Model and image production were carried out using AI technology
- Creator
- 吴健002
- Reviews
- -
- Added
- Mar 18, 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.
Model and image production were carried out using AI technology
This game uses generative AI for various voice overs.
Development utilized AI for the following: - Interior textures for building decor (book covers and paintings) - Code generation and programming assistance during the latter half of development
The majority of the visuals derive from one of our earlier products; to improve the experience, we remade them via AI image generation and followed up with extensive post-processing.
The game to contain art assets generated by artificial intelligence
Background Music and Code of this game is generated by chatGPT and sunoAI.
Generative AI tools are used in a limited capacity during development for coding assistance and early prototyping. AI may occasionally be used to help generate placeholder assets during experimentation and iteration. Any such placeholder content is intended to be replaced with original, hand-crafted assets before release. No generative AI content is intended to appear in the final shipped game.
Some elements of the game's store page, including the short and full descriptions, as well as parts of the capsule image, were created with the assistance of generative AI tools. All AI-generated content was reviewed and edited by the developer to ensure accuracy and alignment with the game's design and vision.
AI assistance was used during the coding phase of this game.
The game uses traditional in-game artificial intelligence for zombie behavior, such as movement, combat, and player detection. These systems are part of normal gameplay logic and were manually implemented and configured by the developer. No generative artificial intelligence tools were used to create game content such as art, audio, models, animations, or written text.
Artificial intelligence was used in the creation of in-game artworks. These assets were curated, reviewed, and integrated to ensure consistency with the game’s artistic direction and quality standards.
AI has been used for code, text, and UI No AI has been used for textures, 3D models, and audio
AI-generated art object
I consult with the Chat GPT regularly, use it to write simple scripts, troubleshoot, and most of the stores images are made with AI's help.
AI was used to assist with localization for languages other than English and Polish.
The music and sound effects are AI generated. There are some AI generated art assets.
The game's cover art was created using AI.
The game's cover art was created using AI.
Asset generation for the game
AI tools were used during the development process to assist in writing code scripts, generating visual assets and narrative background text. All AI-generated content has been reviewed and curated by the developer before being included in the game.
We use generative AI to create certain marketing assets for the Steam store page and promotional materials. We also use AI-assisted voice generation for some in-game narration/voice lines, and AI-assisted translation to produce localized subtitles and UI text in multiple languages. No player data is used to train these models, and the game’s core gameplay is not generated by AI.
The capsule images are heavily edited, but are nonetheless based on AI-generated images. I plan to change this if the game generates enough interest.
Art: AI used for concepts; final assets are human-refined. Audio: AI used for select tracks; the rest are human-composed. Code: AI-assisted scripting and optimization. Localization: AI-translated with manual adjustments.
This game includes pre-generated content created with the assistance of generative AI, including some written text, UI elements, and icon artwork. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used during live gameplay.
This game used generative AI as a development aid in the following areas: Store Capsule: Generative AI tools were used to create or assist in the production of some visual assets. Final compositions, layout adjustments, cropping, and any post-processing were reviewed and approved by the developer. Coding: Used to generate and refine draft code and provide debugging suggestions. All final code is reviewed and integrated by the developer. Audio (BGM & SFX): Some background music and sound effects were generated using generative AI tools; other audio assets were created or sourced by the developer. AI-generated audio is generally used close to the original output, with light processing such as trimming, volume leveling, and format conversion when necessary. Narrative: Used to support drafting and iteration (for example, wording alternatives and structural adjustments). All in-game text is reviewed by the developer. Localization: Some language translations were generated with AI assistance and reviewed or edited where feasible. No generative AI is used to create new content in real time during gameplay. All AI usage is limited to development and asset creation.
Some minor 2D decorative images and a limited number of ambient sound elements were generated using AI-assisted tools during development. These assets are primarily non-core visual or atmospheric elements. All core gameplay systems, design, programming, balance, mechanics, and the overall creative direction of the game were developed by the human development team.
Translations
AI was used only for limited assistance, such as refining some logos, helping with music production, and translating texts into other languages. All core game content — including ships, designs, graphics, 3D models, sound effects, and more — is handcrafted. Overall, the game was created using traditional development methods.
AI-generated tools were used to assist in the creation of certain promotional artwork displayed on the Steam store page. No AI-generated content is used within the gameplay, story, audio, or interactive elements of the game.
Only the music and sound effects in this game were generated using AI.
This game uses generative AI in a limited, supportive role during parts of the development process. Specifically, some background images and item images are based on assets generated with the help of generative AI and then manually edited and refined by the developer. Additionally, certain 3D models are created by modifying and adjusting AI-generated base models through manual work. The use of generative AI is limited to the art creation process only. No generative AI is used during gameplay, and no game content is generated or altered by AI at runtime.
Language translations
Some of the in-game background music was created using generative AI.
This game includes a small number of pre-generated visual assets created with the assistance of generative AI tools during development. All gameplay systems, mechanics, balance, progression, and design decisions are fully human-designed and authored. No generative AI is used during gameplay, and no content is generated dynamically or at runtime.
The game itself was developed without the use of generative AI. During the development and release process, we may use AI-based tools to assist with the creation of certain store marketing materials (such as Steam banners). In all such cases, the final materials reflect the creativity and expression of our own development team.
AI was used to generate some assets, code and music
During the development of Cognitive Fracture, AI tools were used as assistants to support the creation of certain elements, such as text-to-speech voices, cover artwork, some non-interactable objects, and parts of the music. All final assets, design decisions, and gameplay remain the original work of our development team.
Generative AI-assisted edits in photoshop were used in the creation of the cover image of this game.
This game uses generative AI for the following purposes: · Text language translation The following languages are translated by local staff, not AI: English French Italian German Dutch Spanish Spanish (Latin America) Polish Portuguese (Brazil) Japanese Korean
Some in-game and promotional artwork assets were created using generative AI. No content is generated by AI during gameplay.
Large menu background images (menus) and various derelict images were generated with AI and then edited and refined by hand (Photoshop and Aseprite) before being used in-game. An AI voice was used for Juno as a placeholder.
Some parts of the Sound are created by AI
AI was used to develop the store and cover pages of the game.
This game contains AI-generated music.
This game was built using a blend of digital tools, custom created datasets and software, and AI asset generation. Human creativity and ingenuity can be positively amplified using AI. I hope this game can inspire independent creators and game designers to realize their own magic fairy fun dreams.
AI-generated artwork is used for some marketing materials such as Steam capsule images. Gameplay content is not AI-generated.
Generative AI was used during development to assist with the creation of some 2D images, audio assets, and the initial translation of text. All AI-generated content was reviewed, edited, and approved by the developer before being included in the game.
As a solo developer, I have used AI to generate text descriptions and some images related to the game. 99% of the game has been hand crafted by Jacob Colvin or sourced and licensed from the FAB Marketplace.
To help with store visuals I used generative AI tools to assist in creating some promotional artwork and banners for the Steam page. All actual game content, gameplay and in-game assets were made without using AI.
Texture use AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Mo Wu Tian Gong Unclear art | Model and image production were carried out using AI technology | 吴健002 | - | Mar 18, 2026 | |
Everyone's dead In-game content audio | This game uses generative AI for various voice overs. | Reindeer Grove | - | Mar 18, 2026 | |
OFFICE KEEPER In-game content artcode | Development utilized AI for the following:
- Interior textures for building decor (book covers and paintings)
- Code generation and programming assistance during the latter half of development | Watamos | - | Mar 18, 2026 | |
Donut Die In-game content art | The majority of the visuals derive from one of our earlier products; to improve the experience, we remade them via AI image generation and followed up with extensive post-processing. | Five Rooms | - | Mar 18, 2026 | |
VILOVEJETS In-game content art | The game to contain art assets generated by artificial intelligence | Polka Studio | 11 | Mar 18, 2026 | |
Launch President In-game content audiocode | Background Music and Code of this game is generated by chatGPT and sunoAI. | Kenji Tomita | - | Mar 18, 2026 | |
Shipping and Handling Dev only codeart | Generative AI tools are used in a limited capacity during development for coding assistance and early prototyping.
AI may occasionally be used to help generate placeholder assets during experimentation and iteration. Any such placeholder content is intended to be replaced with original, hand-crafted assets before release.
No generative AI content is intended to appear in the final shipped game. | PlayFair Games | - | Mar 18, 2026 | |
Type Strike Store/marketing textart | Some elements of the game's store page, including the short and full descriptions, as well as parts of the capsule image, were created with the assistance of generative AI tools. All AI-generated content was reviewed and edited by the developer to ensure accuracy and alignment with the game's design and vision. | One64 Games | - | Mar 18, 2026 | |
Handmania Dev only code | AI assistance was used during the coding phase of this game. | Just Game Studio | - | Mar 18, 2026 | |
Dust general | The game uses traditional in-game artificial intelligence for zombie behavior, such as movement, combat, and player detection.
These systems are part of normal gameplay logic and were manually implemented and configured by the developer.
No generative artificial intelligence tools were used to create game content such as art, audio, models, animations, or written text. | Dust Studio | - | Mar 18, 2026 | |
Choiceline Brawl In-game content art | Artificial intelligence was used in the creation of in-game artworks. These assets were curated, reviewed, and integrated to ensure consistency with the game’s artistic direction and quality standards. | Choiceline Brawl | - | Mar 18, 2026 | |
GRUNGE In-game content codetext | AI has been used for code, text, and UI
No AI has been used for textures, 3D models, and audio | Simon Slav | - | Mar 18, 2026 | |
Master Thief Simulator In-game content art | AI-generated art object | oIHeRe | - | Mar 18, 2026 | |
Slums: DriveBy Store/marketing codeart | I consult with the Chat GPT regularly, use it to write simple scripts, troubleshoot, and most of the stores images are made with AI's help. | Urban Bear Studio | - | Mar 18, 2026 | |
Blast Beam Bang In-game content text | AI was used to assist with localization for languages other than English and Polish. | SWAGamesDev | - | Mar 18, 2026 | |
Omni Kitty In-game content audioart | The music and sound effects are AI generated. There are some AI generated art assets. | Revolving Lime | - | Mar 18, 2026 | |
Catch the Turtle Store/marketing art | The game's cover art was created using AI. | Hede | 11 | Mar 18, 2026 | |
Can deliver? Survival Kit Store/marketing art | The game's cover art was created using AI. | Hede | 11 | Mar 18, 2026 | |
Monster Tower Unclear artaudiotext | Asset generation for the game | AlexTier | - | Mar 18, 2026 | |
Iron Graves In-game content arttextcode | AI tools were used during the development process to assist in writing code scripts, generating visual assets and narrative background text. All AI-generated content has been reviewed and curated by the developer before being included in the game. | Commoditech | - | Mar 18, 2026 | |
Evac Point In-game content audiotext | We use generative AI to create certain marketing assets for the Steam store page and promotional materials. We also use AI-assisted voice generation for some in-game narration/voice lines, and AI-assisted translation to produce localized subtitles and UI text in multiple languages. No player data is used to train these models, and the game’s core gameplay is not generated by AI. | Mousavi Tech | - | Mar 18, 2026 | |
Lumirider Store/marketing art | The capsule images are heavily edited, but are nonetheless based on AI-generated images. I plan to change this if the game generates enough interest. | Diocotron Games | - | Mar 18, 2026 | |
Selfie Worm In-game content artaudiocodetext | Art: AI used for concepts; final assets are human-refined.
Audio: AI used for select tracks; the rest are human-composed.
Code: AI-assisted scripting and optimization.
Localization: AI-translated with manual adjustments. | Straight Banana | - | Mar 18, 2026 | |
OUTBREAK FALL: BIOHAZARD In-game content textart | This game includes pre-generated content created with the assistance of generative AI, including some written text, UI elements, and icon artwork. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used during live gameplay. | Eclipse Interactive | - | Mar 18, 2026 | |
Lucid Dream In-game content artaudiotextcode | This game used generative AI as a development aid in the following areas:
Store Capsule:
Generative AI tools were used to create or assist in the production of some visual assets. Final compositions, layout adjustments, cropping, and any post-processing were reviewed and approved by the developer.
Coding:
Used to generate and refine draft code and provide debugging suggestions. All final code is reviewed and integrated by the developer.
Audio (BGM & SFX):
Some background music and sound effects were generated using generative AI tools; other audio assets were created or sourced by the developer. AI-generated audio is generally used close to the original output, with light processing such as trimming, volume leveling, and format conversion when necessary.
Narrative:
Used to support drafting and iteration (for example, wording alternatives and structural adjustments). All in-game text is reviewed by the developer.
Localization:
Some language translations were generated with AI assistance and reviewed or edited where feasible.
No generative AI is used to create new content in real time during gameplay. All AI usage is limited to development and asset creation. | Ragdall_ | - | Mar 18, 2026 | |
80s Horror Survivors In-game content artaudio | Some minor 2D decorative images and a limited number of ambient sound elements were generated using AI-assisted tools during development. These assets are primarily non-core visual or atmospheric elements. All core gameplay systems, design, programming, balance, mechanics, and the overall creative direction of the game were developed by the human development team. | Alligator Virtual | - | Mar 18, 2026 | |
Expandaball Unclear text | Translations | LT Games | - | Mar 18, 2026 | |
UltraGalactic In-game content artaudiotext | AI was used only for limited assistance, such as refining some logos, helping with music production, and translating texts into other languages.
All core game content — including ships, designs, graphics, 3D models, sound effects, and more — is handcrafted. Overall, the game was created using traditional development methods. | Seven Dragons Studios | - | Mar 18, 2026 | |
Cliché Horror 2000s: The Witch’s Lair Store/marketing art | AI-generated tools were used to assist in the creation of certain promotional artwork displayed on the Steam store page. No AI-generated content is used within the gameplay, story, audio, or interactive elements of the game. | High Room Game studio | - | Mar 18, 2026 | |
GetHigh.EXE In-game content audio | Only the music and sound effects in this game were generated using AI. | Zypong.com | - | Mar 18, 2026 | |
PIECES OF THE DEEP 〜海底遺産回収録〜 In-game content art | This game uses generative AI in a limited, supportive role during parts of the development process.
Specifically, some background images and item images are based on assets generated with the help of generative AI and then manually edited and refined by the developer. Additionally, certain 3D models are created by modifying and adjusting AI-generated base models through manual work.
The use of generative AI is limited to the art creation process only. No generative AI is used during gameplay, and no game content is generated or altered by AI at runtime. | CoMuCreator | - | Mar 18, 2026 | |
Elixion In-game content text | Language translations | Sweet Levelz | - | Mar 18, 2026 | |
BlockSword In-game content audio | Some of the in-game background music was created using generative AI. | 오란다 | - | Mar 18, 2026 | |
Glyph Gambit: Endgame In-game content art | This game includes a small number of pre-generated visual assets created with the assistance of generative AI tools during development.
All gameplay systems, mechanics, balance, progression, and design decisions are fully human-designed and authored.
No generative AI is used during gameplay, and no content is generated dynamically or at runtime. | AutoIntellect | - | Mar 18, 2026 | |
OVER SAND Store/marketing art | The game itself was developed without the use of generative AI.
During the development and release process, we may use AI-based tools to assist with the creation of certain store marketing materials (such as Steam banners). In all such cases, the final materials reflect the creativity and expression of our own development team. | Moonmana | - | Mar 18, 2026 | |
Sushi Sewers In-game content artcodeaudio | AI was used to generate some assets, code and music | Tom | - | Mar 18, 2026 | |
Cognitive Fracture In-game content audioart | During the development of Cognitive Fracture, AI tools were used as assistants to support the creation of certain elements, such as text-to-speech voices, cover artwork, some non-interactable objects, and parts of the music. All final assets, design decisions, and gameplay remain the original work of our development team. | Funny Spritz Interactive | - | Mar 18, 2026 | |
Scorched Legacy Store/marketing art | Generative AI-assisted edits in photoshop were used in the creation of the cover image of this game. | Whitemarsh Games, LLC | - | Mar 18, 2026 | |
XeGrader plus In-game content text | This game uses generative AI for the following purposes:
· Text language translation
The following languages are translated by local staff, not AI:
English
French
Italian
German
Dutch
Spanish
Spanish (Latin America)
Polish
Portuguese (Brazil)
Japanese
Korean | Tokihiro NAITO | 18 | Mar 18, 2026 | |
Dragon Ridge Valley In-game content art | Some in-game and promotional artwork assets were created using generative AI. No content is generated by AI during gameplay. | Elven Vale Studios | - | Mar 18, 2026 | |
Coffin Hunter In-game content artaudio | Large menu background images (menus) and various derelict images were generated with AI and then edited and refined by hand (Photoshop and Aseprite) before being used in-game.
An AI voice was used for Juno as a placeholder. | ObsessionSoft | - | Mar 18, 2026 | |
Quest Slayer In-game content audio | Some parts of the Sound are created by AI | Gaming Project | - | Mar 18, 2026 | |
Cosmo Strike: Complete Edition Store/marketing art | AI was used to develop the store and cover pages of the game. | Nikspeaks | - | Mar 18, 2026 | |
Need For Steal In-game content audio | This game contains AI-generated music. | Night Badgers Studio | - | Mar 18, 2026 | |
Magic Fairy Fun Blast In-game content art | This game was built using a blend of digital tools, custom created datasets and software, and AI asset generation.
Human creativity and ingenuity can be positively amplified using AI. I hope this game can inspire independent creators and game designers to realize their own magic fairy fun dreams. | Wow Cool Games | 11 | Mar 18, 2026 | |
Medieval Survivors: Village Defense Store/marketing art | AI-generated artwork is used for some marketing materials such as Steam capsule images. Gameplay content is not AI-generated. | MadDevs Studio | - | Mar 18, 2026 | |
City of Hunger In-game content artaudiotext | Generative AI was used during development to assist with the creation of some 2D images, audio assets, and the initial translation of text. All AI-generated content was reviewed, edited, and approved by the developer before being included in the game. | MVCAO Studios | - | Mar 18, 2026 | |
Battle Sages Store/marketing textart | As a solo developer, I have used AI to generate text descriptions and some images related to the game. 99% of the game has been hand crafted by Jacob Colvin or sourced and licensed from the FAB Marketplace. | Jacob Colvin | - | Mar 18, 2026 | |
MAZY Store/marketing art | To help with store visuals I used generative AI tools to assist in creating some promotional artwork and banners for the Steam page. All actual game content, gameplay and in-game assets were made without using AI. | Pierpiero | - | Mar 18, 2026 | |
Cat in Temple In-game content art | Texture use AI. | amugames | - | Mar 18, 2026 |