Al were used to assist with translating text into multiple languages.
- Creator
- Beyond The Light Cone
- 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.
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Al were used to assist with translating text into multiple languages.
I used chatgpt to remaster some models, and to boost my artwork. I DID NOT: - let AI create any new models - design any of my levels or scripts - generate voices or music
Generative AI was used to assist in the creation of various 2D textures, portraits, and UI elements.
- Code was written with Assistance of Anthropic Claude Code - Character Portraits were created with Google Gemini - Other Art Assets and Sound Effects were created using Python (matplotlib, wave)
Translations to most non-English languages are written by AI. This can be overridden in Settings to view in original English.
关于商店页面部分资源使用了AI辅助
We used ai to assist us on music and art because we are poor and not capable of this yet. We will strive to remove or reduce ai to a minimum once we are financially capable.
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.
AI tools were used during development only for pre-generated content, including concept/reference artwork, store assets, music/audio drafts, and localization or translation assistance. The game does not generate AI content at runtime. Players do not interact with any live AI system, and no text, images, audio, or gameplay content is dynamically generated by AI while the game is running. All AI-assisted content is reviewed, edited, and integrated by the developer before release.
The background image used in the main menu of the game was created using AI tools.
AI assisted assets and text are developer edited. The core game is playable without AI. Optional advisor commentary can use local Ollama or Anthropic only if the player enables it and provides their own key.
This game originally was made fully by ai, ai is used for the code and text, the game is now being developed without ai.
Some visual assets used on this Steam page were edited or retouched using AI-assisted tools, and the achievement icons were created using generative AI / AI-assisted tools.
For some textures — house windows, a backdrop with the city. For localization.
This product utilizes AI to assist in programming and art creation, thereby improving the speed of game development and enhancing its artistic appeal.
Sarges Horrors may use AI-generated audio for placeholder or prototyping purposes during development. Final audio content is planned to be original and hand-crafted.
AI assistance was used in the game's cover art, title images, and other materials, as well as in the translations of the page descriptions.
Cleaned up / textured with Nano Banana: - patrol zone map - shipping lane map - sea state list
Some images and translations in this game were referenced from AI-generated content
We live in an era where every developer uses generative AI. We see it as just another tool that helps with development, and we'll continue to use it more actively going forward.
During the development of Days Of Reckoning, generative artificial intelligence is used as a supportive tool in certain parts of production. AI has been used primarily for: creating visual references and concept ideas assisting with marketing materials (e.g., text, scripts) experimenting with certain audio or atmospheric elements All content included in the final version of the game is reviewed, refined, and approved by the developer. Generative AI is not used to generate content in real time during gameplay and does not directly influence gameplay mechanics or in-game systems.
WW2 historical photos colorized by AI
Some visual and audio assets in this game were created with the assistance of generative AI tools, including artwork, cinematic sequences, and sound effects. No AI content is generated during gameplay.
AI tools were used to generate some images (mostly cards), which were then edited by hand before being included in the game or its marketing.
ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically: - Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer. - In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years). - Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant. Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored. ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets.
AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release.
AI was used to generate fragments of promotional art for the game's page, as well as to generate the trailer's soundtrack.
Cover art and localizations were made with the help of generative artificial intelligence.
Nexus Legacy is made by a solo developer using AI-assisted production tools. These tools were used during development to help with visual iteration, asset production, prototyping and code assistance, making a larger persistent MMO possible with a small production pipeline. The final game is not a live AI generator. Gameplay design, balance, economy, progression, PvE/PvP rules, server logic, world structure, final visuals and updates are selected, reviewed, edited and maintained by the developer. No live generative AI is used to create player-facing content while the game is running.
Some visual assets and audio elements in the game were created using AI-assisted tools and then refined and integrated into the final experience by the developer.
Generative AI tools are used to translate text into different languages and to create visual assets. All content is reviewed and manually edited before being included in the game.
Some music tracks in Gridhammer were composed using AI music generation tools (Suno). All other game content including artwork, writing, and game design is human-created.
AI support has been used for language translations as part of the game's localization process.
Code was partially written with AI assistance.
Steel and Sinew uses AI art as placeholder for UI.
此游戏使用生成式人工智能开发
AI tools were used during parts of the development process to assist with early-stage graphics and code. Every AI-assisted element has since been carefully reworked, improved, and integrated through hands-on development. The final product is shaped by deliberate design, creative iteration, and personal input to ensure a cohesive and original gameplay experience.
As a solo indie developer working with a limited art budget, I have used generative AI tools for some visual assets, primarily UI artwork. The gameplay systems, mechanics, programming, balancing, and overall game design are created and implemented by me. My long-term goal is to continue improving the game’s artwork and, as the game grows, work with professional artists to replace and further refine AI-assisted visual assets.
3D Models and Graphics were AI generated.
The logo was made by my homie with the help of an ai there i said it
Some background image assets in this game are generated using artificial intelligence and then further modified and refined by the development team. All other assets and content within the game are created without the use of AI-generated material.
AI was used to help fine-tuning some graphics and animations, also to create some background graphics. AI was used to create voices and to fine tune music.
Localization: I do not have the option to localize the game otherwise.
Some of this game’s assets were developed with the assistance of AI.
The game uses AI for art assets and development.
During the development of this game, generative AI tools were used to assist in creating early drafts of some background images, UI icons, and text. All AI-generated assets have been strictly reviewed and manually modified by the developer to ensure they fit the game's aesthetic and do not contain any copyrighted or inappropriate content.
We are an indie team of two programmers. We are currently using AI-generated art so we can start testing the game right away. Thank you for your understanding.
This game was built extensively with generative AI. AI tools were used to assist with code development, pixel art generation, music composition, sound effect creation, voice acting, dialogue writing, story design, and game design.
Voice acting for characters during combat and in the story
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
暗面 Dark Side Void In-game content text | Al were used to assist with translating text into multiple languages. | Beyond The Light Cone | - | Jun 3, 2026 | |
Dark Eyes - Super Soldier 2 In-game content art | I used chatgpt to remaster some models, and to boost my artwork.
I DID NOT:
- let AI create any new models
- design any of my levels or scripts
- generate voices or music | Ruud Tacken | - | Jun 3, 2026 | |
Stellar Conquest In-game content art | Generative AI was used to assist in the creation of various 2D textures, portraits, and UI elements. | HDS | - | Jun 3, 2026 | |
Panzer Island In-game content artaudio | - Code was written with Assistance of Anthropic Claude Code
- Character Portraits were created with Google Gemini
- Other Art Assets and Sound Effects were created using Python (matplotlib, wave) | rhedak | - | Jun 3, 2026 | |
Land and Castles In-game content text | Translations to most non-English languages are written by AI. This can be overridden in Settings to view in original English. | Anmoco | - | 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 | |
C.A.P.Y. He's got a licence to chill... and a flash bang In-game content audioart | We used ai to assist us on music and art because we are poor and not capable of this yet. We will strive to remove or reduce ai to a minimum once we are financially capable. | FFS | - | 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 | |
謀聖 In-game content artaudiotext | AI tools were used during development only for pre-generated content, including concept/reference artwork, store assets, music/audio drafts, and localization or translation assistance.
The game does not generate AI content at runtime. Players do not interact with any live AI system, and no text, images, audio, or gameplay content is dynamically generated by AI while the game is running.
All AI-assisted content is reviewed, edited, and integrated by the developer before release. | BT Studio | - | Jun 3, 2026 | |
Coinqueror In-game content art | The background image used in the main menu of the game was created using AI tools. | Snowolf Studios | - | Jun 3, 2026 | |
Cascade: Hindcast Live AI text | AI assisted assets and text are developer edited. The core game is playable without AI. Optional advisor commentary can use local Ollama or Anthropic only if the player enables it and provides their own key. | Herni Dedalvs | - | Jun 3, 2026 | |
Modern Wars Dev only codetext | This game originally was made fully by ai, ai is used for the code and text, the game is now being developed without ai. | man_82 | - | Jun 3, 2026 | |
Meow Over Moo In-game content art | Some visual assets used on this Steam page were edited or retouched using AI-assisted tools, and the achievement icons were created using generative AI / AI-assisted tools. | Flipped Cat | - | Jun 3, 2026 | |
Sabre Hunter: Keep On Moving In-game content arttext | For some textures — house windows, a backdrop with the city.
For localization. | untold.Soft | - | May 23, 2026 | |
楚汉争霸之神兵天降(Divine Descent: Chu-Han) Dev only codeart | This product utilizes AI to assist in programming and art creation, thereby improving the speed of game development and enhancing its artistic appeal. | Qingdao Qilin Ark Network Technology Co.,Ltd. | - | May 23, 2026 | |
Sarges Horror's In-game content audio | Sarges Horrors may use AI-generated audio for placeholder or prototyping purposes during development. Final audio content is planned to be original and hand-crafted. | FPS Arms Studio | - | May 23, 2026 | |
PRO: Push React Outgun In-game content arttext | AI assistance was used in the game's cover art, title images, and other materials, as well as in the translations of the page descriptions. | EVAGAST | - | May 23, 2026 | |
Silent Shark In-game content art | Cleaned up / textured with Nano Banana:
- patrol zone map
- shipping lane map
- sea state list | John Goering | 106 | May 23, 2026 | |
StarWay text | Some images and translations in this game were referenced from AI-generated content | jiahuiJIA | - | May 23, 2026 | |
WeeWars Dev only | We live in an era where every developer uses generative AI. We see it as just another tool that helps with development, and we'll continue to use it more actively going forward. | G1C | - | May 23, 2026 | |
Days Of Reckoning: Last Battle In-game content arttextaudio | During the development of Days Of Reckoning, generative artificial intelligence is used as a supportive tool in certain parts of production.
AI has been used primarily for:
creating visual references and concept ideas
assisting with marketing materials (e.g., text, scripts)
experimenting with certain audio or atmospheric elements
All content included in the final version of the game is reviewed, refined, and approved by the developer.
Generative AI is not used to generate content in real time during gameplay and does not directly influence gameplay mechanics or in-game systems. | Nice 2 Have | - | May 23, 2026 | |
Air War General - WW2 Air Force Wargame Store/marketing art | WW2 historical photos colorized by AI | Panzer Airlines | - | May 23, 2026 | |
Revenge & Defend In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools, including artwork, cinematic sequences, and sound effects. No AI content is generated during gameplay. | Demirel Sia | - | May 23, 2026 | |
Crow's Foot In-game content art | AI tools were used to generate some images (mostly cards), which were then edited by hand before being included in the game or its marketing. | Thelix | - | May 23, 2026 | |
ARB: Alien Races Battle In-game content arttextcode | ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically:
- Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer.
- In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years).
- Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant.
Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored.
ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets. | Raphael Tremblay | - | May 23, 2026 | |
Armored Mayhem Dev only artaudiotext | AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release. | Self | - | May 23, 2026 | |
Drone Factory Simulator In-game content artaudio | AI was used to generate fragments of promotional art for the game's page, as well as to generate the trailer's soundtrack. | Mighty Cogs | - | May 23, 2026 | |
Chess 2 Store/marketing arttext | Cover art and localizations were made with the help of generative artificial intelligence. | Proper Puppy | - | May 23, 2026 | |
Nexus Legacy In-game content artcode | Nexus Legacy is made by a solo developer using AI-assisted production tools. These tools were used during development to help with visual iteration, asset production, prototyping and code assistance, making a larger persistent MMO possible with a small production pipeline.
The final game is not a live AI generator. Gameplay design, balance, economy, progression, PvE/PvP rules, server logic, world structure, final visuals and updates are selected, reviewed, edited and maintained by the developer.
No live generative AI is used to create player-facing content while the game is running. | Nexus Legacy Team | 214 | May 23, 2026 | |
ComboChain Pulse In-game content artaudio | Some visual assets and audio elements in the game were created using AI-assisted tools and then refined and integrated into the final experience by the developer. | DaminDesign | - | May 23, 2026 | |
Prevent WW3 In-game content textart | Generative AI tools are used to translate text into different languages and to create visual assets. All content is reviewed and manually edited before being included in the game. | NT7 Studio | - | May 23, 2026 | |
Gridhammer In-game content audio | Some music tracks in Gridhammer were composed using AI music generation tools (Suno). All other game content including artwork, writing, and game design is human-created. | Pixel Forge Entertainment, LLC. | - | May 23, 2026 | |
Misa Online In-game content text | AI support has been used for language translations as part of the game's localization process. | Misa Games | - | May 23, 2026 | |
Historarium Dev only code | Code was partially written with AI assistance. | SemiRandom Interactive | - | May 23, 2026 | |
Steel And Sinew In-game content art | Steel and Sinew uses AI art as placeholder for UI. | SerGuillotin | - | May 23, 2026 | |
Starherald Unclear | 此游戏使用生成式人工智能开发 | FU YIBO | - | May 23, 2026 | |
Void Commander: Armada In-game content artcode | AI tools were used during parts of the development process to assist with early-stage graphics and code. Every AI-assisted element has since been carefully reworked, improved, and integrated through hands-on development.
The final product is shaped by deliberate design, creative iteration, and personal input to ensure a cohesive and original gameplay experience. | LordStarFish | - | May 23, 2026 | |
RanaRangam: Where Chess Pieces Bleed In-game content art | As a solo indie developer working with a limited art budget, I have used generative AI tools for some visual assets, primarily UI artwork.
The gameplay systems, mechanics, programming, balancing, and overall game design are created and implemented by me.
My long-term goal is to continue improving the game’s artwork and, as the game grows, work with professional artists to replace and further refine AI-assisted visual assets. | Bogaram Rakesh | - | May 23, 2026 | |
Plastic Battle Rush In-game content art | 3D Models and Graphics were AI generated. | LERN-E | - | May 23, 2026 | |
Birds Store/marketing art | The logo was made by my homie with the help of an ai there i said it | RubenCo | - | May 23, 2026 | |
Carpet Hero: Jet Hunter In-game content art | Some background image assets in this game are generated using artificial intelligence and then further modified and refined by the development team. All other assets and content within the game are created without the use of AI-generated material. | SKG Games | - | May 23, 2026 | |
The Last Zeppelin In-game content artaudio | AI was used to help fine-tuning some graphics and animations, also to create some background graphics.
AI was used to create voices and to fine tune music. | Innopede GmbH | - | May 23, 2026 | |
The Syndicate: Classified Operations In-game content text | Localization: I do not have the option to localize the game otherwise. | A and I Software | - | May 23, 2026 | |
Military Football Unclear | Some of this game’s assets were developed with the assistance of AI. | Karao Games | - | May 23, 2026 | |
Skollorn In-game content art | The game uses AI for art assets and development. | Fenris Labs | 31 | May 23, 2026 | |
Star Array In-game content arttext | During the development of this game, generative AI tools were used to assist in creating early drafts of some background images, UI icons, and text. All AI-generated assets have been strictly reviewed and manually modified by the developer to ensure they fit the game's aesthetic and do not contain any copyrighted or inappropriate content. | 闲造工作室 | - | May 23, 2026 | |
Cast & Conquer In-game content art | We are an indie team of two programmers. We are currently using AI-generated art so we can start testing the game right away. Thank you for your understanding. | AnnexAlea | - | May 23, 2026 | |
Warlords of the Dying Age In-game content artaudiotextcode | This game was built extensively with generative AI. AI tools were used to assist with code development, pixel art generation, music composition, sound effect creation, voice acting, dialogue writing, story design, and game design. | Kronarc Engine Collective | - | May 23, 2026 | |
Scindistella In-game content audio | Voice acting for characters during combat and in the story | Asfering Games | - | 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 |