LLM was used for translation to languages except English and Russian. Pixelated character portraits were made based on generative pictures from this person does not exist web site
- Creator
- Mr. Pink
- 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.
LLM was used for translation to languages except English and Russian. Pixelated character portraits were made based on generative pictures from this person does not exist web site
Game assets, including music, images, and code, are generated by AI.
This game used AI in background images and the AI's response dataset.
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.
Base-Translations, Code Support, Pipelining
The game uses AI for art assets and development.
"We utilize AI to assist in various design processes, including stylistic conceptualization, environment concept art, character definition, and color scheme planning."
Some textures and 3D models in this game were created using AI-assisted procedural rendering during development. The game does not generate any content with AI at runtime.
We use Generative AI technology in some assets to assist with texture creation and initial modeling drafts. Crucially, all AI-generated content in this game is generated based on the development team's own primary/original work, followed by rigorous review and editing. All final artistic work and decisions are strictly managed within the team to ensure originality and quality.
Generative AI Disclosure: This game utilized generative AI technologies during its development in the following ways: Visual Assets: Certain UI elements, character models, environmental decorations, and icons were created with the assistance of AI generation or post-processing. All AI-generated assets have undergone extensive manual modification, refinement, and strict quality control to ensure they align with the game's overall visual style. In fact, the development of visual assets accounted for more than half of the total development time of this game.
Voices are currently AI generated.
I’m a good programmer, but a terrible artist. So some of the images were created with the help of AI. By the time of release, I’ll try to remove all AI-generated images from the Steam page and from some textures in the game.
This game uses generative artificial intelligence tools during parts of its development process. AI assistance was used in a limited capacity for implementing certain minor systems and supporting the coding workflow, representing a small portion of the overall codebase. In addition, some visual assets and UI elements were created or enhanced using AI-generated imagery, often combined with manual editing and integration to fit the game’s style and design.
Some icons and localization elements in this game were created with AI assistance.
AI is partially used to increase quality of some images in the game
Development / Research Assistance
AI generated content was used during development for concept art, promotional graphics, marketing materials, and placeholder assets. The game does not use live AI generated content during gameplay.
Used to help create artwork
This game includes some pre-generated visual assets created or assisted with generative AI (including certain promotional images on the Steam store page and library). All AI-generated content is static and was reviewed and edited by the development team before release. The game does not generate AI content in real time during gameplay and does not connect to external AI services while playing.
All images and sounds used in the game were created with generative AI, and some help was received for the internal code logic.
The game materials are all generated by AI.
Some graphical elements are made with AI.
Building a game of this scale as a solo indie developer is a gigantic quest. To bring this vision to life, I utilized AI to help manage the immense development load. I have used AI to help create placeholder assets as visual guides to get the final look and feel, some initial base assets that have since been modified to be game-ready, and, in some rare cases, game elements that did not require further polishing. I have worked hard to ensure the overall quality is as high as possible, given the limitations with funding, personnel and time. What wasn't made with AI: The core game design, idea and execution. Some of the game code, performance optimizations, final polishing, and most final assets. Additionally, some of the development tools, such as the terrain optimizer/generator, targeting, turret, and explosion systems, have been under development as personal hobby projects for nearly a decade. The game was completely visualized, balanced, play tested, and designed by people (the fun part). What is heavily AI-generated: Audio: The audio concepts and prompts were written by me, generated using AI algorithms, and then manually polished where needed. Real human work was required to orchestrate, mix, time, and fit these audio clips seamlessly into the game. Some textures: In a few rare cases, a generated texture was used "as-is" and did not require any additional post-processing or optimization of any kind (excluding cropping or some basic photoshopping).
We use generative AI tools during our development process to assist in the creation of certain visual assets, such as concept art for environments and base textures for some 3D models. All AI-generated content is meticulously refined and integrated by our team to ensure it meets the artistic standards of Quantum Fight: Aero 2299. Our goal is to use these technologies as a support tool to enhance the game's atmosphere while maintaining full creative control over the final experience.
AI is used to create codes for the game, also used to create some graphical elements, like usage of upscayl to create larger map, some character may also created with ai. Texture etc is hand made, (see full disclosure in credits page within the game, this page also available in demo)
AI-generated art objects
Some text elements for the store page and documentation were created with the assistance of generative AI tools. No AI is used to generate gameplay content, assets, or code during gameplay.
The game currently includes some generated texts for upgrade descriptions
Some of the art assets were generated by AI.
AI tools were used during development to generate initial 3D model drafts and UI artwork assets. All AI-generated content was manually reviewed, refined, and integrated by the development team. No AI generates content at runtime during gameplay.
The in-game graphics are generated by generative AI.
Use AI to help with translation
AI was used to assist with the generation of map data as well as the review of part of the source code
Some localization and code were generated via AI
AI has been used for coding, game assets, music, promotional art, etc...
English (recommended wording) We used generative AI in a limited way during the development of this app and its store presence. Store / community assets (store page presentation): We used generative AI tools to create or edit some promotional graphics used on the store page (e.g., capsule images, key art, banners). All final assets were reviewed and edited by the developer before publishing. Audio (background music): Some in-game background music (BGM) was created with the assistance of generative-AI-based tools. The final audio was reviewed and edited (and where applicable mixed/mastered) by the developer before being included in the game. Gameplay / features: The game does not include features that generate content for players in real time (e.g., AI chat or player-prompted content generation). The use of AI is limited to asset creation support during development.
All image resources in the game were created using AI.
We use AI tools to assist in generating some icons and basic text. All AI-generated content is strictly reviewed and extensively modified manually by our team to ensure final quality.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
AI-generated content is used for some in-game images and Steam library/background artwork
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 utilizes generative AI technology to create some 3D models, background music (BGM), and sound effects to efficiently generate resources during the production process.
Generative AI assists in the development of certain base Gaussian-splatted object meshes and is also used as the basis for some interface images and portions of documentation text used in the product. These AI-assisted elements are further reviewed, selected, and integrated into the final game content as part of the development process.
Some graphic asset is generated by AI
This game uses AI in the following areas: - 3D models - Textures - Source code - BGM
Generative AI tools were used to assist in the creation of some art assets.
This game uses generative AI for translations.
Some of temporary 2d assets are generated with AI for the demo and intended to be replaced with no-ai art for the full game
Background images and landscape visuals were generated with AI and subsequently refined and hand-tuned by an artist.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dead Night Highway In-game content textart | LLM was used for translation to languages except English and Russian.
Pixelated character portraits were made based on generative pictures from this person does not exist web site | Mr. Pink | - | May 23, 2026 | |
Wayward Crown In-game content artaudiocode | Game assets, including music, images, and code, are generated by AI. | JefreyChen | - | May 23, 2026 | |
Who is AI In-game content art | This game used AI in background images and the AI's response dataset. | hotarubii | - | May 23, 2026 | |
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 | |
Novus Terminus: First Flags Unclear code | Base-Translations, Code Support, Pipelining | BlackStreamGames | - | May 23, 2026 | |
Skollorn In-game content art | The game uses AI for art assets and development. | Fenris Labs | 31 | May 23, 2026 | |
Demon Princess Retreat Store/marketing art | "We utilize AI to assist in various design processes, including stylistic conceptualization, environment concept art, character definition, and color scheme planning." | OneShotStudio | 12 | May 23, 2026 | |
Dice Tavern: Farkle Roguelike In-game content art | Some textures and 3D models in this game were created using AI-assisted procedural rendering during development. The game does not generate any content with AI at runtime. | Cavi Studio | - | May 23, 2026 | |
THE AEON FALL In-game content art | We use Generative AI technology in some assets to assist with texture creation and initial modeling drafts. Crucially, all AI-generated content in this game is generated based on the development team's own primary/original work, followed by rigorous review and editing. All final artistic work and decisions are strictly managed within the team to ensure originality and quality. | Dalla Games Inc. | - | May 23, 2026 | |
红色史诗 In-game content art | Generative AI Disclosure:
This game utilized generative AI technologies during its development in the following ways:
Visual Assets: Certain UI elements, character models, environmental decorations, and icons were created with the assistance of AI generation or post-processing. All AI-generated assets have undergone extensive manual modification, refinement, and strict quality control to ensure they align with the game's overall visual style. In fact, the development of visual assets accounted for more than half of the total development time of this game. | 旧日档案工作室 | - | May 23, 2026 | |
Sword & Banner In-game content audio | Voices are currently AI generated. | Bitrot Games | - | May 23, 2026 | |
Havenrail Unclear art | I’m a good programmer, but a terrible artist. So some of the images were created with the help of AI. By the time of release, I’ll try to remove all AI-generated images from the Steam page and from some textures in the game. | Punchers | - | May 23, 2026 | |
Syntaris In-game content artcode | This game uses generative artificial intelligence tools during parts of its development process. AI assistance was used in a limited capacity for implementing certain minor systems and supporting the coding workflow, representing a small portion of the overall codebase.
In addition, some visual assets and UI elements were created or enhanced using AI-generated imagery, often combined with manual editing and integration to fit the game’s style and design. | Yusuf AKYILDIZ | - | May 23, 2026 | |
Monster TD In-game content arttext | Some icons and localization elements in this game were created with AI assistance. | zzz | - | May 23, 2026 | |
Billionaire in the Greedy America In-game content art | AI is partially used to increase quality of some images in the game | Pizza OK Games | - | May 23, 2026 | |
Technical Analysis: Chart Mastery Dev only | Development / Research Assistance | PFINA | - | May 23, 2026 | |
BünzliFight: Swiss City Simulator Store/marketing art | AI generated content was used during development for concept art, promotional graphics, marketing materials, and placeholder assets.
The game does not use live AI generated content during gameplay. | Bünzli Studios | - | May 23, 2026 | |
Our Last Stand Unclear art | Used to help create artwork | Maurice | - | May 23, 2026 | |
Centre 18 Store/marketing art | This game includes some pre-generated visual assets created or assisted with generative AI (including certain promotional images on the Steam store page and library).
All AI-generated content is static and was reviewed and edited by the development team before release.
The game does not generate AI content in real time during gameplay and does not connect to external AI services while playing. | Lucas | - | May 23, 2026 | |
History of Kingdoms: Three Kingdoms In-game content artaudio | All images and sounds used in the game were created with generative AI, and some help was received for the internal code logic. | Uncle GoodBen | 23 | May 23, 2026 | |
Abyss Cards In-game content artaudiocodetext | The game materials are all generated by AI. | Youhooo | - | May 23, 2026 | |
Broken Crown In-game content art | Some graphical elements are made with AI. | WasdLab | - | May 23, 2026 | |
Red Conflict 2044 In-game content artaudio | Building a game of this scale as a solo indie developer is a gigantic quest. To bring this vision to life, I utilized AI to help manage the immense development load.
I have used AI to help create placeholder assets as visual guides to get the final look and feel, some initial base assets that have since been modified to be game-ready, and, in some rare cases, game elements that did not require further polishing. I have worked hard to ensure the overall quality is as high as possible, given the limitations with funding, personnel and time.
What wasn't made with AI:
The core game design, idea and execution. Some of the game code, performance optimizations, final polishing, and most final assets. Additionally, some of the development tools, such as the terrain optimizer/generator, targeting, turret, and explosion systems, have been under development as personal hobby projects for nearly a decade. The game was completely visualized, balanced, play tested, and designed by people (the fun part).
What is heavily AI-generated:
Audio: The audio concepts and prompts were written by me, generated using AI algorithms, and then manually polished where needed. Real human work was required to orchestrate, mix, time, and fit these audio clips seamlessly into the game.
Some textures: In a few rare cases, a generated texture was used "as-is" and did not require any additional post-processing or optimization of any kind (excluding cropping or some basic photoshopping). | NBS-Games | - | May 23, 2026 | |
Quantum Fight : Aero 2299 In-game content art | We use generative AI tools during our development process to assist in the creation of certain visual assets, such as concept art for environments and base textures for some 3D models. All AI-generated content is meticulously refined and integrated by our team to ensure it meets the artistic standards of Quantum Fight: Aero 2299. Our goal is to use these technologies as a support tool to enhance the game's atmosphere while maintaining full creative control over the final experience. | diverres jean-yves | - | May 23, 2026 | |
Region at War: The Shogun's Tale of War In-game content artcode | AI is used to create codes for the game, also used to create some graphical elements, like usage of upscayl to create larger map, some character may also created with ai. Texture etc is hand made, (see full disclosure in credits page within the game, this page also available in demo) | ngotak game studio | - | May 23, 2026 | |
Mafia Business Simulator In-game content art | AI-generated art objects | Play Games | - | May 23, 2026 | |
NODEMIND - Dynamic Core Store/marketing text | Some text elements for the store page and documentation were created with the assistance of generative AI tools. No AI is used to generate gameplay content, assets, or code during gameplay. | Dezibel Games | - | May 23, 2026 | |
Incremental RTS In-game content text | The game currently includes some generated texts for upgrade descriptions | Dyrkabes Games | - | May 23, 2026 | |
城市塔防-City Tower Defence In-game content art | Some of the art assets were generated by AI. | OldJoker233 | - | May 23, 2026 | |
Hive Striker: Dissonance In-game content art | AI tools were used during development to generate initial 3D model drafts and UI artwork assets. All AI-generated content was manually reviewed, refined, and integrated by the development team. No AI generates content at runtime during gameplay. | Ocelot Forge | - | May 23, 2026 | |
CastleArena In-game content art | The in-game graphics are generated by generative AI. | MysticWave | - | May 23, 2026 | |
七神器 In-game content text | Use AI to help with translation | ZHU ZHANTIAN | - | May 23, 2026 | |
RUPTURR In-game content code | AI was used to assist with the generation of map data as well as the review of part of the source code | Aikon Interactive | - | May 23, 2026 | |
Hardware Tycoon In-game content textcode | Some localization and code were generated via AI | NordCode | 24 | May 23, 2026 | |
Nodwar In-game content artaudiocode | AI has been used for coding, game assets, music, promotional art, etc... | PROX.TEAM | 19 | May 23, 2026 | |
ColorRandomDefense In-game content artaudio | English (recommended wording)
We used generative AI in a limited way during the development of this app and its store presence.
Store / community assets (store page presentation): We used generative AI tools to create or edit some promotional graphics used on the store page (e.g., capsule images, key art, banners). All final assets were reviewed and edited by the developer before publishing.
Audio (background music): Some in-game background music (BGM) was created with the assistance of generative-AI-based tools. The final audio was reviewed and edited (and where applicable mixed/mastered) by the developer before being included in the game.
Gameplay / features: The game does not include features that generate content for players in real time (e.g., AI chat or player-prompted content generation). The use of AI is limited to asset creation support during development. | Jangjogyeog Company | - | May 23, 2026 | |
Ordinary Defenders In-game content art | All image resources in the game were created using AI. | HondongStudio | - | May 23, 2026 | |
PlanetForge Protocol In-game content arttext | We use AI tools to assist in generating some icons and basic text. All AI-generated content is strictly reviewed and extensively modified manually by our team to ensure final quality. | Railstar Games | - | May 23, 2026 | |
Afternoon Frontline In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | - | May 23, 2026 | |
Balorizon In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | 25 | May 23, 2026 | |
Dig Inc. In-game content art | AI-generated content is used for some in-game images and Steam library/background artwork | Tematus | - | 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 | |
Beat & Beasties In-game content artaudio | This game utilizes generative AI technology to create some 3D models, background music (BGM), and sound effects to efficiently generate resources during the production process. | Emotion Dynamics | - | May 23, 2026 | |
20th Century Warfare In-game content arttext | Generative AI assists in the development of certain base Gaussian-splatted object meshes and is also used as the basis for some interface images and portions of documentation text used in the product. These AI-assisted elements are further reviewed, selected, and integrated into the final game content as part of the development process. | Radium Engine | - | May 23, 2026 | |
Idle Starfleet In-game content art | Some graphic asset is generated by AI | Zampia inc | - | May 23, 2026 | |
Shake In-game content artaudiocode | This game uses AI in the following areas:
- 3D models
- Textures
- Source code
- BGM | Team Shake | - | May 23, 2026 | |
SandTable War: Three Kingdoms In-game content art | Generative AI tools were used to assist in the creation of some art assets. | 古玩工作室 | 230 | May 23, 2026 | |
GIVE ME A WEAPON! In-game content text | This game uses generative AI for translations. | nogagong | 13 | May 23, 2026 | |
Dealbreaker: Gamblers Arena Dev only art | Some of temporary 2d assets are generated with AI for the demo and intended to be replaced with no-ai art for the full game | Devanda Labs | - | May 23, 2026 | |
Economic Miracle In-game content art | Background images and landscape visuals were generated with AI and subsequently refined and hand-tuned by an artist. | Strudio Company | - | May 23, 2026 |