This game utilizes AI generated textures.
- Creator
- Duel Gaming
- Reviews
- -
- Added
- Aug 19, 2026
Public Steam disclosure research 25,714 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.
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Interactive or runtime AI features disclosed by the developer.
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This game utilizes AI generated textures.
Generative AI tools were used to assist in the creation of promotional store assets (such as store banners and visual graphics). Additionally, AI-assisted tools were used during development to help write and optimize procedural C# code for dynamic map generation and environment layout variation. The game itself does not generate content or call external AI models in real-time while running.
This game uses AI to assist in generating 3D models, videos, and studies of characters and environments.
AI was used to assist in the creation of some artwork along with UI/UX elements.
Some pre-rendered artwork and marketing assets were created with generative AI tools and then reviewed and edited by the developer before inclusion. The game does not generate new content during gameplay.
This game uses AI-generated audio effects (via ElevenLabs) for a limited set of sound effects, layered and processed alongside licensed library sounds. As a solo developer on a tight budget, this let me create specific, bespoke sounds without the cost of a full custom audio pack for assets that are only used a handful of times. Some of these may be replaced with human-composed audio as the game develops.
Ai Is used in CFS Music Production and Concepts To Pave A strong Future. Music is all temporary and eventually replaced by hopefully LG And WW
Some of the in-game written text in Encore was created with the assistance of generative AI tools, and was reviewed by the development team.
The images in this game and the promotional images on the store page are generated using AI.
The Current Card Artworks are AI generated. It will Change in the future
Generative AI tools were used only as an editing and proofreading aid for selected portions of the final game text. The original scenario, characters, direction, and final text review were created and handled by the developer.
Some 2D art in the game was created with the help of an AI pixel-art tool during development, specifically the application icons and and was hand-adjusted before shipping. The rest of the game's art, including all fish sprites and item icons, was made without AI.
The English localization of Channel 453 was produced through a combination of human translation and editing. Some sections of the game, including portions of the demo, were translated by a human translator. For a limited number of sections in the full game, generative AI tools were used only as a first-pass aid for English localization and language editing. These tools were not used to create the original scenario or characters. All AI-assisted English text was subsequently reviewed, revised, and polished by humans before being included in the final game. We are providing this information on Steam in the interest of transparency and to help players make an informed decision about the game. To avoid any misunderstanding: this refers to a test-stage build. The final release will be provided with fully human-translated localization alongside the finalized store page update.
Generative AI was used to create visual references and process select textures. No content is generated during gameplay.
Some character graphics, background artworks, and promotional assets in the game were created with the assistance of generative AI tools.
Marketing and Development Assistant
Game logo and achievements logo were generated by AI
Some assets in Starfort, including selected voice lines, artwork, and marketing materials, were created with the help of generative AI tools during development. All such content was reviewed, edited, curated, and finalized by the developer and is pre-generated. Starfort does not generate content during gameplay or connect to external AI services.
Some of the artwork in this game — including bumper, ball, table and mark sprites — was created with AI-assisted pixel art tools and then reviewed, edited and assembled by hand. The world and boss music comes from licensed artists who state that they work with AI assistance; the sound effects are not AI-generated. Parts of the source code were written with AI assistance. No content is generated by AI while playing.
- AI coding agents were used to assist with general game programming for Sudden Death Golf in order to iterate over gameplay ideas faster as a solo dev - Some parts of in-game UI/UX design were created with the assist of AI - No 3D models or textures were made with AI. Most were made by hand by me, some were bought or commissioned
game puzzle images which contain different lawnmowers made with ai software tools
Only text translation and synthesized speech algorithms are used for localization. So that players can experience the game in their own language.
Some of the game's 2D artwork (store page graphics and character portraits) was pre-generated using generative AI tools, then reviewed and edited by the developer. The game does not generate any AI content at runtime. All gameplay, level design, and code are human-made.
Some plant artwork and store assets were created with AI-assisted tools and then manually reviewed, edited, and integrated into the game. DeskBloom does not generate AI images, text, audio, or other content during gameplay.
Development of PUCKVPUCK was assisted by an AI coding assistant. It helped write and review the game's code — including the sound effects, which are synthesised mathematically in code rather than recorded or sampled — and it drafted text for this store page. No AI image, audio or video generation models were used: the visuals are drawn procedurally by hand-written code, every screenshot and trailer clip is real captured gameplay, and all music was written and performed by the developers. Nothing is generated live while you play.
AI is used to assist in translating text into multiple languages
Some of this store page's assets were drafted with AI assistance for speed and only as placeholders. All in-game content, models, animations, shaders, effects, and every system you play is hand built, licensed, or generated by procedural code written for this game; no AI image, voice, or video generation is used in SINISTERVEIN itself.
Some of the background music and SFX were generated using generative AI (pre-rendered).
This game uses generative artificial intelligence tools solely to assist in creating internal dialogue fragments and brief narrative texts.
AI is used to enhance and upscale some images.
Some shipped content was created with the help of generative AI tools and then reviewed and edited by the developer: parts of the store and marketing artwork, the trailer music, and the first drafts of the interface translations (German, Spanish, French, Polish, Brazilian Portuguese). All gameplay, rules logic and code are deterministic and human-reviewed. The game does not generate any AI content at runtime.
Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game.
Ricochet Witch includes content created with the assistance of generative AI tools. Every AI-assisted element was directed, selected and edited by the developer, and all of it was reviewed before release. - 2D artwork (title illustration, game logo, clear end card, scoreboard background, and the application icon, which is a crop of the title illustration): generated with Google Gemini and OpenAI ChatGPT, then selected and edited by the developer. - Achievement icons: base images generated with OpenAI ChatGPT; the grayscale (locked) versions were made by the developer in Photoshop. - The player character 3D model: generated with Meshy AI, then adjusted and integrated into the game by the developer. - English localization text: translated with the assistance of a generative AI tool (Anthropic Claude), then reviewed and adjusted by the developer. - Store page description text (Simplified Chinese, Korean, Traditional Chinese, Brazilian Portuguese, German and Spanish): translated with the assistance of generative AI tools (OpenAI ChatGPT and Anthropic Claude), then reviewed and adjusted by the developer. - Store page images: these use the AI-assisted artwork described above. No content is generated by AI while the game is running.
AI was used in development of the game, features, and architecture. As well, AI was used to generate assets and visual elements.
AI tools are used to generate some of the game's content, which is then reviewed, edited and polished by the team.
Generative AI tools were used during development to assist in the creation of some visual assets and textures. All AI-assisted content was reviewed and edited by the developer before being included in the game.
During development, generative AI was used to create or edit selected 2D character and environment art, UI elements and icons, VFX and animation assets, English and Simplified Chinese character voices, and store marketing artwork. It was also used in the production of the opening cinematic and its audio. All generated content was reviewed and edited, composited, or post-processed by the development team as appropriate. The game does not use generative AI at runtime and does not generate content in response to player input.
Generative AI tools were used in the development of pre-generated game content and marketing materials. No generative AI is used live during gameplay.
AI was used to generate some icons and background images, and to create in-between frames for some character animations.
Some Steam store and library presentation artwork was created with assistance from generative AI tools, then selected and edited by the developer. Localization was completed conventionally, with AI used to assist in verification and quality checks.
1. During development, due to objective constraints including limited budget, we utilized AI models such as GPT Image2, Banana2, Banana Pro and Seedream 5.0 Pro for art asset creation. Relevant AI-generated assets will be gradually replaced with fully original materials as development progresses. 2. DeepSeek V4 was used to assist translations for non-Chinese text versions. Chinese is the only official language of this game. Players may switch to other available languages in game settings, yet Ritsuai Works provides no guarantee regarding the quality of non-Chinese translations.
Generative AI was used extensively during development to create pre-generated artwork, visual assets, text, and localization included in the game and its store and marketing materials. All AI-generated content was reviewed and edited by the developer. No AI content is generated live during gameplay.
Generative AI is used in this game for localization. Text plays a supporting role here: the game has no story, dialogue or voice acting. Its text is limited to interface labels, node names and short stat descriptions, while the gameplay itself runs on numbers and visual language.
AI was used solely for translating the game's text and localizing the content into different languages. No AI-generated art or audio was used in the making of this game.
Generative AI tools were used during development to assist with portions of code writing and debugging, text drafting and editing, English localization, and the creation of some music assets. All related content was manually reviewed, revised, curated, and approved by the developer. The game does not generate any AI content during gameplay and does not connect to external AI services.
AI was used to generate some temporary artwork for the store page and in-game placeholder character sprites, as well as to assist with translation during localization. Temporary AI-generated assets will be replaced with final artwork during development. All content is reviewed by the development team.
Some background music inside the game was created with generative AI tools. Generative AI was also used as a development assistant for some debugging, and code building. The game does not use live AI generation during playing.
Generative AI was used only to create selected pre-generated promotional artwork for the Steam store page and other marketing materials. All resulting images were manually reviewed, selected, and edited by the developer. The game does not use generative AI during gameplay and does not generate any live AI content.
LemonFC was developed with AI assistance (including Anthropic Claude) for writing and revising program code and for drafting German-language in-game event texts. The graphics and texts of this store page (capsule images, descriptions) were also created or drafted using AI tools. All content — in-game and on the store page — was reviewed, edited and approved by the developer; game design and balancing are the developer's own work. The game does not generate AI content at runtime — all content is fixed before release and human-approved. No player data is sent to AI services.
Some environmental/background music in this game was created or assisted using Suno AI, then selected and edited to fit the game’s atmosphere.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pew Pew TD In-game content art | This game utilizes AI generated textures. | Duel Gaming | - | Aug 19, 2026 | |
An Unknown Land Store/marketing artcode | Generative AI tools were used to assist in the creation of promotional store assets (such as store banners and visual graphics). Additionally, AI-assisted tools were used during development to help write and optimize procedural C# code for dynamic map generation and environment layout variation. The game itself does not generate content or call external AI models in real-time while running. | Luiz Augusto Arce | - | Aug 19, 2026 | |
TOYARTWAR Unclear art | This game uses AI to assist in generating 3D models, videos, and studies of characters and environments. | Marco Alemar | - | Aug 19, 2026 | |
Golfing Is Easy In-game content art | AI was used to assist in the creation of some artwork along with UI/UX elements. | S.L.Kool Games | - | Aug 19, 2026 | |
Davy bones Store/marketing art | Some pre-rendered artwork and marketing assets were created with generative AI tools and then reviewed and edited by the developer before inclusion. The game does not generate new content during gameplay. | Yona games | - | Aug 19, 2026 | |
DEMO IT! In-game content audio | This game uses AI-generated audio effects (via ElevenLabs) for a limited set of sound effects, layered and processed alongside licensed library sounds. As a solo developer on a tight budget, this let me create specific, bespoke sounds without the cost of a full custom audio pack for assets that are only used a handful of times.
Some of these may be replaced with human-composed audio as the game develops. | CrossAge Studio | - | Aug 19, 2026 | |
CFS 3 Unclear audio | Ai Is used in CFS Music Production and Concepts To Pave A strong Future. Music is all temporary and eventually replaced by hopefully LG And WW | Orange Juice | - | Aug 19, 2026 | |
Encore In-game content text | Some of the in-game written text in Encore was created with the assistance of generative AI tools, and was reviewed by the development team. | Moon Shadow Studio | - | Aug 19, 2026 | |
仙路漫漫 In-game content art | The images in this game and the promotional images on the store page are generated using AI. | Fengshi Games | - | Aug 19, 2026 | |
Reliquary Store/marketing art | The Current Card Artworks are AI generated.
It will Change in the future | DiaP | - | Aug 19, 2026 | |
Senti Metrica In-game content text | Generative AI tools were used only as an editing and proofreading aid for selected portions of the final game text. The original scenario, characters, direction, and final text review were created and handled by the developer. | NOPAINNOPAY | - | Aug 19, 2026 | |
FISH.OS In-game content art | Some 2D art in the game was created with the help of an AI pixel-art tool during development, specifically the application icons and and was hand-adjusted before shipping. The rest of the game's art, including all fish sprites and item icons, was made without AI. | ORCO Games | - | Aug 18, 2026 | |
Channel 453 In-game content text | The English localization of Channel 453 was produced through a combination of human translation and editing.
Some sections of the game, including portions of the demo, were translated by a human translator.
For a limited number of sections in the full game, generative AI tools were used only as a first-pass aid for English localization and language editing. These tools were not used to create the original scenario or characters.
All AI-assisted English text was subsequently reviewed, revised, and polished by humans before being included in the final game.
We are providing this information on Steam in the interest of transparency and to help players make an informed decision about the game.
To avoid any misunderstanding: this refers to a test-stage build. The final release will be provided with fully human-translated localization alongside the finalized store page update. | Bulhwa | - | Aug 18, 2026 | |
Flapverse In-game content art | Generative AI was used to create visual references and process select textures. No content is generated during gameplay. | Maksim Salin | - | Aug 18, 2026 | |
午夜咖啡馆的最后半小时 In-game content art | Some character graphics, background artworks, and promotional assets in the game were created with the assistance of generative AI tools. | ZikL | - | Aug 18, 2026 | |
Buzzopolis: Hive Incremental Unclear | Marketing and Development Assistant | Uberbax Gaming | - | Aug 18, 2026 | |
Tank Brigade Store/marketing art | Game logo and achievements logo were generated by AI | Dual B Games | - | Aug 18, 2026 | |
Starfort In-game content artaudio | Some assets in Starfort, including selected voice lines, artwork, and marketing materials, were created with the help of generative AI tools during development. All such content was reviewed, edited, curated, and finalized by the developer and is pre-generated. Starfort does not generate content during gameplay or connect to external AI services. | Starfort, Inc. | - | Aug 18, 2026 | |
Endless Bounce In-game content artaudiocode | Some of the artwork in this game — including bumper, ball, table and mark sprites — was created with AI-assisted pixel art tools and then reviewed, edited and assembled by hand. The world and boss music comes from licensed artists who state that they work with AI assistance; the sound effects are not AI-generated. Parts of the source code were written with AI assistance. No content is generated by AI while playing. | TB Pixelworks | - | Aug 17, 2026 | |
Sudden Death Golf In-game content artcode | - AI coding agents were used to assist with general game programming for Sudden Death Golf in order to iterate over gameplay ideas faster as a solo dev
- Some parts of in-game UI/UX design were created with the assist of AI
- No 3D models or textures were made with AI. Most were made by hand by me, some were bought or commissioned | Shrimp Industries | - | Aug 17, 2026 | |
Lawnmower Puzzle In-game content art | game puzzle images which contain different lawnmowers made with ai software tools | Valkeala Software | - | Aug 17, 2026 | |
Ghostly Late Night Show In-game content textaudio | Only text translation and synthesized speech algorithms are used for localization. So that players can experience the game in their own language. | Miltan Digital Ltd | - | Aug 17, 2026 | |
Soldier Cats In-game content art | Some of the game's 2D artwork (store page graphics and character portraits) was pre-generated using generative AI tools, then reviewed and edited by the developer. The game does not generate any AI content at runtime. All gameplay, level design, and code are human-made. | DRS Teknoloji AŞ | - | Aug 17, 2026 | |
DeskBloom In-game content art | Some plant artwork and store assets were created with AI-assisted tools and then manually reviewed, edited, and integrated into the game. DeskBloom does not generate AI images, text, audio, or other content during gameplay. | JIE LIN | - | Aug 17, 2026 | |
PUCKVPUCK In-game content codetextaudio | Development of PUCKVPUCK was assisted by an AI coding assistant. It helped write and review the game's code — including the sound effects, which are synthesised mathematically in code rather than recorded or sampled — and it drafted text for this store page. No AI image, audio or video generation models were used: the visuals are drawn procedurally by hand-written code, every screenshot and trailer clip is real captured gameplay, and all music was written and performed by the developers. Nothing is generated live while you play. | StormRainbow Gaming | - | Aug 17, 2026 | |
不一样数独 In-game content text | AI is used to assist in translating text into multiple languages | 万里 | - | Aug 17, 2026 | |
DARKVEIN In-game content art | Some of this store page's assets were drafted with AI assistance for speed and only as placeholders.
All in-game content, models, animations, shaders, effects, and every system you play is hand built, licensed, or generated by procedural code written for this game; no AI image, voice, or video generation is used in SINISTERVEIN itself. | No Pain. All Game | - | Aug 17, 2026 | |
Tombslayers In-game content audio | Some of the background music and SFX were generated using generative AI (pre-rendered). | Phantom Realm | - | Aug 17, 2026 | |
Superposition In-game content text | This game uses generative artificial intelligence tools solely to assist in creating internal dialogue fragments and brief narrative texts. | Olakeay | - | Aug 17, 2026 | |
Dragon Era: Rogue Slots In-game content art | AI is used to enhance and upscale some images. | Playmage | - | Aug 17, 2026 | |
Cyber Classics Collection In-game content artaudiotext | Some shipped content was created with the help of generative AI tools and then reviewed and edited by the developer: parts of the store and marketing artwork, the trailer music, and the first drafts of the interface translations (German, Spanish, French, Polish, Brazilian Portuguese). All gameplay, rules logic and code are deterministic and human-reviewed. The game does not generate any AI content at runtime. | Blacksmith Forge | - | Aug 17, 2026 | |
Magna Conquest In-game content art | Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game. | CH4WORKS | - | Aug 17, 2026 | |
Ricochet Witch In-game content arttext | Ricochet Witch includes content created with the assistance of generative AI tools. Every AI-assisted element was directed, selected and edited by the developer, and all of it was reviewed before release.
- 2D artwork (title illustration, game logo, clear end card, scoreboard background, and the application icon, which is a crop of the title illustration): generated with Google Gemini and OpenAI ChatGPT, then selected and edited by the developer.
- Achievement icons: base images generated with OpenAI ChatGPT; the grayscale (locked) versions were made by the developer in Photoshop.
- The player character 3D model: generated with Meshy AI, then adjusted and integrated into the game by the developer.
- English localization text: translated with the assistance of a generative AI tool (Anthropic Claude), then reviewed and adjusted by the developer.
- Store page description text (Simplified Chinese, Korean, Traditional Chinese, Brazilian Portuguese, German and Spanish): translated with the assistance of generative AI tools (OpenAI ChatGPT and Anthropic Claude), then reviewed and adjusted by the developer.
- Store page images: these use the AI-assisted artwork described above.
No content is generated by AI while the game is running. | MisoSoupW | - | Aug 17, 2026 | |
What Iron Cannot Hold In-game content art | AI was used in development of the game, features, and architecture. As well, AI was used to generate assets and visual elements. | Chris Woodward | - | Aug 17, 2026 | |
Holy Relic Shop Simulator In-game content | AI tools are used to generate some of the game's content, which is then reviewed, edited and polished by the team. | Iron Sanctum | - | Aug 17, 2026 | |
The Last Lunch In-game content art | Generative AI tools were used during development to assist in the creation of some visual assets and textures. All AI-assisted content was reviewed and edited by the developer before being included in the game. | Station62 studio Inc. | - | Aug 17, 2026 | |
Goddess Must Survive! In-game content artaudiotext | During development, generative AI was used to create or edit selected 2D character and environment art, UI elements and icons, VFX and animation assets, English and Simplified Chinese character voices, and store marketing artwork. It was also used in the production of the opening cinematic and its audio. All generated content was reviewed and edited, composited, or post-processed by the development team as appropriate. The game does not use generative AI at runtime and does not generate content in response to player input. | Magnos Games | - | Aug 17, 2026 | |
Luna Skyrider In-game content art | Generative AI tools were used in the development of pre-generated game content and marketing materials. No generative AI is used live during gameplay. | Riku's Heart | - | Aug 17, 2026 | |
幻想棋局 In-game content art | AI was used to generate some icons and background images, and to create in-between frames for some character animations. | fusion labs | - | Aug 17, 2026 | |
Collapse Vector In-game content arttext | Some Steam store and library presentation artwork was created with assistance from generative AI tools, then selected and edited by the developer. Localization was completed conventionally, with AI used to assist in verification and quality checks. | Starfuel Interactive | - | Aug 17, 2026 | |
Project Tsingtao In-game content arttext | 1. During development, due to objective constraints including limited budget, we utilized AI models such as GPT Image2, Banana2, Banana Pro and Seedream 5.0 Pro for art asset creation. Relevant AI-generated assets will be gradually replaced with fully original materials as development progresses.
2. DeepSeek V4 was used to assist translations for non-Chinese text versions. Chinese is the only official language of this game. Players may switch to other available languages in game settings, yet Ritsuai Works provides no guarantee regarding the quality of non-Chinese translations. | 律合Works | - | Aug 17, 2026 | |
OminouSushi In-game content arttext | Generative AI was used extensively during development to create pre-generated artwork, visual assets, text, and localization included in the game and its store and marketing materials. All AI-generated content was reviewed and edited by the developer. No AI content is generated live during gameplay. | Corumu | - | Aug 17, 2026 | |
Path of Broken Builds In-game content text | Generative AI is used in this game for localization.
Text plays a supporting role here: the game has no story, dialogue or voice acting. Its text is limited to interface labels, node names and short stat descriptions, while the gameplay itself runs on numbers and visual language. | SadCrawler | - | Aug 17, 2026 | |
I Keep Reincarnating as a Rat in the Mad Scientist’s Maze In-game content text | AI was used solely for translating the game's text and localizing the content into different languages. No AI-generated art or audio was used in the making of this game. | vsaik | - | Aug 17, 2026 | |
北湾协议 In-game content codetextaudio | Generative AI tools were used during development to assist with portions of code writing and debugging, text drafting and editing, English localization, and the creation of some music assets. All related content was manually reviewed, revised, curated, and approved by the developer.
The game does not generate any AI content during gameplay and does not connect to external AI services. | Benresty | - | Aug 17, 2026 | |
Neffy & Nova : Buddy Tactics In-game content arttext | AI was used to generate some temporary artwork for the store page and in-game placeholder character sprites, as well as to assist with translation during localization. Temporary AI-generated assets will be replaced with final artwork during development. All content is reviewed by the development team. | TOM CREATE CO.,LTD. | - | Aug 17, 2026 | |
Two Years Later In-game content audiocode | Some background music inside the game was created with generative AI tools. Generative AI was also used as a development assistant for some debugging, and code building. The game does not use live AI generation during playing. | West Bridge Studio | - | Aug 17, 2026 | |
SHHH: Don't Wake the House Store/marketing art | Generative AI was used only to create selected pre-generated promotional artwork for the Steam store page and other marketing materials. All resulting images were manually reviewed, selected, and edited by the developer.
The game does not use generative AI during gameplay and does not generate any live AI content. | Hushvolt Games | - | Aug 17, 2026 | |
LemonFC - Der Fußball-Manager In-game content textcode | LemonFC was developed with AI assistance (including Anthropic Claude) for writing and revising program code and for drafting German-language in-game event texts. The graphics and texts of this store page (capsule images, descriptions) were also created or drafted using AI tools. All content — in-game and on the store page — was reviewed, edited and approved by the developer; game design and balancing are the developer's own work. The game does not generate AI content at runtime — all content is fixed before release and human-approved. No player data is sent to AI services. | Lemoncookie Studios | - | Aug 17, 2026 | |
梦境森林 In-game content audio | Some environmental/background music in this game was created or assisted using Suno AI, then selected and edited to fit the game’s atmosphere. | 北冥有鱼 | - | Aug 17, 2026 |