UI,Log , and descrption
- Creator
- 铭记历史
- Reviews
- -
- Added
- Mar 18, 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.
UI,Log , and descrption
AI usage for some language localizations.
Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game text into multiple languages.
Generative AI was used to help code the game, create music, create sound effects (including voice lines), and create marketing assets such as the capsule and other images.
All visual assets in the game, including character portraits, backgrounds, user interface (UI) elements, icons, and menus, were created using generative Artificial Intelligence tools. Additionally, all the background music and musical tracks were also composed and generated using AI. All of these assets are pre-rendered during development ; there is no live AI generation occurring in real-time while the user is playing.
- Character profile images were generated using AI tools, then reviewed and edited by the developer to fit the game's art direction. - AI-assisted tools were used in parts of the development process. - No AI content is generated during gameplay. All in-game experiences are designed and curated by the developer.
For this game, generative AI is used as an auxiliary tool in some parts of development and production. It is used to create rough drafts of some of the images, text, and localization ideas used on the store page and in-game. Final acceptance, editing, and quality checks are handled by the developers, and the content is released only after being confirmed for accuracy and appropriateness. Please note that no content is generated in real time in response to player input within the game.
UmbraNet uses generative artificial intelligence to create some visual content that appears both in-game and on the store page, such as certain images and graphical elements used for atmosphere and presentation. All AI-generated content is pre-generated and curated by the me (developer) before being included in the game or its marketing materials. No generative AI systems are used during live gameplay, and no player data is collected or processed by AI. Generative AI is not used for programming, gameplay logic, systems design, or code development. All game mechanics and technical implementation are created manually by the developer.
This game makes limited use of generative artificial intelligence during development. Generative AI tools were used by the developer to assist with code prototyping, internal scripts, concept imagery, and promotional materials during the development process. All AI-generated content is reviewed, edited, and curated by the developer.
Portions of the game's source code were authored with the assistance of AI tools. All AI-assisted code has been manually reviewed, refined, and tested by the development team.
This game uses generative AI tools during development to assist with concept art, visual ideation, and early image drafts, as well as initial text prototyping. All final in-game visuals, UI elements, written content, and gameplay systems are curated, reviewed, and approved by the development team. No generative AI is used to create content dynamically during gameplay, and no player-facing content is generated in real time.
Some of the images and monster models in the game are generated using artificial intelligence. I can guarantee that all AI elements are compliant, legal, and commercially usable.
This title uses generative AI tools to assist in the creation of some written content and visual assets. All AI-assisted content is curated, edited, and finalized by the developer, and no AI-generated content is created dynamically during gameplay.
The game's background music were created using artificial intelligence.
The majority of the visuals derive from one of our earlier products; to improve the experience, we remade them via AI image generation and followed up with extensive post-processing.
Cover Art Process Background Music
Core Planning: The game’s worldbuilding, storyline, gameplay logic, and numerical balancing are 100% original and written by me. Programming: I designed the code architecture and utilized AI for coding assistance and optimization. Visual Arts: A small portion of assets were initially designed using AI and then manually refined and revised by me. Localization: Localization for languages other than Chinese was supported by AI translation.
Generative AI-assisted edits in photoshop were used in the creation of the cover image of this game.
Skippable (and so optional) videos are made with the help of A. I. Most musical re-arrangements (and ALL the vocals) are made with the help of A. I. Some of the big wall posters you can see in-game are made with the help of A. I.
To help with store visuals I used generative AI tools to assist in creating some promotional artwork and banners for the Steam page. All actual game content, gameplay and in-game assets were made without using AI.
Generative AI was used in this project.
The game has a single AI-generated image of deliberate low quality in it, because I wanted to have that. It also has the "ASA-Intelligence" text generation and modification system, which is technically and pragmatically incomparable to the function of a large language model, but is technically AI. It is not trained on text from anything but the game itself, and is ran entirely locally during certain parts of gameplay.
Some in-game visual assets and code snippets were developed with the assistance of generative AI tools. These pre-generated elements were used to enhance the visual quality and technical foundation of the game.
This game makes use of pre-generated AI content. Usage Details: Visual assets (specifically item sprites) and sound effects were created using generative AI software. The AI served as the primary tool for generating the foundational materials. Verification: We confirm that all content used is free of illegal or copyright-infringing material.
We use AI for both development and creative support. Assets generated by both AI and humans are collaboratively refined by AI and humans before being used in the game.
Marketing assets (Capsule Art, Headers) and in-game 2D assets (sprites, icons, UI elements, backgrounds) were conceptualized and generated using AI tools (Nano Banana Pro), then manually edited, animated, and composited by the developer. Sound Effects were generated using AI-based synthesis tools (ElevenLabs). Background Music was generated using AI composition tools (Soundraw). No AI is used for live generation during gameplay.
AI was only used to enhance images we already had, giving them a look more in line with the game’s retro ’80s theme. Its use was limited solely to images for the store page and game icons.
Prime Protocol used generative AI tools during development to assist with drafting and iterating on code and to create some pre-rendered marketing imagery. All content is reviewed and integrated by the developer. No generative AI is used during gameplay; the game does not live-generate text, images, audio, or code, and players cannot input prompts.
This game uses generative AI during development to assist with the creation of visual assets and music. AI was also used to assist with certain marketing materials (e.g., trailer and store assets). All AI-assisted content is reviewed and edited by the developer before release. The game does not generate content from player inputs at runtime, and no player data is used to train AI models.
Generative AI tools were used during development exclusively at auxiliary stages of production. Some visual elements for the game’s Steam store page, as well as certain interface elements, were created using AI generation and then manually refined and integrated. AI is not used in gameplay, game logic, character behavior, or decision-making systems. All mechanics, balance, and interactions in the game are developed by the author and function independently of AI.
The original version of this game was created in Japanese. Translations into other languages were initially drafted with AI assistance, then carefully revised by hand for clarity and natural flow.
use ai for some art
This game uses generative artificial intelligence tools only during development to create certain visual and audio assets. All content experienced by players is pre-rendered and reviewed, with no automatic real-time generation during gameplay.
- Art assets - Store description - We wrote it together (with AI assistance) - Marketing materials
We used AI to generate the main banner for the game.
Generative AI tools were used during development to assist with the creation of concept art, visual assets, and written content such as descriptions and lore. All AI-generated materials were reviewed, edited, and finalized by the development team. No AI is used during gameplay, and the game does not generate content in real time.
In-game assets were generated using generative AI and then retouched for final use.
Throughout development, we may utilize procedural and AI-driven tools to support content generation. However, the completed work ultimately represents the creative vision and authorship of our development team.
There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues.
Some of the textures, music, and sound effects used in this application are derived from original materials generated by generative AI, followed by manual adjustment/modification and integration.
In this project, generative AI is used for development support purposes. AI is mainly utilized to assist with providing code examples and resolving technical issues, and it does not generate code or content dynamically during gameplay. All final code and in-game behavior are reviewed and implemented by the developer.
Used to generate a few picture frame images and faces for the Missing Persons. They are not real people.
🎮 About the Development of this game As a project developed by a solo creator with limited manpower, Explosive Battle is dedicated to delivering a battlefield that feels both familiar and freshly innovative. Here is our transparent disclosure regarding the game's content creation: Character Concept Art: During the conceptual design phase, generative AI tools were used for style exploration, initial composition, and editing of key art (such as the store capsule images). This helped in finding a unique visual direction.
Some game assets and sounds were generated by AI.
AI in combination with image-editing software was used to produce the visual assets for the game.
We used AI to create music
Human touch + AI. Artificial Intelligence (AI) was used to enhance code efficiency and optimize selected graphical elements, improving the overall performance and visual quality of the project — while preserving its handcrafted style and unique artistic identity.
It helps me create game assets, which I then refine myself.
AI coding tools assisted in the development of the game.
Before I get into this, I'd like to say that I am a professional game designer, writer, sprite artist, video animator, music producer, and audio engineer. I worked in the industry for a number of years, and deciding on whether or not to use gen AI was not something I took lightly. I know there are a lot of feelings about this right now, and I understand why a lot of people are hurting, but ultimately, I felt that it enhances the will and talent of the end user. I use programs that claim they are trained on models that own the rights to the content, or are trained on open source materials. This game uses a limited amount of generative AI for content. About 50% of the art assets are generated, then carefully tailored for visual cohesion. Currently, very little animation is done with generative AI, but this could change in the future. The music is 100% human created by Punch Deck. The voiceover is 100% generative AI. Depending on funding, this could change in the future.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
郑成功传 Clash of Armadas: Koxinga Unclear text | UI,Log , and descrption | 铭记历史 | - | Mar 18, 2026 | |
Randomverse: Expedition In-game content text | AI usage for some language localizations. | Randaro | - | Mar 18, 2026 | |
Breach Squad In-game content artaudiotext | Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game text into multiple languages. | INDIELLIGENT | - | Mar 18, 2026 | |
Zombies Per Minute In-game content codeaudioart | Generative AI was used to help code the game, create music, create sound effects (including voice lines), and create marketing assets such as the capsule and other images. | Enzed Studio | - | Mar 18, 2026 | |
Symbolika In-game content artaudio | All visual assets in the game, including character portraits, backgrounds, user interface (UI) elements, icons, and menus, were created using generative Artificial Intelligence tools. Additionally, all the background music and musical tracks were also composed and generated using AI. All of these assets are pre-rendered during development ; there is no live AI generation occurring in real-time while the user is playing. | Romain LGD | - | Mar 18, 2026 | |
異変マチアプ - Tindark In-game content art | - Character profile images were generated using AI tools, then reviewed and edited by the developer to fit the game's art direction.
- AI-assisted tools were used in parts of the development process.
- No AI content is generated during gameplay. All in-game experiences are designed and curated by the developer. | Hot Tea Works | 17 | Mar 18, 2026 | |
Inga Chronicle In-game content arttext | For this game, generative AI is used as an auxiliary tool in some parts of development and production.
It is used to create rough drafts of some of the images, text, and localization ideas used on the store page and in-game.
Final acceptance, editing, and quality checks are handled by the developers, and the content is released only after being confirmed for accuracy and appropriateness.
Please note that no content is generated in real time in response to player input within the game. | RandaWorks | - | Mar 18, 2026 | |
UmbraNet In-game content art | UmbraNet uses generative artificial intelligence to create some visual content that appears both in-game and on the store page, such as certain images and graphical elements used for atmosphere and presentation.
All AI-generated content is pre-generated and curated by the me (developer) before being included in the game or its marketing materials. No generative AI systems are used during live gameplay, and no player data is collected or processed by AI.
Generative AI is not used for programming, gameplay logic, systems design, or code development. All game mechanics and technical implementation are created manually by the developer. | Eragos Games | - | Mar 18, 2026 | |
Hostile Paths Dev only codeart | This game makes limited use of generative artificial intelligence during development.
Generative AI tools were used by the developer to assist with code prototyping, internal scripts, concept imagery, and promotional materials during the development process. All AI-generated content is reviewed, edited, and curated by the developer. | Alberto Lanata | - | Mar 18, 2026 | |
V.E.C.T. Arcade Dev only code | Portions of the game's source code were authored with the assistance of AI tools. All AI-assisted code has been manually reviewed, refined, and tested by the development team. | D-BUG Games | - | Mar 18, 2026 | |
Submarine Homesick Blues In-game content arttext | This game uses generative AI tools during development to assist with concept art, visual ideation, and early image drafts, as well as initial text prototyping.
All final in-game visuals, UI elements, written content, and gameplay systems are curated, reviewed, and approved by the development team.
No generative AI is used to create content dynamically during gameplay, and no player-facing content is generated in real time. | MONOKU SAS | - | Mar 18, 2026 | |
Evil thing In-game content art | Some of the images and monster models in the game are generated using artificial intelligence. I can guarantee that all AI elements are compliant, legal, and commercially usable. | 穷B没钱做游戏 | - | Mar 18, 2026 | |
Last Decree In-game content textart | This title uses generative AI tools to assist in the creation of some written content and visual assets. All AI-assisted content is curated, edited, and finalized by the developer, and no AI-generated content is created dynamically during gameplay. | Iron Crown Studio | - | Mar 18, 2026 | |
TradingLife In-game content audio | The game's background music were created using artificial intelligence. | Fun(ctor) Studio | - | Mar 18, 2026 | |
Donut Die In-game content art | The majority of the visuals derive from one of our earlier products; to improve the experience, we remade them via AI image generation and followed up with extensive post-processing. | Five Rooms | - | Mar 18, 2026 | |
Nascentiar In-game content artaudio | Cover Art Process
Background Music | JustusPan | - | Mar 18, 2026 | |
SURVIVOR 01 In-game content arttextcode | Core Planning: The game’s worldbuilding, storyline, gameplay logic, and numerical balancing are 100% original and written by me.
Programming: I designed the code architecture and utilized AI for coding assistance and optimization.
Visual Arts: A small portion of assets were initially designed using AI and then manually refined and revised by me.
Localization: Localization for languages other than Chinese was supported by AI translation. | Shota | - | Mar 18, 2026 | |
Scorched Legacy Store/marketing art | Generative AI-assisted edits in photoshop were used in the creation of the cover image of this game. | Whitemarsh Games, LLC | - | Mar 18, 2026 | |
Mirage Of Tower In-game content audioart | Skippable (and so optional) videos are made with the help of A. I.
Most musical re-arrangements (and ALL the vocals) are made with the help of A. I.
Some of the big wall posters you can see in-game are made with the help of A. I. | Arkhouse Telegraph | - | Mar 18, 2026 | |
MAZY Store/marketing art | To help with store visuals I used generative AI tools to assist in creating some promotional artwork and banners for the Steam page. All actual game content, gameplay and in-game assets were made without using AI. | Pierpiero | - | Mar 18, 2026 | |
Brace for Dolphins! Unclear | Generative AI was used in this project. | We Are the Dolphins | - | Mar 18, 2026 | |
A Spiritual Adventure Live AI text | The game has a single AI-generated image of deliberate low quality in it, because I wanted to have that.
It also has the "ASA-Intelligence" text generation and modification system, which is technically and pragmatically incomparable to the function of a large language model, but is technically AI. It is not trained on text from anything but the game itself, and is ran entirely locally during certain parts of gameplay. | Solar Sausage | - | Mar 18, 2026 | |
SpinObi : Just One More Wave In-game content artcode | Some in-game visual assets and code snippets were developed with the assistance of generative AI tools. These pre-generated elements were used to enhance the visual quality and technical foundation of the game. | Aosis Gaming | - | Mar 18, 2026 | |
Greedy Machine In-game content artaudio | This game makes use of pre-generated AI content.
Usage Details: Visual assets (specifically item sprites) and sound effects were created using generative AI software. The AI served as the primary tool for generating the foundational materials.
Verification: We confirm that all content used is free of illegal or copyright-infringing material. | PKP STUDIO | - | Mar 18, 2026 | |
PegLotto! In-game content artaudiotext | We use AI for both development and creative support. Assets generated by both AI and humans are collaboratively refined by AI and humans before being used in the game. | Ludica Inc | - | Mar 18, 2026 | |
Flask & Fury In-game content artaudio | Marketing assets (Capsule Art, Headers) and in-game 2D assets (sprites, icons, UI elements, backgrounds) were conceptualized and generated using AI tools (Nano Banana Pro), then manually edited, animated, and composited by the developer.
Sound Effects were generated using AI-based synthesis tools (ElevenLabs).
Background Music was generated using AI composition tools (Soundraw).
No AI is used for live generation during gameplay. | Glass Horizon | - | Mar 18, 2026 | |
Diskette Dungeon In-game content art | AI was only used to enhance images we already had, giving them a look more in line with the game’s retro ’80s theme. Its use was limited solely to images for the store page and game icons. | MM88 | - | Mar 18, 2026 | |
Prime Protocol Store/marketing codeart | Prime Protocol used generative AI tools during development to assist with drafting and iterating on code and to create some pre-rendered marketing imagery. All content is reviewed and integrated by the developer. No generative AI is used during gameplay; the game does not live-generate text, images, audio, or code, and players cannot input prompts. | Prime Protocol Interactive | - | Mar 18, 2026 | |
Last State In-game content artaudio | This game uses generative AI during development to assist with the creation of visual assets and music. AI was also used to assist with certain marketing materials (e.g., trailer and store assets). All AI-assisted content is reviewed and edited by the developer before release. The game does not generate content from player inputs at runtime, and no player data is used to train AI models. | Miroslav Sendlai | - | Mar 18, 2026 | |
Life.exe Store/marketing art | Generative AI tools were used during development exclusively at auxiliary stages of production. Some visual elements for the game’s Steam store page, as well as certain interface elements, were created using AI generation and then manually refined and integrated.
AI is not used in gameplay, game logic, character behavior, or decision-making systems. All mechanics, balance, and interactions in the game are developed by the author and function independently of AI. | EasyDev | - | Mar 18, 2026 | |
Text Dungeon: The Ring of Life In-game content text | The original version of this game was created in Japanese. Translations into other languages were initially drafted with AI assistance, then carefully revised by hand for clarity and natural flow. | Tawashi Works | - | Mar 18, 2026 | |
outpost4 Unclear art | use ai for some art | BananaDogGames | 72 | Mar 18, 2026 | |
I DID NOT DO IT In-game content artaudio | This game uses generative artificial intelligence tools only during development to create certain visual and audio assets. All content experienced by players is pre-rendered and reviewed, with no automatic real-time generation during gameplay. | Zucke | - | Mar 18, 2026 | |
Hero's Guild Store/marketing text | - Art assets
- Store description - We wrote it together (with AI assistance)
- Marketing materials | Antoni Saez | - | Mar 18, 2026 | |
Tombbound Store/marketing art | We used AI to generate the main banner for the game. | Age Zero | - | Mar 18, 2026 | |
Mutant Survivors In-game content arttext | Generative AI tools were used during development to assist with the creation of concept art, visual assets, and written content such as descriptions and lore.
All AI-generated materials were reviewed, edited, and finalized by the development team. No AI is used during gameplay, and the game does not generate content in real time. | Macro Software | - | Mar 18, 2026 | |
Hexagon Soup In-game content art | In-game assets were generated using generative AI and then retouched for final use. | Sayberry Labs | - | Mar 18, 2026 | |
BattleBoat X Unclear art | Throughout development, we may utilize procedural and AI-driven tools to support content generation. However, the completed work ultimately represents the creative vision and authorship of our development team. | Glitchfree Games | - | Mar 18, 2026 | |
Darkrise: War of the Undead In-game content artaudio | There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues. | Wynand Smit | - | Mar 18, 2026 | |
DuatWayfarer In-game content artaudio | Some of the textures, music, and sound effects used in this application are derived from original materials generated by generative AI, followed by manual adjustment/modification and integration. | BlueWind | - | Mar 18, 2026 | |
ルミアと永久の塔 Dev only code | In this project, generative AI is used for development support purposes.
AI is mainly utilized to assist with providing code examples and resolving technical issues,
and it does not generate code or content dynamically during gameplay.
All final code and in-game behavior are reviewed and implemented by the developer. | CoreHatch | - | Mar 18, 2026 | |
Graveyard Report In-game content art | Used to generate a few picture frame images and faces for the Missing Persons. They are not real people. | Poltergeist Games | - | Mar 18, 2026 | |
Three Kingdoms:Explosive Battle Store/marketing art | 🎮 About the Development of this game
As a project developed by a solo creator with limited manpower, Explosive Battle is dedicated to delivering a battlefield that feels both familiar and freshly innovative. Here is our transparent disclosure regarding the game's content creation:
Character Concept Art: During the conceptual design phase, generative AI tools were used for style exploration, initial composition, and editing of key art (such as the store capsule images). This helped in finding a unique visual direction. | DeerChaser | - | Mar 18, 2026 | |
DEADFOOL In-game content artaudio | Some game assets and sounds were generated by AI. | MugiwaraByte | - | Mar 18, 2026 | |
Red Nox In-game content art | AI in combination with image-editing software was used to produce the visual assets for the game. | Alvinho Games | - | Mar 18, 2026 | |
C.A.R.S. - Creating A Ridiculous Shitshow In-game content audio | We used AI to create music | 3Dads Studios | 37 | Mar 18, 2026 | |
THE KULKA Dev only codeart | Human touch + AI. Artificial Intelligence (AI) was used to enhance code efficiency and optimize selected graphical elements, improving the overall performance and visual quality of the project — while preserving its handcrafted style and unique artistic identity. | Airem | - | Mar 18, 2026 | |
Lone Warrior In-game content art | It helps me create game assets, which I then refine myself. | Noob | - | Mar 18, 2026 | |
Cropacalypse Dev only code | AI coding tools assisted in the development of the game. | BecauseImMichael Games | - | Mar 18, 2026 | |
Farewell Jack In-game content artaudiotext | Before I get into this, I'd like to say that I am a professional game designer, writer, sprite artist, video animator, music producer, and audio engineer. I worked in the industry for a number of years, and deciding on whether or not to use gen AI was not something I took lightly. I know there are a lot of feelings about this right now, and I understand why a lot of people are hurting, but ultimately, I felt that it enhances the will and talent of the end user. I use programs that claim they are trained on models that own the rights to the content, or are trained on open source materials. This game uses a limited amount of generative AI for content. About 50% of the art assets are generated, then carefully tailored for visual cohesion. Currently, very little animation is done with generative AI, but this could change in the future. The music is 100% human created by Punch Deck. The voiceover is 100% generative AI. Depending on funding, this could change in the future. | Upheaval Arts | - | Mar 18, 2026 |