Some graphical elements are made with AI.
- Creator
- WasdLab
- 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.
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).
AI-generated imagery was used for the game's logo and store page assets. No AI content is generated during gameplay.
The game currently includes some generated texts for upgrade descriptions
Generative AI was used during the creation of the background music, marketing materials, and the store page assets (banners, icons, logos).
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.
This game uses generative AI tools during development to assist with certain artwork, localization, and written content. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure originality, quality, and compliance with applicable rights.
I used AI assistance to create some of the promotional materials used outside the game.
In the development of this game, generative AI was used in the following ways: Visual Assets: Background illustrations for narrative events, UI elements, and icons were created with the assistance of generative AI. All assets were manually edited and refined by the developer to ensure stylistic consistency. Narrative Content: Initial drafts for some random event descriptions and unit barks were generated with AI assistance and subsequently revised and rewritten by the developer to maintain the game's unique tone and military setting. Audio: Some voiceover elements and unit barks may be produced using AI-assisted synthesis. All audio is pre-recorded and processed before being included in the game files. Code Assistance: AI-based tools were used during the programming process for logic optimization and debugging. Important: All AI-generated content is pre-generated and included in the static game files. No content is generated in real-time during gameplay.
We use AI tools during development to speed up routine work, but all final decisions are made by the team. Text translation AI helps with draft translations of UI and in‑game texts, which are then reviewed and edited by human translators to keep the tone and meaning consistent. Code generation AI is used to generate boilerplate code and suggest improvements, while core systems, gameplay logic, optimization and security are always designed, reviewed and tested by developers.
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
Certain pre-generated visual assets in the game and store materials, such as some icons and background artwork, were created with the assistance of generative AI during development. All such assets were reviewed, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not use live external AI services.
No AI was used for art, animation, sound effects, and music. AI tools were only used for scripting assistance, refactoring, and debugging.
AI is used solely to create materials for marketing purposes.
Generative AI tools were used to assist in the creation of some art assets.
To push the creative boundaries of our small team, we used AI-powered audio tools to assist in the generation of certain audio assets. These assets were heavily curated, edited, and refined by our sound designers to ensure they align perfectly with the game's atmosphere and unique artistic vision.
I use AI to improve images.
Used for marketting only
We used AI tools during development to assist with localization. We also used AI-based tools in the production of some cutscene videos. All outputs included in the game were reviewed and edited by our development team.
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.
Some visual assets used in the store page and marketing materials may include AI-assisted elements. These assets are reviewed and modified by the development team to ensure quality and consistency with the game's art direction.
AI was used assist in the creation of certain sound and visual elements.
We used AI to localize the text, as well as to enhance some of the graphical assets on the Steam store page. AI is not used in the game content itself.
Some multilingual localized text content is AI-generated; parts of the code and art assets also contain AI-generated content.
AI was used to help generate marketing materials and give better descriptions for the Steam Store page
The main menu image is AI generated
Some Menu items that I had trouble with re doing again
Background images, and Main Header and artwork -not characters in the game
Generative AI tools were used during development to create some supporting materials, including store page and promotional text, as well as certain marketing/community images. In addition, the in-game music was generated using Suno. Generative AI is not used in real time during gameplay; all content was reviewed and, where necessary, edited by the developer.
UI,Log , and descrption
Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined.
The game to contain art assets generated by artificial intelligence
Generative AI was used to create descriptions and weapon icons
Only used strictly as a foundational tool to assist in creating base concepts for certain 2D sprites and background textures. Every AI-assisted asset was heavily modified, color-corrected, and manually integrated to fit the retro aesthetic.
Used AI image editor/generator for card art assets.
This game does not contain any AI-generated visual or audio assets. AI tools were used solely as development assistance for: • Translation assistance • Text proofreading and wording suggestions • Code review, debugging, and programming assistance • Brainstorming and general development support All game content, assets, and code were created, reviewed, and curated by the developer. Any AI-assisted output was subject to human review and modification before inclusion in the game.
本游戏之头像立绘、BGM音乐及部分品牌宣传内容采用生成式人工智能进行优化。特此声明。
Some artwork and audio may be generated using AI tools.
I used AI to generate the game icon and images for the Steam store
Some of the game's art assets, sound effects, and music are AI-generated.
This game uses integrated AI for in-game interactions, and incorporates AI-generated art assets and music assets.
Visual Assets: We utilized AI tools to assist in the creation of certain static visual assets, including cutscene CGs, character illustrations, and video promotional materials. All AI-generated visuals have been manually reviewed and refined by our art team to ensure quality and compliance. Audio Assets: Portions of the background music and sound effects were composed using AI synthesis tools. Compliance: We verify that all AI-generated content in the game has been reviewed to ensure it does not contain any illegal content or infringe on third-party intellectual property rights.
The game production resources only involve using AI for reference, and do not involve AI directly generating content.
AI tools are used for localization and generating some icons
Some visuals and sounds created in this game are produced and integrated by artificial intelligence.
I wrote code and generated Highpoly models and then created Lowpoly in blender.
Store Page temporarily featuring AI-generated images, pending future updates.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
Mercatoria Store/marketing art | AI-generated imagery was used for the game's logo and store page assets. No AI content is generated during gameplay. | Groundwork Studio | - | May 23, 2026 | |
Incremental RTS In-game content text | The game currently includes some generated texts for upgrade descriptions | Dyrkabes Games | - | May 23, 2026 | |
Star Castles 2 In-game content audioart | Generative AI was used during the creation of the background music, marketing materials, and the store page assets (banners, icons, logos). | Red Omicron Software LLC | - | 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 | |
Three Kingdoms Defense In-game content arttext | This game uses generative AI tools during development to assist with certain artwork, localization, and written content.
All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure originality, quality, and compliance with applicable rights. | MIDNIGHT HAMMER | - | May 23, 2026 | |
Shadowbane: Resurgence Store/marketing art | I used AI assistance to create some of the promotional materials used outside the game. | Sichuan Sawanyi Technology Co., Ltd. | 150 | May 23, 2026 | |
Strategic Surge In-game content arttextaudiocode | In the development of this game, generative AI was used in the following ways:
Visual Assets: Background illustrations for narrative events, UI elements, and icons were created with the assistance of generative AI. All assets were manually edited and refined by the developer to ensure stylistic consistency.
Narrative Content: Initial drafts for some random event descriptions and unit barks were generated with AI assistance and subsequently revised and rewritten by the developer to maintain the game's unique tone and military setting.
Audio: Some voiceover elements and unit barks may be produced using AI-assisted synthesis. All audio is pre-recorded and processed before being included in the game files.
Code Assistance: AI-based tools were used during the programming process for logic optimization and debugging.
Important: All AI-generated content is pre-generated and included in the static game files. No content is generated in real-time during gameplay. | K-71 | - | May 23, 2026 | |
MECH OPS 2092 In-game content codetext | We use AI tools during development to speed up routine work, but all final decisions are made by the team.
Text translation
AI helps with draft translations of UI and in‑game texts, which are then reviewed and edited by human translators to keep the tone and meaning consistent.
Code generation
AI is used to generate boilerplate code and suggest improvements, while core systems, gameplay logic, optimization and security are always designed, reviewed and tested by developers. | Tech Guys | - | 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 | |
The Last Bet In-game content art | Certain pre-generated visual assets in the game and store materials, such as some icons and background artwork, were created with the assistance of generative AI during development. All such assets were reviewed, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not use live external AI services. | Bavita Studios | - | May 23, 2026 | |
Spaceport Kingdom Dev only code | No AI was used for art, animation, sound effects, and music. AI tools were only used for scripting assistance, refactoring, and debugging. | Spaceport Kingdom | - | May 23, 2026 | |
CyberZ Store/marketing arttext | AI is used solely to create materials for marketing purposes. | Funexagon | - | 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 | |
Red Horizon In-game content audio | To push the creative boundaries of our small team, we used AI-powered audio tools to assist in the generation of certain audio assets. These assets were heavily curated, edited, and refined by our sound designers to ensure they align perfectly with the game's atmosphere and unique artistic vision. | Fullscale Interactive | - | May 23, 2026 | |
Foreign Rim Unclear art | I use AI to improve images. | Foreign Software | - | May 23, 2026 | |
Iron Pact Store/marketing | Used for marketting only | AlexMog | - | May 23, 2026 | |
Gunship Battle Total Warfare In-game content textart | We used AI tools during development to assist with localization. We also used AI-based tools in the production of some cutscene videos. All outputs included in the game were reviewed and edited by our development team. | JOYCITY | 192 | 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 | |
Rise Of The General Store/marketing art | Some visual assets used in the store page and marketing materials may include AI-assisted elements. These assets are reviewed and modified by the development team to ensure quality and consistency with the game's art direction. | Nani Studios LLC | - | May 23, 2026 | |
Coloniser In-game content artaudio | AI was used assist in the creation of certain sound and visual elements. | Cantos Games | - | May 23, 2026 | |
Eternal Mist In-game content textart | We used AI to localize the text, as well as to enhance some of the graphical assets on the Steam store page. AI is not used in the game content itself. | Rionix | - | May 23, 2026 | |
Mandate Order In-game content textartcode | Some multilingual localized text content is AI-generated; parts of the code and art assets also contain AI-generated content. | Digital Sky | 796 | May 23, 2026 | |
Quantum Conquest Store/marketing text | AI was used to help generate marketing materials and give better descriptions for the Steam Store page | adoa.games | - | May 23, 2026 | |
Ratnik Store/marketing art | The main menu image is AI generated | Vitezi Games | - | Mar 18, 2026 | |
Portable Ops 2 general | Some Menu items that I had trouble with re doing again | Outlaw Games | - | Mar 18, 2026 | |
Humans Vs Orcs art | Background images, and Main Header and artwork -not characters in the game | ShakyHand | - | Mar 18, 2026 | |
Seeds & Sparks In-game content textartaudio | Generative AI tools were used during development to create some supporting materials, including store page and promotional text, as well as certain marketing/community images.
In addition, the in-game music was generated using Suno.
Generative AI is not used in real time during gameplay; all content was reviewed and, where necessary, edited by the developer. | SMAR Studio | - | Mar 18, 2026 | |
郑成功传 Clash of Armadas: Koxinga Unclear text | UI,Log , and descrption | 铭记历史 | - | Mar 18, 2026 | |
Aye! My Liege In-game content arttext | Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined. | Tappole Software | - | Mar 18, 2026 | |
Emoji Wars In-game content art | The game to contain art assets generated by artificial intelligence | Total | 11 | Mar 18, 2026 | |
Drone Gunner In-game content textart | Generative AI was used to create descriptions and weapon icons | KHVOYA Games | - | Mar 18, 2026 | |
Morse Depths: WWII In-game content art | Only used strictly as a foundational tool to assist in creating base concepts for certain 2D sprites and background textures. Every AI-assisted asset was heavily modified, color-corrected, and manually integrated to fit the retro aesthetic. | Sasunia Game Studio | - | Mar 18, 2026 | |
Mech EVO In-game content art | Used AI image editor/generator for card art assets. | Benedict King | - | Mar 18, 2026 | |
Imperial Kingdoms In-game content textcode | This game does not contain any AI-generated visual or audio assets.
AI tools were used solely as development assistance for:
• Translation assistance
• Text proofreading and wording suggestions
• Code review, debugging, and programming assistance
• Brainstorming and general development support
All game content, assets, and code were created, reviewed, and curated by the developer. Any AI-assisted output was subject to human review and modification before inclusion in the game. | BaroxxTech | - | Mar 18, 2026 | |
昭明日月 Pax Serica: Rise of the Ming In-game content artaudio | 本游戏之头像立绘、BGM音乐及部分品牌宣传内容采用生成式人工智能进行优化。特此声明。 | Serica Dynamics Studio | - | Mar 18, 2026 | |
Sigma Protocol In-game content artaudio | Some artwork and audio may be generated using AI tools. | NextGen Solutions LLC | - | Mar 18, 2026 | |
ZeGunner In-game content art | I used AI to generate the game icon and images for the Steam store | Jose Santos | - | Mar 18, 2026 | |
摸鱼争霸 In-game content artaudio | Some of the game's art assets, sound effects, and music are AI-generated. | Choice Studio | - | Mar 18, 2026 | |
政通人和 In-game content artaudiotext | This game uses integrated AI for in-game interactions, and incorporates AI-generated art assets and music assets. | SuBaiism | - | Mar 18, 2026 | |
Cosmic Order Fleet In-game content artaudio | Visual Assets: We utilized AI tools to assist in the creation of certain static visual assets, including cutscene CGs, character illustrations, and video promotional materials. All AI-generated visuals have been manually reviewed and refined by our art team to ensure quality and compliance.
Audio Assets: Portions of the background music and sound effects were composed using AI synthesis tools.
Compliance: We verify that all AI-generated content in the game has been reviewed to ensure it does not contain any illegal content or infringe on third-party intellectual property rights. | DotSpark Studio | - | Mar 18, 2026 | |
天朝远征军 Dev only | The game production resources only involve using AI for reference, and do not involve AI directly generating content. | 柘苻 | - | Mar 18, 2026 | |
Magine: War of Restoration / 魔蒸复国战 In-game content textart | AI tools are used for localization and generating some icons | GreatZaochen | - | Mar 18, 2026 | |
Mad Scientist Simulator – Society of World Destruction In-game content artaudio | Some visuals and sounds created in this game are produced and integrated by artificial intelligence. | HAPPYTECH | - | Mar 18, 2026 | |
HOLD THE LINE Dev only codeart | I wrote code and generated Highpoly models and then created Lowpoly in blender. | Art Equilibrium | 27 | Mar 18, 2026 | |
Medieval Lord Tycoon Store/marketing art | Store Page temporarily featuring AI-generated images, pending future updates. | Hayate | - | Mar 18, 2026 |