Live Play by Play Commentary, 365 Weekly Podcast, and team logos/players/images utilize Elevenlabs (voice) and OpenAI (commentary/images).
- Creator
- newberry94005
- Reviews
- -
- Added
- Jun 12, 2026
Public Steam disclosure research 25,710 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.
Live Play by Play Commentary, 365 Weekly Podcast, and team logos/players/images utilize Elevenlabs (voice) and OpenAI (commentary/images).
Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style. During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers.
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
Generative AI was used to update all my existing art.
Some temporary placeholder visuals currently used in the game were created with the help of AI-assisted image generation tools. These assets are only used during early development and will gradually be replaced with original or professionally refined artwork.
AI-supported tools (Photoshop) were used to assist in the creation of selected pre-generated art and UI elements. There is no live-generated AI content.
Some of this game's in-game text, including character dialogue and narrative/flavor writing was created with the help of generative AI tools during development, then reviewed and edited by the developer before release. The game's visual art is generated procedurally (algorithmically, not by AI). BrainRot Defender does not generate any content using AI in real time during gameplay, and does not connect to any external AI services.
AI tools were used to generate some of the bulk flavor text/copy (which were human-reviewed/modified/tested). All other assets (music, sound effects, artwork, sprites, core game text, etc) were created by humans.
Store page artwork and capsule images were created with the assistance of generative AI tools.
Some promotional art assets, such as posters and icons, were created with the assistance of generative AI. These materials are used only for marketing and store presentation purposes.
Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production.
VoidCraft uses generative AI in two ways. During development, AI tools assisted in creating written content that ships with the game (lore, item and research descriptions, mission templates, NPC flavour text) and in exploring marketing artwork concepts; all of it was reviewed by the developer before inclusion. During gameplay, two features generate text live using large language models: the optional in-game Advisor, which analyses your empire and offers strategy advice in character, and contract mission briefings (titles, short stories, and NPC names) on station contract boards. Players cannot type free-form prompts into these systems - the AI receives only structured game-state data assembled by our servers, and every output is validated server-side before it appears in the game. Core gameplay (combat, economy, progression, rewards) is governed by deterministic game rules, not by AI.
AI tools were used in the development of this game, including code generation and image creation.
Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically: Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build. Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife. Code — written with AI coding assistance. No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play. Full commissioned art and audio is one of the items on the Roadmap for final release.
We utilized generative AI tools to assist in creating certain visual assets, UI elements, and background music (BGM) during the development process. Additionally, AI was used to optimize coding efficiency and assist with text localization to improve the quality of the English translation. All AI-assisted contents and scripts have been thoroughly reviewed, verified, and refined manually by the developer to ensure quality.
Graphics and game code partially AI generated
Generative AI was used as part of the art production process for selected store page visuals, story illustrations, and some card artwork. All AI-assisted assets were reviewed and refined before being included in the game.
AI tools are used exclusively to translate game content into different languages.
The game to contain art assets generated by artificial intelligence
AI was used during development as an assistant for coding and polishing written content.
Logo generated using photo editing generative AI. Music created using AI enabled Music Workflow.
The Store page artwork was enhanced by AI.
Various AI tools were utilized during the development of this game to increase efficiency. Character portraits and certain visual assets were pre-generated using AI, and then manually edited by the developer to fit the game's style. AI tools were also used in the creation of the game's music, sound effects, and localization (translation) processes. Additionally, AI was used as a coding assistant during the programming phase. All of this content was pre-generated during development; the game does not generate real-time AI content during gameplay, nor does it connect to any external AI services.
Generative AI was used to assist with translation of the store page. The final text was reviewed and edited by the developer.
Some cutscene assets were made using Craiyon and Midjourney, then tweaked in GIMP and Photoshop. Soon to be replaced in an update.
Localization (translations) in this game was completed with AI assistance.
AI technology is used to create all character image assets for this game.
I am a solo developer who worked with external freelancers for art and audio. Some assets provided by these contributors might have been created or assisted by generative AI tools, though their specific workflow was not monitored.
IA was used mainly for coding The game is a digital version of my board game created in 2013.
This game uses generative AI tools during development for selected visual, audio, and programming-related tasks. 【AI-assisted content and development】 • Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer. • Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use. • Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer. 【Runtime and game content】 • No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally. • Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer. All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game.
Some images and music, as well as multilingual translations, etc.
Localizing the steam page and in-game text for non-English languages
AI has been used to generate sprites.
Some Assets made by AI.
Read the section above about the game for more information.
This game uses generative artificial intelligence during gameplay to generate text and data based on player input and game context. The game does not use generative AI to generate artwork, audio, voice, music, videos, or other visual or sound assets. AI-generated content is limited to text and data used as part of the gameplay experience.
Includes AI voice lines, generated sounds and artwork
In Bungou Catharsis, we utilize generative AI across multiple stages of development to make production feasible as an independent studio.
As a solo developer handling the entire scope of code, systems architecture, and design, generative AI tools were utilized during development to handle the massive volume of graphic assets. This includes illustrative 2D artwork for specific field environments, background landscapes, UI map layouts, and card illustration frames. Leveraging these tools allowed me to focus my full energy on what matters most: creating deep tactical gameplay, tight mechanical balance, and a compelling narrative. Every asset generated was extensively curated, manually edited, and visually polished to align perfectly with the game's aesthetic, storytelling, and tactical user interface. No live generative AI is used while the game is running.
During development, generative AI tools were used as supplementary assistance for document writing, draft store page text, UI text, localization drafts, and the planning of some concept visual materials. All final content included in the release build, store page, and marketing materials is reviewed, selected, and edited by the developer before use. JULPAE does not use real-time generative AI during gameplay, does not generate player-facing content with AI at runtime, and does not connect players to any external generative AI service.
This work incorporates the use of generative artificial intelligence (AI) in the following areas: Parts of the artwork, parts of the sound, and localization.
Portions of in-game art assets were initially generated with generative AI, followed by extensive manual hand-drawn revision, restructuring and detailed painting by the developer. Game text and localization drafts were AI-assisted then fully proofread and revised manually. All background music and sound effects are licensed free commercial assets downloaded from authorized resource websites; no generative AI was used for audio production. Source code was written with coding assistant tools.
Some aspects of the game utilize AI assistance, including with programming, some art, and music.
Generative AI tools were used to assist with development, including code support, store text drafting, and some visual/marketing assets. Final content was reviewed and edited by the developer.
AI-driven real-time asset generation is a core part of the player experience in Project Resonance. Some of the game's in-game assets are generated in real time during play using generative AI—including music (melody, arrangement, and vocals), character art, expression and sprite variations, live-performance visuals, event illustrations, event storylines, and roleplay dialogue. Because this content is generated in response to your choices and progress, every playthrough produces music, visuals, and story unique to that session. All AI-generated content is screened by our in-game filtering and review systems at runtime—before it reaches the player—to prevent inappropriate, infringing, or off-tone output and to keep everything consistent with the game's intended tone and content rating.
Some music and translations in this game were created using generative AI tools.
This game uses generative AI to create realistic player behavior, match commentary, dynamic tactics, and some images and music may also be generated by AI, improving replayability while keeping user data private and not used to train external models.
This game made extensive use of generative AI during development. Most of the images in the game were created with the assistance of generative AI. Generative AI was also used for concept work, visual drafts, UI text, translation drafts, and promotional materials. All AI-assisted content was reviewed and edited by the developer before being included in the game. Generative AI is not used during gameplay to create real-time content or player-specific responses. This disclosure message was also written with the assistance of generative AI.
The localization of store pages is done by generative AI.
Our development pipeline combines traditional methods with modern technologies. To streamline our workflow and support our vision, some assets and game elements may have been developed or refined with the assistance of AI-driven tools. We treat these technologies as an extension of our creative toolkit.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dynasty! In-game content audioarttext | Live Play by Play Commentary, 365 Weekly Podcast, and team logos/players/images utilize Elevenlabs (voice) and OpenAI (commentary/images). | newberry94005 | - | Jun 12, 2026 | |
Wealth of Nations: Economic Strategy In-game content arttext | Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style.
During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers. | WoN | - | Jun 12, 2026 | |
Mining Miner In-game content arttext | AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service. | Skollheim | - | Jun 12, 2026 | |
Last Spell Book In-game content art | Generative AI was used to update all my existing art. | Rachop Studios | - | Jun 12, 2026 | |
ASCENDANT VEIL In-game content art | Some temporary placeholder visuals currently used in the game were created with the help of AI-assisted image generation tools. These assets are only used during early development and will gradually be replaced with original or professionally refined artwork. | Ascendant Veil Studios | - | Jun 12, 2026 | |
Covenantum In-game content art | AI-supported tools (Photoshop) were used to assist in the creation of selected pre-generated art and UI elements. There is no live-generated AI content. | DuskChilder | - | Jun 12, 2026 | |
Brainrot Defender In-game content text | Some of this game's in-game text, including character dialogue and narrative/flavor writing was created with the help of generative AI tools during development, then reviewed and edited by the developer before release. The game's visual art is generated procedurally (algorithmically, not by AI). BrainRot Defender does not generate any content using AI in real time during gameplay, and does not connect to any external AI services. | SK Studio | - | Jun 12, 2026 | |
Hostile Takeover, Inc. In-game content text | AI tools were used to generate some of the bulk flavor text/copy (which were human-reviewed/modified/tested).
All other assets (music, sound effects, artwork, sprites, core game text, etc) were created by humans. | Aleksi White | - | Jun 12, 2026 | |
Titveli Kaci Store/marketing art | Store page artwork and capsule images were created with the assistance of generative AI tools. | Saba Lobjanidze | - | Jun 12, 2026 | |
中国棋牌博物馆 In-game content art | Some promotional art assets, such as posters and icons, were created with the assistance of generative AI. These materials are used only for marketing and store presentation purposes. | Yandra Studio | - | Jun 12, 2026 | |
Dear President In-game content text | Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production. | SN Game Studio | - | Jun 12, 2026 | |
VoidCraft Live AI textart | VoidCraft uses generative AI in two ways. During development, AI tools assisted in creating written content that ships with the game (lore, item and research descriptions, mission templates, NPC flavour text) and in exploring marketing artwork concepts; all of it was reviewed by the developer before inclusion. During gameplay, two features generate text live using large language models: the optional in-game Advisor, which analyses your empire and offers strategy advice in character, and contract mission briefings (titles, short stories, and NPC names) on station contract boards. Players cannot type free-form prompts into these systems - the AI receives only structured game-state data assembled by our servers, and every output is validated server-side before it appears in the game. Core gameplay (combat, economy, progression, rewards) is governed by deterministic game rules, not by AI. | Hanamori Labs, LLC | - | Jun 12, 2026 | |
IDEA:20Q In-game content artcode | AI tools were used in the development of this game, including code generation and image creation. | OGA | - | Jun 12, 2026 | |
Pirate Twist In-game content artaudiocode | Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically:
Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build.
Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife.
Code — written with AI coding assistance.
No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play.
Full commissioned art and audio is one of the items on the Roadmap for final release. | BTG Labs | - | Jun 12, 2026 | |
SPUM TD In-game content artaudiotextcode | We utilized generative AI tools to assist in creating certain visual assets, UI elements, and background music (BGM) during the development process.
Additionally, AI was used to optimize coding efficiency and assist with text localization to improve the quality of the English translation.
All AI-assisted contents and scripts have been thoroughly reviewed, verified, and refined manually by the developer to ensure quality. | SonRaim Studio | - | Jun 12, 2026 | |
Fabricatio In-game content artcode | Graphics and game code partially AI generated | Kysix Software | - | Jun 12, 2026 | |
Fallen Isekai In-game content art | Generative AI was used as part of the art production process for selected store page visuals, story illustrations, and some card artwork. All AI-assisted assets were reviewed and refined before being included in the game. | Meet Future | - | Jun 12, 2026 | |
Business Rivals In-game content text | AI tools are used exclusively to translate game content into different languages. | OnePersonDevelopment | - | Jun 12, 2026 | |
The Living Graveyard In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | Jun 12, 2026 | |
Buy High Sell Low Stock Trading Simulator Dev only textcode | AI was used during development as an assistant for coding and polishing written content. | Banyakarya | - | Jun 12, 2026 | |
Chromafall In-game content artaudio | Logo generated using photo editing generative AI. Music created using AI enabled Music Workflow. | Synthetic Mandate | - | Jun 12, 2026 | |
Astral Boost Store/marketing art | The Store page artwork was enhanced by AI. | Blessed Virgin Jerry | - | Jun 12, 2026 | |
Selubra In-game content artaudiotextcode | Various AI tools were utilized during the development of this game to increase efficiency. Character portraits and certain visual assets were pre-generated using AI, and then manually edited by the developer to fit the game's style. AI tools were also used in the creation of the game's music, sound effects, and localization (translation) processes. Additionally, AI was used as a coding assistant during the programming phase. All of this content was pre-generated during development; the game does not generate real-time AI content during gameplay, nor does it connect to any external AI services. | Muzaba Studio | - | Jun 12, 2026 | |
Mount Lomyst In-game content text | Generative AI was used to assist with translation of the store page. The final text was reviewed and edited by the developer. | HIKO GAME | - | Jun 12, 2026 | |
Candyboy In-game content art | Some cutscene assets were made using Craiyon and Midjourney, then tweaked in GIMP and Photoshop. Soon to be replaced in an update. | Staring Skull Studio | 11 | Jun 12, 2026 | |
Fission Mirror Grid In-game content text | Localization (translations) in this game was completed with AI assistance. | Renmiris | - | Jun 12, 2026 | |
林西物语——放置武侠村 In-game content art | AI technology is used to create all character image assets for this game. | Hat-Soft | - | Jun 12, 2026 | |
Irondrive Unclear artaudio | I am a solo developer who worked with external freelancers for art and audio. Some assets provided by these contributors might have been created or assisted by generative AI tools, though their specific workflow was not monitored. | Alessandro Le Mura | - | Jun 12, 2026 | |
TimbaDraft Dev only code | IA was used mainly for coding
The game is a digital version of my board game created in 2013. | The Marionettist | - | Jun 12, 2026 | |
Ship of the Line In-game content artaudiocode | This game uses generative AI tools during development for selected visual, audio, and programming-related tasks.
【AI-assisted content and development】
• Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer.
• Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use.
• Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer.
【Runtime and game content】
• No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally.
• Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer.
All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game. | YDS | - | Jun 12, 2026 | |
Drift Factory Unclear artaudiotext | Some images and music, as well as multilingual translations, etc. | Kim Star Game | - | Jun 12, 2026 | |
Into the Planet's Flesh In-game content text | Localizing the steam page and in-game text for non-English languages | Chugget | - | Jun 12, 2026 | |
Germ Swarm: Evolution & Mutation In-game content art | AI has been used to generate sprites. | Interlink Game Studio | - | Jun 12, 2026 | |
EvoluCell In-game content art | Some Assets made by AI. | Wending Studio | - | Jun 12, 2026 | |
Trias Unclear | Read the section above about the game for more information. | Trias Team | - | Jun 12, 2026 | |
明末:力挽狂澜 Live AI text | This game uses generative artificial intelligence during gameplay to generate text and data based on player input and game context.
The game does not use generative AI to generate artwork, audio, voice, music, videos, or other visual or sound assets. AI-generated content is limited to text and data used as part of the gameplay experience. | YING WANGWEI | - | Jun 12, 2026 | |
CrueArcade Alive In-game content audioart | Includes AI voice lines, generated sounds and artwork | CrueArcade | - | Jun 12, 2026 | |
文豪カタルシス Dev only | In Bungou Catharsis, we utilize generative AI across multiple stages of development to make production feasible as an independent studio. | YUKIKO SATO | - | Jun 12, 2026 | |
K-Duel: The Anti-Cheater In-game content art | As a solo developer handling the entire scope of code, systems architecture, and design, generative AI tools were utilized during development to handle the massive volume of graphic assets. This includes illustrative 2D artwork for specific field environments, background landscapes, UI map layouts, and card illustration frames. Leveraging these tools allowed me to focus my full energy on what matters most: creating deep tactical gameplay, tight mechanical balance, and a compelling narrative. Every asset generated was extensively curated, manually edited, and visually polished to align perfectly with the game's aesthetic, storytelling, and tactical user interface. No live generative AI is used while the game is running. | luan nguyen | - | Jun 12, 2026 | |
JULPAE Store/marketing textart | During development, generative AI tools were used as supplementary assistance for document writing, draft store page text, UI text, localization drafts, and the planning of some concept visual materials.
All final content included in the release build, store page, and marketing materials is reviewed, selected, and edited by the developer before use.
JULPAE does not use real-time generative AI during gameplay, does not generate player-facing content with AI at runtime, and does not connect players to any external generative AI service. | LoGosLaB | - | Jun 12, 2026 | |
Lofi Lagoon In-game content artaudiotext | This work incorporates the use of generative artificial intelligence (AI) in the following areas:
Parts of the artwork, parts of the sound, and localization. | SF Create | - | Jun 12, 2026 | |
Aetherantis Realm of Fates In-game content arttextcode | Portions of in-game art assets were initially generated with generative AI, followed by extensive manual hand-drawn revision, restructuring and detailed painting by the developer. Game text and localization drafts were AI-assisted then fully proofread and revised manually. All background music and sound effects are licensed free commercial assets downloaded from authorized resource websites; no generative AI was used for audio production. Source code was written with coding assistant tools. | qiongwan | - | Jun 12, 2026 | |
Super Gem Shatter In-game content artaudiocode | Some aspects of the game utilize AI assistance, including with programming, some art, and music. | Jay Feezor | - | Jun 12, 2026 | |
Castaway: Lost Horizon Store/marketing textartcode | Generative AI tools were used to assist with development, including code support, store text drafting, and some visual/marketing assets. Final content was reviewed and edited by the developer. | Fortuna Lectiones | - | Jun 12, 2026 | |
Project RESONANCE Live AI artaudiotext | AI-driven real-time asset generation is a core part of the player experience in Project Resonance. Some of the game's in-game assets are generated in real time during play using generative AI—including music (melody, arrangement, and vocals), character art, expression and sprite variations, live-performance visuals, event illustrations, event storylines, and roleplay dialogue. Because this content is generated in response to your choices and progress, every playthrough produces music, visuals, and story unique to that session.
All AI-generated content is screened by our in-game filtering and review systems at runtime—before it reaches the player—to prevent inappropriate, infringing, or off-tone output and to keep everything consistent with the game's intended tone and content rating. | Soul-Made Games | - | Jun 11, 2026 | |
1daYs In-game content audiotext | Some music and translations in this game were created using generative AI tools. | velupix | - | Jun 11, 2026 | |
Master Foot Live AI textartaudio | This game uses generative AI to create realistic player behavior, match commentary, dynamic tactics, and some images and music may also be generated by AI, improving replayability while keeping user data private and not used to train external models. | Lamblety | - | Jun 11, 2026 | |
Astralight: Pilgrim's Duel In-game content arttext | This game made extensive use of generative AI during development.
Most of the images in the game were created with the assistance of generative AI. Generative AI was also used for concept work, visual drafts, UI text, translation drafts, and promotional materials.
All AI-assisted content was reviewed and edited by the developer before being included in the game.
Generative AI is not used during gameplay to create real-time content or player-specific responses.
This disclosure message was also written with the assistance of generative AI. | ShootingStar | - | Jun 11, 2026 | |
Footballogy In-game content text | The localization of store pages is done by generative AI. | BRANE | - | Jun 11, 2026 | |
Sweep Happens Unclear | Our development pipeline combines traditional methods with modern technologies. To streamline our workflow and support our vision, some assets and game elements may have been developed or refined with the assistance of AI-driven tools. We treat these technologies as an extension of our creative toolkit. | r_cascader | - | Jun 11, 2026 |