game animations. All results were reviewed and manually refined by the developer.
Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer. AI was used to assist in the following areas: All game code was written with AI assistance Character sprite artwork was generated with AI assistance Lure artwork was generated with AI assistance Fish artwork was generated with AI assistance All music tracks were generated with AI assistance
Storefront and Marketing Materials: Generative AI was used to assist in drafting, refining, and localizing the text content for the Steam store page and promotional descriptions. In-Game Content: All final visual assets, code, and audio within the game have been created and designed by our development team. There is no AI-generated content produced in real-time during gameplay.
The game contains assets generated with AI, such as textures.
Artificial intelligence was occasionally used as a reference material for some visual assets and for store asset images.
This game uses generative AI tools during development to create some visual assets, including store capsule artwork, and to assist with localization. All AI-generated content has been reviewed, edited, and refined to ensure consistency and quality.
This game was developed with the assistance of generative AI tools, which were used to help create visual assets, code, and some audio elements. All generated content was reviewed, edited, and integrated by the developer to ensure consistency and quality. No generative AI is used during gameplay. All content is pre-generated and curated before release.
The only AI that was used for this game was placeholders and for research into the Norwegian culture. Everything else was designed and produced by humans.
AI-generated images
AI tools were used for localization (translation and text adjustments) in this game.
Sound-tracks were created with the assistance of diffusion generation.
The game does not use AI-generated content in real time. Some promotional materials on the Steam store page were created with the assistance of AI tools.
The only AI generated elements in the game are a few select static background images used to set the scene (such as the combat stages, the vendor backdrop, and the leaderboard podium). In strict contrast, the entirety of the Multiplayer Boss Arenas (including their backgrounds, set pieces, and props) were purely hand crafted by human artists. Additionally, all animated character models, monster sprites, factory sprites, and in game items throughout the whole game are traditional, human made pixel art.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Argonauts Agency: Curse of Wishes Store/marketing art | Assets and marketing | 8floor ltd | - | Jun 3, 2026 | |
Argonauts Agency: When Spring Withered Store/marketing art | Assets and marketing | 8floor ltd | - | Jun 3, 2026 | |
Play and Learn: English In-game content text | Some of the English text content and translations in this game were created with the help of generative AI tools. All text has been reviewed and edited by our development team to ensure accuracy and educational quality. | Recep Cinet | - | Jun 3, 2026 | |
十米爆爽超变 Store/marketing art | Some assets on the store page are optimized with AI assistance. | 十米爆爽超变 | 79 | Jun 3, 2026 | |
铁血霸业传奇 Store/marketing art | 关于商店页面部分资源使用了AI辅助 | 铁血霸业传奇 | - | Jun 3, 2026 | |
BomBee In-game content arttext | Generative AI was used during development for two background illustrations and to draft some in-game UI and popup text, which the developer then reviewed and shipped. The game does not use AI to generate content during gameplay. | BomBee Games | - | Jun 3, 2026 | |
Fire Fire Royale In-game content art | Certain visual assets used in the game were created or modified with the assistance of generative AI tools. These assets include some promotional artwork, icons, textures, and cosmetic images. All AI-generated content was reviewed and edited by the developer before inclusion in the game. No AI-generated content is produced during gameplay. | FireFireRoyale Studio | - | Jun 3, 2026 | |
Astro beasts In-game content codeart | In our game, some sections of code are generated by artificial intelligence, a common practice among developers and quality assurance engineers. Some images are also generated by artificial intelligence. | Well-fed dogs | - | Jun 3, 2026 | |
Ballad of the Magic Wand In-game content artaudio | This game used generative AI tools during development to assist with the creation of some 3D modeling and audio assets. During gameplay, AI does not generate content or code, and the game does not rely on real-time AI systems. | COTAKJI GAMES | - | Jun 3, 2026 | |
DRAWN TO RACE Dev only art | Visual AI assets were used to fasten the development process, with caution and help of art direction to keep the sketch art style consistent and avoid being another AI slop game. | Agalar Game Company | - | Jun 3, 2026 | |
末日传奇 Store/marketing art | Some assets used on the store page (including promotional images and background art) were created with the assistance of generative AI tools. All AI-generated materials have been reviewed and edited by our team to meet quality and content standards. | 末日传奇 | - | Jun 3, 2026 | |
Wolf Commando Unclear art | Some game & marketing assets are developed with developer curated AI-assisted workflows. | Nitro Games | - | Jun 3, 2026 | |
Jesus Saves In-game content artaudio | This game contains some AI-generated art and sound assets used during gameplay. | Humble Servant Games | - | Jun 3, 2026 | |
Brain-eating Bride In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007 | - | Jun 3, 2026 | |
Engine Tales : Oblivious World Dev only | The developing side of the game uses AI to communicate ideas to the Art side of the project, none of the AI generated images enter the game. | 2percentstudio | - | Jun 3, 2026 | |
Knave Craps In-game content artaudio | Knave Craps uses generative AI for some pre-rendered content. Specifically:
- Visual art: Theme artwork used in the game's user interface and the Steam store hero/capsule images were created with the assistance of AI image-generation tools. All generated images were curated, edited, and integrated into the game by the developer.
- Voiceovers: "Hot shooter" announcement audio (played during bonus side bets such as the Fire Bet) was created with an AI text-to-speech voice model. Scripts were written by the developer.
The game does not use any live-generated AI content. All gameplay logic, dice rolls, payouts, and bet resolution are deterministic and authored. | Jason Follas | - | Jun 3, 2026 | |
Neuroma In-game content art | This game uses AI tools during development to assist with the creation of certain 3D models and prototyping. All gameplay design, final programming, balancing, creative direction, and system integration were carried out by the developer. | NextLayer | - | Jun 3, 2026 | |
Juggling Cup In-game content text | All text content was originally written in pt‑BR (Brazilian Portuguese) and localized into other languages with the assistance of AI tools. This localization extends beyond the game itself.
All creative assets were created by humans, such as audio, visual, and other content developed by our team or licensed from third parties. | Lebab | - | Jun 3, 2026 | |
Office Manager In-game content text | AI was used to assist with the base localization of in-game texts into other languages. | Jan Štěpánek | - | Jun 3, 2026 | |
World Tree Defender - Seedling of Yggdrasil Unclear | Placeholder Graphics, Code | ISC-Avalanche | - | Jun 3, 2026 | |
末世列车 In-game content art | AI is used to generate the game icons and a small portion of the game models. | PAOGE | - | Jun 3, 2026 | |
Deeplords In-game content artaudiocode | The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes. | Deeplords Studio | - | May 23, 2026 | |
Pour Decisions In-game content artaudiocode | This game was developed with the assistance of generative AI tools. AI was used during development to assist with code, audio, and visual assets. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI operates at runtime during gameplay. | Way She Goes Studios | - | May 23, 2026 | |
Elsewhere In-game content text | AI tools are used for translation | Team Belladona | - | May 23, 2026 | |
Gallows & Gold In-game content audio | The music featured in the trailer was composed using generative AI tools.
Crucially, all game characters and animations are entirely hand-drawn and manually animated by the developer. | Will Charles | - | May 23, 2026 | |
Lords Of Heck Dev only | Generative AI was used to help develop the prototype. | Smokey Chill Games | - | May 23, 2026 | |
Escria In-game content art | Some images in the game are generated by ai. I am aiming to replace these images with hand-drawn images once the game makes enough money to afford artist drawings. Contact me if you volunteer. | Jason D. | - | May 23, 2026 | |
1.80战神微变 Store/marketing | Some assets on this store page were created with AI assistance. | 1.80战神微变 | 43 | May 23, 2026 | |
喀嚓 Kacha In-game content audiocode | 音樂使用Suno生成,程式碼AI配合生成 | 喀嚓製作組 | - | May 23, 2026 | |
Shadow Saw Us In-game content audiotext | Used AI for some sound elements, language translation, and assisting with gameplay system development. | Sawie Noowie | - | May 23, 2026 | |
Clankerfront In-game content art | Temporary pre-rendered visual assets were created with the assistance of generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services while running. | Lizz Studio | - | May 23, 2026 | |
Orbit Crisis Dev only textcode | Research assistance, technical guidance, text refinement, and code troubleshooting | Serious Hallucinations | - | May 23, 2026 | |
F.R.E.D.'s Ascent In-game content artaudiotext | All design, writing, and creative direction in this game are human-made. Generative AI was used only as a workflow tool for pre-rendered assets — achievement icons, platform tilesets, zone backgrounds, the soundtrack, and the DE / FR / ES / IT translations
of the human-written English text. All assets were reviewed and finalised by the developer. The game runs no AI at runtime. | buddycore Studio | - | May 23, 2026 | |
1.76复古沉默 Store/marketing | Part of the store page materials are AI-assisted. | 复古沉默 | 88 | May 23, 2026 | |
BURI In-game content art | This game utilizes AI-assisted tools to help compose background assets for certain scenes. All AI-generated elements have been meticulously reviewed and refined by our development team to ensure they fully align with the game's atmospheric theme, narrative tone, and artistic vision. | Mamuang Studio | - | May 23, 2026 | |
Soulwoven Princess In-game content art | Character portraits, world objects, and background artwork utilize generative AI as a foundational base. However, every visual asset undergoes heavy, manual editing and refinement through multiple iterations by myself to achieve the game's specific art style. | Past Tense GO | - | May 23, 2026 | |
Enclaved In-game content artaudio | Different Ai tools used in creating artwork for the game, audio tracks, being a single developer utilizing different tools to help accomplish the same goal. | Digital Platforms Co. | - | May 23, 2026 | |
hexGame: Hero Path In-game content textart | Generative AI tools were used as an aid for localization and for some in-game animations. All results were reviewed and manually refined by the developer. | Andrei Kovalev | - | May 23, 2026 | |
Fishing Nooks: Beaver's Pond In-game content artaudiocode | Beaver's Pond's game design, creative direction, art direction, gameplay systems, and overall vision were conceived and directed by a solo human developer. All AI-generated content was curated, edited, and integrated by the developer.
AI was used to assist in the following areas:
All game code was written with AI assistance
Character sprite artwork was generated with AI assistance
Lure artwork was generated with AI assistance
Fish artwork was generated with AI assistance
All music tracks were generated with AI assistance | WinsomeRealms | - | May 23, 2026 | |
DUAL PROTOCOL: The Case of Eva & Miles In-game content text | Storefront and Marketing Materials: Generative AI was used to assist in drafting, refining, and localizing the text content for the Steam store page and promotional descriptions.
In-Game Content: All final visual assets, code, and audio within the game have been created and designed by our development team. There is no AI-generated content produced in real-time during gameplay. | AEGEAN CRAFTERS | - | May 23, 2026 | |
NoCube In-game content art | The game contains assets generated with AI, such as textures. | KuutioPixel Oy | - | May 23, 2026 | |
Arkhe Store/marketing art | Artificial intelligence was occasionally used as a reference material for some visual assets and for store asset images. | STUDIO52 | - | May 23, 2026 | |
Trees Inc In-game content arttext | This game uses generative AI tools during development to create some visual assets, including store capsule artwork, and to assist with localization. All AI-generated content has been reviewed, edited, and refined to ensure consistency and quality. | Mobmonks | 35 | May 23, 2026 | |
SontusCrops In-game content artcodeaudio | This game was developed with the assistance of generative AI tools, which were used to help create visual assets, code, and some audio elements. All generated content was reviewed, edited, and integrated by the developer to ensure consistency and quality.
No generative AI is used during gameplay. All content is pre-generated and curated before release. | IndieNegra | - | May 23, 2026 | |
Storm The Field Dev only | The only AI that was used for this game was placeholders and for research into the Norwegian culture. Everything else was designed and produced by humans. | Acharya Studios | - | May 23, 2026 | |
Argonauts Agency: Reflections from the Moon Collector's Edition Unclear art | AI-generated images | 8floor ltd | - | May 23, 2026 | |
クリッカータクティクス:記憶の断章 In-game content text | AI tools were used for localization (translation and text adjustments) in this game. | R.N.Studio | - | May 23, 2026 | |
Storm Clan In-game content audio | Sound-tracks were created with the assistance of diffusion generation. | Studio Zamudio One | - | May 23, 2026 | |
Impossible Machine Store/marketing art | The game does not use AI-generated content in real time.
Some promotional materials on the Steam store page were created with the assistance of AI tools. | Terrible Idea Games | - | May 23, 2026 | |
Lord of Idle In-game content art | The only AI generated elements in the game are a few select static background images used to set the scene (such as the combat stages, the vendor backdrop, and the leaderboard podium). In strict contrast, the entirety of the Multiplayer Boss Arenas (including their backgrounds, set pieces, and props) were purely hand crafted by human artists. Additionally, all animated character models, monster sprites, factory sprites, and in game items throughout the whole game are traditional, human made pixel art. | GrapeDutch | - | May 23, 2026 |