AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable
19127
19,127
disclosures tracked
+401 this week
76%
Visual AI
most common disclosure type
76% of all disclosures · 3.1x vs audio ai
31
31%
use AI for 2+ purposes
5987 of 19,127 products
tag: Dark Fantasy
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Bluso Hero and the Copper Heart Dev only | Some resources were created using AI for efficiency as a Solo Developer. | El Abrigo de Paulo | - | Aug 11, 2026 | |
Breathtoll In-game content art | Breathtoll includes some AI-generated content, all of it created during development. Nothing is generated live while you play.
Cinematic cutscenes: the video imagery and animation are AI-generated.
Creatures: the 3D creature models began as AI-generated base meshes and were hand-refined through multiple Blender passes (cleanup, retopology, and texturing) before use in the game.
Store and marketing art: some capsule and store images are composed from frames of the AI-generated cutscenes.
All other content is human-made, including the game code, systems, design, all writing (scripts, narration, and story), and the hand-authored card art. We hold the rights to the AI-generated content under the generating tools' commercial licenses.
This disclosure reflects the current build. We are in the process of bringing on an artist for human-made renderings, and some of the AI-generated content above will be replaced with human-created work for the full launch. We will update this disclosure as that happens. | Josh Winter | - | Aug 11, 2026 | |
Junk Ark In-game content textaudio | AI is used only for translation and sound effects. | Burning Bone | - | Aug 11, 2026 | |
Where I am Not In-game content art | Some visual assets used in the game were edited with the assistance of AI-based tools and subsequently refined and integrated into the project by the developer. | ZioCane | - | Aug 11, 2026 | |
Dark Monastery In-game content art | Artwork, capsules for steam and some game UI screens background image in Options, Main Menu, Craft, Inventory | Torhonskyi Bohdan | - | Aug 11, 2026 | |
Dreadbleed In-game content arttext | All primary artwork in this game, including the main character and every enemy, was created by hand either drawn by the developer or by human artists. AI assistance was limited to a few secondary visual effects (light effects, explosions, blood/spray), produced with custom procedural drawing scripts written with the help of an AI coding assistant and then hand-edited and curated by the developer. Some in-game text translations may be pre-generated with AI-assisted localization and reviewed by the developer. No image, audio, or video generation models were used. No AI is used at runtime. | FxGames | - | Aug 11, 2026 | |
도깨비문 In-game content artaudio | Some of the art and audio assets in Dokaebi Gate were created using generative AI tools, then processed and edited by hand before shipping. This covers equipment and item icons, some VFX textures, sound effects and background music, and a portion of the 3D enemy and environment models. Artwork used on this store page is included as well.
No AI runs while you play. Nothing is generated live during gameplay, and no player input or data is sent to any AI service. Game design, code, balance, and all writing are human-authored. | NonSugar | - | Aug 11, 2026 | |
Raise, Rise & Die In-game content art | Character and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine. | Grimvault games | - | Aug 11, 2026 | |
Dice Factory In-game content text | Dice Factory is translated to English & French by me.
For all the other languages, I was helped by AI. | mrTodo | - | Aug 11, 2026 | |
Konflikt Unclear art | AI Generated illustrations | Michal Mlejnek | - | Aug 11, 2026 | |
Goat Survivor 2 In-game content art | Some of the artwork in this game was created with the assistance of generative AI tools as part of our development process. All AI-assisted content is reviewed, edited, and finalized by our human artists before being included in the game. | DUMARU Inc. | - | Aug 11, 2026 | |
Pollo Diavolo In-game content text | We use generative AI for localization support. AI is not used for in-game content or gameplay. | Red-Squirg | - | Aug 11, 2026 | |
Ancient Bloods: Shadowborn Rising Dev only | As an independent developer/publisher, AI-assisted tools have been used selectively to support presentation and marketing workflows, not to replace the game’s creative direction or development.
The game itself is designed, directed, developed, coded, and assembled by human creators. Core gameplay systems, level design, story direction, implementation, and development decisions are not generated by AI. | 01 Aspects | - | Aug 11, 2026 | |
Potion Dealer In-game content art | Some of the Inventory images were generated using AI | Spectre17 | - | Aug 11, 2026 | |
Give Me More Missile! In-game content artaudio | Some of the art and audio assets in this game were created with the assistance of generative AI tools. Specifically, certain 3D models, UI icons, and background music tracks were generated using AI and then reviewed, edited, and integrated by the developer. No AI-generated content is created live during gameplay. | Void Cosmos | - | Aug 10, 2026 | |
Dungeon Sookuma In-game content arttext | Generative AI tools were used to assist in creating and refining some pre-generated visual assets, narrative text, localization, and store/marketing artwork. All AI-assisted content was reviewed, edited, and curated by Plants Game. No content is generated during gameplay, and the game does not connect to external AI services. | 플랜츠게임 | - | Aug 8, 2026 | |
Arch Rogue In-game content arttextcode | Arch Rogue was developed with extensive use of generative AI. Most of the game's code was written with AI assistance. The pixel-art sprites, tiles, animations, and store artwork were created with AI image-generation tools and then curated and integrated by the developer. Dialogue, quest text, and lore were AI-generated from developer-designed prompts and story structure. All AI content is created during development, not at runtime — the game does not generate any content with AI at runtime. | Matti Rita-Kasari | - | Aug 8, 2026 | |
Tactical Dungeon Slayers In-game content artaudio | Portions of the game’s art assets, including environments, title artwork and several icons, were created and revised with AI tools. All background music in the game, including main menu music and combat soundtracks, is AI-generated. | Futurebun | - | Aug 8, 2026 | |
Procession Engine In-game content artaudiocode | Procession Engine is a hand-designed game that uses AI tools to speed up development. Every card, faction, and system was designed, balanced, and playtested by its developer. Generative AI tools were used under human direction as part of the production pipeline: 2D artwork (card illustrations and icons) and 3D model bases were generated to the developer's specifications and then reviewed, curated, and integrated by hand. Sound effects were produced with AI audio tools and individually selected and mixed. Portions of the game code were written with AI assistance and reviewed by a human. No AI content is generated at runtime. | Not Applicable Games | - | Aug 8, 2026 | |
Door Code In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 8, 2026 | |
Last Departure In-game content artcode | The cinematic artworks were created using AI and are based on my own concept sketches. They were used to reinforce the emotional atmosphere and my vision of the game world, while the game itself is designed entirely in hand-drawn pixel art.
AI was used for programming | Nirmalan Rajakaruna (Raja Studios) | - | Aug 8, 2026 | |
Frontactics In-game content arttext | Generative AI tools were used during development to assist with the refinement of certain visual assets and to improve the quality and consistency of translations. All AI-assisted content was reviewed and edited by the developer before being included in the final game. No generative AI is used to create content dynamically during gameplay. | Molba Studio | - | Aug 8, 2026 | |
Dungeon Cooking In-game content arttext | Dungeon Cooking uses generative AI tools for some of its content, created during development (pre-generated, not generated in real time):
- Part of the creature art: 6 of the game's 18 monsters were made with AI image tools, then edited and integrated by the developer.
- Some in-game dungeon event content was drafted with AI assistance and edited by the developer.
- The announcement trailer was produced using AI tools.
The rest of the game's art comes from licensed asset packs and the developer's own work. All AI-generated content was reviewed and curated by the developer before shipping. | Unkind Logic | - | Aug 8, 2026 | |
Shrine Protectors In-game content art | Generative AI was used to create some base assets, which were subsequently heavily edited by hand. All final assets included in the game have undergone substantial manual editing. | VSolStudio | - | Aug 8, 2026 | |
Rapax Unclear audio | Some background music | 大複 | - | Aug 8, 2026 | |
Crawler 3D Unclear | Some assets have been created with the help of AI. | Wasdeq Games | - | Aug 7, 2026 | |
Evilos In-game content art | I used generative AI tools to help create some of the game's art — including certain UI elements (buttons and icons), backgrounds, story illustrations, and marketing images — which I then edited and finished by hand in Photoshop. | Bunch of Idiots Studio | - | Aug 7, 2026 | |
Gravemaw audio | Gravemaw's music was generated with Suno AI and its sound effects with
Stable Audio Open, then edited by hand — trimmed, loop-pointed and mixed —
before being placed in the game. Some store and marketing artwork was also
produced with AI assistance.
Every generated asset was reviewed by the developer before shipping. Nothing
is generated while you play: the game runs fully offline and all content is
baked into the build. | BEE STAR | - | Aug 7, 2026 | |
Pay the House Unclear | This game is basically generated by AI | zun | - | Aug 7, 2026 | |
Immortalitea Dev only codeart | I mostly use AI for debugging and I make it document my code for me. I've been using it for placeholder art but intend on replacing all, or at least most of them by release. I use it like a tool I can turn to for general tasks rather then a crutch that does everything. | CronicGames | - | Aug 7, 2026 | |
Crimson Engines In-game content art | "We utilized generative AI tools to assist in the creation of 2D art assets, including in-game enemy portraits, familiar graphics, and the background illustrations, banners, and logo artwork displayed on our Steam Store page and library graphics." | Alphasin | - | Aug 7, 2026 | |
Holy Warriors : The Rift In-game content artaudio | The developer uses generative AI tools during the development process to create pre-generated content. Specifically, Leonardo.ai was utilized to assist in the creation of promotional marketing artwork, concept art, images, and user interface buttons. Additionally, Suno was used to compose the game's background music and soundtracks. All AI-generated content is static, finalized prior to release, and integrated into the game build; the game does not feature any live or real-time AI generation during gameplay. | Giovanni Perrone | - | Aug 7, 2026 | |
Last Gambit In-game content artcode | Some of Last Gambit's content was created with the help of generative AI tools. Specifically, part of the artwork for the pieces and skins was generated with AI and then reviewed and refined by us. We also used AI to assist with some cross-platform code porting.
All of this content is generated during development. The game does not use generative AI during matches and does not create content in real time. | Mads | - | Aug 7, 2026 | |
Road to FIRE In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 7, 2026 | |
Grimsorrow Academy In-game content codeart | AI tools were used to assist in creating some of the code and game assets. Even so, every part of the game reflects the creator's vision and passion. | Tadeo Interactive | - | Aug 7, 2026 | |
DICEBONE In-game content art | The key art on this store page, on the splash screen and on the menu cards was created using generative AI tools and then edited by hand. Nothing inside the game itself is AI-generated. Every visual in play is procedural — drawn by code at runtime — and all audio is ynthesised in real time. The build ships with no textures, no meshes, no sprites and no audio files. | VOXELMANA | - | Aug 6, 2026 | |
Rélyora In-game content art | Relyora is independently developed on a limited budget. Some visuals were created with AI assistance, then carefully selected, edited, and integrated by hand. No AI is used in real time. If the game finds an audience, revenue will be reinvested into working with professional artists. | Steal | - | Aug 5, 2026 | |
Ember Covenant In-game content arttextcode | Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay. | UAB Dimetris | - | Aug 5, 2026 | |
Verlicia Saga In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 5, 2026 | |
Card&Dungeon In-game content arttextaudio | Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects.
All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services. | SDBD Studio | - | Aug 5, 2026 | |
Death to Demons In-game content art | Death to Demons uses pre-generated AI-assisted content in some artwork, visual concepts, promotional images, and development/reference materials. All AI-assisted content used in the shipped game or Steam store materials is reviewed, selected, and edited by the developer before inclusion.
The game does not use live generative AI during gameplay. No player prompts are used to generate in-game content. | Stabalot Games LLC | - | Aug 5, 2026 | |
Mercenary Guild Manager In-game content art | Some of the game’s visual assets were created with the assistance of generative AI. All generated artwork is reviewed, edited, refined, and adapted by the development team to maintain a consistent visual identity and ensure that it matches the game’s artistic direction and design choices.
This approach was necessary due to the high cost of commissioning the full amount of artwork required from one or more professional artists or illustrators. Using AI-assisted tools helped keep the project financially viable, speed up production, and bring the game to players sooner while preserving a cohesive and recognizable style. | Code Dunamis | - | Aug 5, 2026 | |
Harvest Them In-game content artaudiotext | Pre-generated only. Generative AI assisted in creating some art, music, SFX, and localization during development, all developer-reviewed. No live AI content in the shipped game. | FromDown Games | - | Aug 5, 2026 | |
Hook Party Arena In-game content art | Generative AI tools were used during development to create and refine some pre-generated visual assets, including concept art, character and environment models, textures, animations, UI artwork, icons, visual effects, and selected store or marketing images. All such assets were reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while running. | Hook Party Arena | - | Aug 5, 2026 | |
aimRPG In-game content art | A few generated placeholder pixel art icons that will hopefully be gone by the time of the full official release. | crin | - | Aug 5, 2026 | |
Voxel Gambit In-game content artaudio | I have used generative AI for some parts or sections of the trailer creation and some voices or images used inside the game itself. All the code and inner workings of the game have been created by a person. | Old Knight Studio | - | Aug 5, 2026 | |
EmergenHex Dev only code | Code generation and quality assurance testing/reporting. | Limited Input LLC | - | Aug 4, 2026 | |
Emergence In-game content arttextcode | Emergence uses generative AI as a development tool. It has been used to assist in the creation of certain visual assets (illustrations, icons, and concept art), text, and to help with software development and feature prototyping.
All content included in the game is reviewed, edited, approved, and ultimately authored by the developer. Generative AI is not used to create player-facing content during gameplay unless explicitly stated in the game's feature descriptions. | Katagena Labs | - | Aug 4, 2026 | |
Spellsteel In-game content arttext | Some pre-created content in SPELLSTEEL was developed with the assistance of generative AI as part of a human-directed creative process. SPELLSTEEL does not use generative AI to generate gameplay content or player-facing content in real time. | Kharadum Studios | - | Aug 4, 2026 | |
魔王诛杀 In-game content art | Some card illustrations were created with the assistance of generative AI during development, then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay. | Linqi Jiang | - | Aug 4, 2026 |
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