AI helped with coding, testing and illustrating this game. There is no in-game AI.
- Creator
- Lurix dev studio
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,706 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.
AI helped with coding, testing and illustrating this game. There is no in-game AI.
Some visual assets and UI elements were originally created by a human designer and later refined with the assistance of AI tools to improve clarity and polish. In addition, some background music was created with the assistance of AI tools and then edited and integrated by the developer. All final assets were reviewed, modified, and implemented by the development team.
Some graphical assets are AI-assisted
Football Conquerors uses generative AI tools during development for some pre-generated assets and iteration workflows, including concept visuals, selected card/store artwork drafts, music drafts, and writing/code assistance. All AI-assisted outputs are reviewed, edited, and approved by the developer before release. The released game does not generate player-facing content or code in real time during gameplay, and it does not require a live third-party generative AI service during play.
When creating this game, our team utilized the support from Trippo AI for modeling, and Doubao for concept artist. We finally created the whole level design by UE5.
Dust & Diamonds is a 100% solo project. The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days. I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that. How does the game use AI? Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system. Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity. What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted. I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support.
Generative AI was used during development to draft initial art concepts and assist with the foundation of text localization. All final in-game visual assets were manually refined, edited, and finished in Photoshop to ensure a high-quality, hand-crafted aesthetic. Localization was human-reviewed to ensure accuracy for players.
The Game uses AI Generated Music & Main Menu Backgrounds
AI was used to create 3D models of game units
Generative AI was used to aid in the preparation of store visuals and multi-language localization. The final content is not entirely AI-generated, as it has undergone significant manual inspection, confirmation, and refinement to ensure quality.
Some promotional assets created during development, including certain store-page media, used generative AI-assisted artwork. The shipped game does not use live AI-generated gameplay content, and it does not connect to any external AI service during play.
We may use AI-assisted tools during development to help streamline content creation—such as generating placeholder or supporting elements like character voiceovers. All AI-assisted content is guided, refined, and finalized by our development and creative team. The finished product fully reflects our creative vision, with AI serving only as a tool to accelerate the process—not replace the craftsmanship behind it.
Some of the image materials were generated using AI.
This app includes pre-generated AI-assisted visual assets used in store/marketing materials and some in-game 2D visuals. No generative AI features are available to players during gameplay, and the game does not accept user prompts for AI generation.
AI was used to generate art pieces for the Steam Store Page as placeholder. As the developing continues and feedback from the community comes, those placeholders will be changed to real art done by real persons.
Some assets in Colonus were created with generative AI assistance and refined by hand.
AI is used to generate in-game characters, including their visual traits, background concepts, and gameplay attributes. When players create a character, the Gen-AI system produces unique variations based on predefined rules and developer-designed parameters. The AI functions solely as a content generation tool to enhance gameplay variety. It does not collect, store, or learn from personal player data.
Divookoa is primarily handcrafted, next-generation software and does not rely on AI-generated content as part of the player-facing experience. Generative AI is used selectively within the development process in the following areas: - Refinement of marketing materials (written content, visual compositions) - Research and prototyping during R&D phases - Limited graphical asset generation (e.g., icons, non-core UI elements) - Localization support (translation and adaptation of text) No AI-generated content is directly shipped as part of the core gameplay experience.
AI-generated voices were used for some in-game dialogue, based on scripts written by the developer.
A small portion of the game's images, translations, voice and sound effects, and code have been modified or generated with the assistance of AI.
Some of the pre-made visual elements used in Quadrix—including certain card images/templates, game music, and some game mode icons—were created with the help of generative AI tools. These elements were reviewed, selected, and refined by the developer before being added to the game to ensure they align with the game’s visual style and usability requirements. Quadrix does not use real-time generative AI during gameplay, and players cannot generate AI-generated content within the game.
BGM and some game icons will be generated by AI
Some art resources are generated by AI and then manually optimized and adjusted
The game features a multilingual system, with some languages processed using AI. Some UI elements and game scene components were designed with AI assistance. Game plugin code was processed using AI. Some game music, sound effects, and trailer music were also processed using AI.
AI was used to help localise the UI.
The following in-game localizations are created with the assistance of generative artificial intelligence: - Japanese - Korean
Used to assist with select assets, but all aspect of the final experience have been crafted and refined by our artists.
Using AI for individual sentence translation and image resources.
AI tools were used in a limited capacity to assist in the creation of certain visual assets for store and marketing presentation (such as background elements and minor graphical components). All final content was reviewed, edited, and approved by the development team.
All image resources in the game were created using AI.
Generative AI tools were used solely to assist in creating the logo and promotional art featured on this Steam store page. No generative AI was used in the creation of the game itself—all in-game assets, code, writing, and gameplay mechanics are 100% handcrafted by the development team.
We use AI for localization for the store page.
Generative AI was used during the development process to enhance and diversify the variety of card assets and narrative content. This technology allowed for the creation of a more expansive and unique library of scenarios, ensuring a richer and more varied gameplay experience for the player.
Some sprites have been created with the use of image generation models
This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds. All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights.
Some music, ambient sounds and voice lines in this game are AI-generated using ElevenLabs, curated and supervised by the development team. Some visual assets were created with AI assistance and subsequently edited by a human artist. All AI-assisted content is the result of a human-led creative process. The game does not generate any AI content during gameplay.
Used AI to generate sprites for game objects
We use generative AI tools to assist in creating some of the game's visual assets. All AI-generated content has been manually refined and integrated by the developer to ensure quality and consistency.
Some animations are created with AI assistance
Disharmony utilizes AI-assisted translation for some of its localized content.
I used AI for game assets I could not get from artists [All sprites units are from real artists : Lyaseek and Dreamir]AI assisted code.
AI used only for the Menu background.
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.
This game includes pre-generated AI-assisted artwork that has been manually edited and refined by a human artist.
I used AI assistance to create some of the promotional materials used outside the game.
I'm a solo dev and the game is still in an early state of development. It contains AI generated assets that are being used as placeholders until I can replace them properly. This includes plugin illustrations, some module sprites, and a few sound effects. None of the current assets, including the ones I made with Paint, will be kept in the final game.
During the development process, we leverage AI tools to support the generation of specific art assets and the creation of procedural content. This approach is primarily driven by resource limitations within our art team and the need to address schedule constraints. AI assists us in rapidly prototyping 3D model foundations, generating initial environmental textures, and sketching concept art, enabling our artists to focus on high-value creative tasks such as refining character expressions, animating skill VFX, and unifying the artistic vision. It is important to note that none of our key visual elements (including core 3D characters, environments, and dynamic effects) are directly AI-generated final products. Instead, AI outputs are used as starting points that undergo extensive manual refinement, detail sculpting, and artistic reinterpretation by our dedicated art team. We are committed to rejecting any shortcuts of using AI-generated 2D imagery to compromise player experience; instead, we prioritise "AI boosting efficiency, humans defining quality". The final game's visuals are a testament to our artists' craftsmanship and aesthetic rigor. Additionally, AI streamlines our workflow management, allowing our limited resources to prioritise gameplay strategy and combat tuning. Player privacy and the responsible use of AI remain paramount: No player data is used for training or shared externally without consent.
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.
Polish, Turkish, Simplified Chinese, Korean Translations
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Forest Fighters Dev only codeart | AI helped with coding, testing and illustrating this game. There is no in-game AI. | Lurix dev studio | - | May 23, 2026 | |
Pass the Bomb : Runner In-game content artaudio | Some visual assets and UI elements were originally created by a human designer and later refined with the assistance of AI tools to improve clarity and polish.
In addition, some background music was created with the assistance of AI tools and then edited and integrated by the developer.
All final assets were reviewed, modified, and implemented by the development team. | HOPIN | - | May 23, 2026 | |
Incremental Stand In-game content art | Some graphical assets are AI-assisted | Huhi Games | - | May 23, 2026 | |
Football Conquerors In-game content artaudiotextcode | Football Conquerors uses generative AI tools during development for some pre-generated assets and iteration workflows, including concept visuals, selected card/store artwork drafts, music drafts, and writing/code assistance.
All AI-assisted outputs are reviewed, edited, and approved by the developer before release.
The released game does not generate player-facing content or code in real time during gameplay, and it does not require a live third-party generative AI service during play. | Ravencorwind | - | May 23, 2026 | |
Fengshua Farm Story In-game content art | When creating this game, our team utilized the support from Trippo AI for modeling, and Doubao for concept artist. We finally created the whole level design by UE5. | Tengshe Priest | - | May 23, 2026 | |
Dust & Diamonds In-game content artaudiotext | Dust & Diamonds is a 100% solo project.
The idea for this game came to me a few days after my son was born — my first child. I was celebrating with my cousin and bet him I could build something like Motherload in two weeks. As you've probably guessed, I lost that bet spectacularly. I'm writing this almost a year later, and my son turns one in a few days.
I have a degree in computer game engineering, but I live in a small town with no game studios — so I drive a pallet jack around a warehouse by day and build this game after hours. I can't afford to hire an artist or a composer. To bring this world to life at all, I turned to generative AI tools. I'm not going to hide that.
How does the game use AI?
Graphics (2D): A significant portion of the visual assets — character portraits, environment elements, buildings — was generated using AI, then manually retouched, edited, and assembled by me in the engine into a cohesive style with a parallax system.
Music and sound: The musical tracks in the game were generated by AI. Fittingly, this ties directly into the game's lore — the "Relics of the Old World" (our 21st century) collected by the goblins are canonically works created by AI before the great cataclysm, carrying the lost wisdom of humanity.
What's mine in this game is the design: how the economy works, how water behaves in a flooded shaft, when a ceiling collapses, what the old man says across the counter. I came up with each of these systems, wrote them out, tested them, and reworked them a dozen times until they behaved the way I wanted.
I'm just a regular guy who had an idea for a game about digging in the dirt and was stubborn enough to see it through. Thank you for your understanding and support. | SAD Games Studio | - | May 23, 2026 | |
Sin And Serve In-game content arttext | Generative AI was used during development to draft initial art concepts and assist with the foundation of text localization. All final in-game visual assets were manually refined, edited, and finished in Photoshop to ensure a high-quality, hand-crafted aesthetic. Localization was human-reviewed to ensure accuracy for players. | Forgotten Cartridge | - | May 23, 2026 | |
Market Mayhem In-game content audio | The Game uses AI Generated Music & Main Menu Backgrounds | BigHeadPenguin | - | May 23, 2026 | |
Tartaria: Frozen Frontier In-game content art | AI was used to create 3D models of game units | Rubedo Games | - | May 23, 2026 | |
Filter Mode: Color Booster | Live Wallpaper | Eye Protection & Color Blindness In-game content arttext | Generative AI was used to aid in the preparation of store visuals and multi-language localization. The final content is not entirely AI-generated, as it has undergone significant manual inspection, confirmation, and refinement to ensure quality. | istenen | - | May 23, 2026 | |
Conquerors: Domination Store/marketing art | Some promotional assets created during development, including certain store-page media, used generative AI-assisted artwork. The shipped game does not use live AI-generated gameplay content, and it does not connect to any external AI service during play. | Cody Harker | - | May 23, 2026 | |
Origins TCG In-game content audio | We may use AI-assisted tools during development to help streamline content creation—such as generating placeholder or supporting elements like character voiceovers.
All AI-assisted content is guided, refined, and finalized by our development and creative team. The finished product fully reflects our creative vision, with AI serving only as a tool to accelerate the process—not replace the craftsmanship behind it. | Koin Games | - | May 23, 2026 | |
纸上征服者 Store/marketing art | Some of the image materials were generated using AI. | guoxing | - | May 23, 2026 | |
SINDIKAT In-game content art | This app includes pre-generated AI-assisted visual assets used in store/marketing materials and some in-game 2D visuals. No generative AI features are available to players during gameplay, and the game does not accept user prompts for AI generation. | sadness | - | May 23, 2026 | |
Another Map Simulator Store/marketing art | AI was used to generate art pieces for the Steam Store Page as placeholder. As the developing continues and feedback from the community comes, those placeholders will be changed to real art done by real persons. | Overdramatic Games | - | May 23, 2026 | |
Colonus In-game content art | Some assets in Colonus were created with generative AI assistance and refined by hand. | Badhenke Studios | - | May 23, 2026 | |
混想局 In-game content arttext | AI is used to generate in-game characters, including their visual traits, background concepts, and gameplay attributes. When players create a character, the Gen-AI system produces unique variations based on predefined rules and developer-designed parameters.
The AI functions solely as a content generation tool to enhance gameplay variety. It does not collect, store, or learn from personal player data. | Own It Studio | - | May 23, 2026 | |
Divooka™ Explore In-game content arttext | Divookoa is primarily handcrafted, next-generation software and does not rely on AI-generated content as part of the player-facing experience.
Generative AI is used selectively within the development process in the following areas:
- Refinement of marketing materials (written content, visual compositions)
- Research and prototyping during R&D phases
- Limited graphical asset generation (e.g., icons, non-core UI elements)
- Localization support (translation and adaptation of text)
No AI-generated content is directly shipped as part of the core gameplay experience. | Methodox Technologies, Inc. | - | May 23, 2026 | |
Realm's Last Stand In-game content audio | AI-generated voices were used for some in-game dialogue, based on scripts written by the developer. | Smithworks | - | May 23, 2026 | |
红或黑RedorBlack In-game content arttextaudiocode | A small portion of the game's images, translations, voice and sound effects, and code have been modified or generated with the assistance of AI. | RedOrBlack | - | May 23, 2026 | |
Quadrix In-game content artaudio | Some of the pre-made visual elements used in Quadrix—including certain card images/templates, game music, and some game mode icons—were created with the help of generative AI tools. These elements were reviewed, selected, and refined by the developer before being added to the game to ensure they align with the game’s visual style and usability requirements. Quadrix does not use real-time generative AI during gameplay, and players cannot generate AI-generated content within the game. | VC Production | 12 | May 23, 2026 | |
Falling Up In-game content audioart | BGM and some game icons will be generated by AI | BGamers | - | May 23, 2026 | |
挂机破坏神 IdleDiablo In-game content art | Some art resources are generated by AI and then manually optimized and adjusted | 棱镜工作室 | 90 | May 23, 2026 | |
The Rule of Adult In-game content textartaudio | The game features a multilingual system, with some languages processed using AI.
Some UI elements and game scene components were designed with AI assistance.
Game plugin code was processed using AI.
Some game music, sound effects, and trailer music were also processed using AI. | HaiBin Studio | - | May 23, 2026 | |
Dominos In-game content text | AI was used to help localise the UI. | Blue Moon Studios | - | May 23, 2026 | |
Snect In-game content text | The following in-game localizations are created with the assistance of generative artificial intelligence:
- Japanese
- Korean | Jaxon Cyan | - | May 23, 2026 | |
Deckgammon In-game content art | Used to assist with select assets, but all aspect of the final experience have been crafted and refined by our artists. | Mechanical Owl | - | May 23, 2026 | |
终末执棋者 In-game content textart | Using AI for individual sentence translation and image resources. | Sublime Studio | - | May 23, 2026 | |
New Yankee: Jelly Chaos Store/marketing art | AI tools were used in a limited capacity to assist in the creation of certain visual assets for store and marketing presentation (such as background elements and minor graphical components). All final content was reviewed, edited, and approved by the development team. | Alawar Casual | - | May 23, 2026 | |
Ordinary Defenders In-game content art | All image resources in the game were created using AI. | HondongStudio | - | May 23, 2026 | |
Monster Storm In-game content art | Generative AI tools were used solely to assist in creating the logo and promotional art featured on this Steam store page. No generative AI was used in the creation of the game itself—all in-game assets, code, writing, and gameplay mechanics are 100% handcrafted by the development team. | Squirrel Works | - | May 23, 2026 | |
The Warden's Rite In-game content text | We use AI for localization for the store page. | Storyforge Games | - | May 23, 2026 | |
Throne of Decisions In-game content arttext | Generative AI was used during the development process to enhance and diversify the variety of card assets and narrative content. This technology allowed for the creation of a more expansive and unique library of scenarios, ensuring a richer and more varied gameplay experience for the player. | Five Punch Studio | - | May 23, 2026 | |
Bring Me More! In-game content art | Some sprites have been created with the use of image generation models | Dancing Cucumber Studio | - | May 23, 2026 | |
Funeral Flowers Lament: Helena In-game content art | This game uses AI-generated images for character portraits, standing illustrations, and some backgrounds.
All generated assets have been revised and refined, and do not infringe on any existing copyrights or rights. | Kiseki Kobo Games | - | May 23, 2026 | |
Cosmic Wayfinder In-game content audioart | Some music, ambient sounds and voice lines in this game are AI-generated using ElevenLabs, curated and supervised by the development team. Some visual assets were created with AI assistance and subsequently edited by a human artist. All AI-assisted content is the result of a human-led creative process. The game does not generate any AI content during gameplay. | iconal | - | May 23, 2026 | |
Blowing Off Steam In-game content art | Used AI to generate sprites for game objects | Lombard Games | - | May 23, 2026 | |
演义三国 In-game content art | We use generative AI tools to assist in creating some of the game's visual assets. All AI-generated content has been manually refined and integrated by the developer to ensure quality and consistency. | 成都俊鸟科技有限公司 | 15 | May 23, 2026 | |
幸运奶茶店 In-game content art | Some animations are created with AI assistance | 烹游 CookGames | - | May 23, 2026 | |
Disharmony In-game content text | Disharmony utilizes AI-assisted translation for some of its localized content. | 7Eagle | - | May 23, 2026 | |
AFK Tactics In-game content art | I used AI for game assets I could not get from artists [All sprites units are from real artists : Lyaseek and Dreamir]AI assisted code. | Sunny | 18 | May 23, 2026 | |
Balloons Factory Tycoon In-game content art | AI used only for the Menu background. | Cristian Savelea | - | 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 | |
Sevenfall In-game content art | This game includes pre-generated AI-assisted artwork that has been manually edited and refined by a human artist. | Titan Art Games | - | 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 | |
PinScape In-game content artaudio | I'm a solo dev and the game is still in an early state of development. It contains AI generated assets that are being used as placeholders until I can replace them properly. This includes plugin illustrations, some module sprites, and a few sound effects.
None of the current assets, including the ones I made with Paint, will be kept in the final game. | Arkemys | - | May 23, 2026 | |
Project:Qing In-game content art | During the development process, we leverage AI tools to support the generation of specific art assets and the creation of procedural content. This approach is primarily driven by resource limitations within our art team and the need to address schedule constraints. AI assists us in rapidly prototyping 3D model foundations, generating initial environmental textures, and sketching concept art, enabling our artists to focus on high-value creative tasks such as refining character expressions, animating skill VFX, and unifying the artistic vision. It is important to note that none of our key visual elements (including core 3D characters, environments, and dynamic effects) are directly AI-generated final products. Instead, AI outputs are used as starting points that undergo extensive manual refinement, detail sculpting, and artistic reinterpretation by our dedicated art team. We are committed to rejecting any shortcuts of using AI-generated 2D imagery to compromise player experience; instead, we prioritise "AI boosting efficiency, humans defining quality". The final game's visuals are a testament to our artists' craftsmanship and aesthetic rigor. Additionally, AI streamlines our workflow management, allowing our limited resources to prioritise gameplay strategy and combat tuning. Player privacy and the responsible use of AI remain paramount: No player data is used for training or shared externally without consent. | Without Embroiling | - | 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 | |
The Last Hand Unclear text | Polish, Turkish, Simplified Chinese, Korean Translations | Blackwater Gator Studios | - | May 23, 2026 |