AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable
17256
17,256
disclosures tracked
+368 this week
77%
Visual AI
most common disclosure type
77% of all disclosures · 3.1x vs audio ai
30
30%
use AI for 2+ purposes
5209 of 17,256 products
tag: Dark Fantasy
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Severwood In-game content artcode | Severwood uses generative AI as part of its development. Many visual assets — including character art, backgrounds, and card illustrations — were created with the assistance of AI image-generation tools, then selected, edited, and assembled by the developer to fit the game's art direction. Some code was written with AI assistance, directed and reviewed by the developer. Game design, writing, planning, and systems are created and directed by the human developer. No AI-generated content is produced live during gameplay; all assets are fixed and were finalized during development. | Eeriecast | - | Jul 13, 2026 | |
Echoes Of Formation art | This game utilizes artificial intelligence (AI) tools to assist in generating some of the promotional materials on
the store page, as well as certain in-game visual assets | Nanjing Shangxiangyujiu Network Technology Co., Ltd. | - | Jul 13, 2026 | |
Theocide In-game content text | Generative AI was used during development to help draft and edit some in-game text, such as card descriptions and UI copy. All AI-assisted text was reviewed and finalized by the developer before shipping. The game does not generate content live using AI. | Fenexware | - | Jul 11, 2026 | |
Pot's On! In-game content art | Door Texture and the castle background image was generated by AI | NotDailyBuildStudio | - | Jul 11, 2026 | |
You Are Not the Chosen One In-game content artaudiocode | Some of this game's assets were created with the assistance of generative AI tools, then curated, edited, and integrated by the developer. This includes art assets such as character portraits, location backgrounds, and promotional artwork, as well as sound. The game's code was written with AI coding tools under the developer's direction. The game's design, systems, writing, and creative direction are human-authored and directed. | Acharya Interactive | - | Jul 11, 2026 | |
MEGA GOAT FOOTBALL: Cyberia Arena In-game content artaudio | The development of this game utilizes generative artificial intelligence tools to create some pre-rendered graphic assets, visual interface elements, and sound effects that are part of the arena's atmosphere. | Balderrama Marcos Leonardo | - | Jul 11, 2026 | |
MindGate In-game content arttext | MindGate's content—including character illustrations, related store and promotional images, and in-game text—is created by the developer using generative AI tools. The developer directs, selects, edits, and finalizes every asset, and makes all gameplay design and balance decisions. | inkmoon_dev | - | Jul 11, 2026 | |
NOSTRA In-game content artaudio | Some non-gameplay assets in this game (backgrounds, environment and concept art) were created using AI-assisted workflows, specifically: Runecraft AI (in-house workflow), Higgsfield and Pixellabs (select assets). The game's music is produced through studio recordings with live-played instruments; Suno is used supplementarily for optimizations and atmospheric additions. The majority of all game content (characters, sprites and core assets) is hand-crafted; AI is a supplementary tool in the production process. The shipped game does not generate any content at runtime via AI. | Runecraft Studios | - | Jul 11, 2026 | |
Mistworld In-game content art | Character portraits were created by transforming and editing licensed 3D character assets from PV Games using generative AI, followed by manual editing and refinement. | ProjectMist | - | Jul 11, 2026 | |
Dawnreach: Veil of the Breach Unclear textart | Storytelling
Artworks | PixelDB Studio | - | Jul 9, 2026 | |
LAST CORE:BROKE LINK Store/marketing art | Generative AI tools were used to assist in creating pre-generated visual artwork, including concept art, key art, and promotional images used for the Steam store page and marketing materials.
All AI-assisted visual assets are static, reviewed, selected, and edited by the developer to match the game's dark sci-fi visual direction.
The game does not use live generative AI to create gameplay, player-generated content, dialogue, images, audio, or other content during gameplay. | LAST CORE STUDIO | - | Jul 9, 2026 | |
Impostor Syndrom In-game content art | Some of the game's 2D artwork — including character selection images and user interface elements — was created with the help of generative AI tools. All AI-generated assets were reviewed and curated by our team before being included in the game. | Alphgocipher | - | Jul 9, 2026 | |
The Keeper's Path In-game content art | Store and marketing art assets were created with the assistance of generative AI image tools, based on the developer's original prompts. All other game content is human-authored. No AI content is generated during gameplay. | Call Yourself a Lord Studios | - | Jul 8, 2026 | |
Idle of the Dead In-game content artcode | Some of the game's 2D art (character sprites, scenery, item icons and store artwork) was created with the help of generative AI image tools, then curated, edited and integrated by the team. Parts of the game's code were written with AI assistance under developer direction. All AI-assisted content was reviewed by the developers. The game does NOT generate AI content at runtime and does NOT connect to any external AI service. | Sucata Studio | - | Jul 8, 2026 | |
Ashmourn In-game content audio | The background music was created with Suno and the intro narration with ElevenLabs. This content was generated during development, reviewed by the developer, and baked into the build. All sound effects are synthesized in code at runtime and all art is generated procedurally in code — neither is AI. | Yasin Demir | - | Jul 8, 2026 | |
The Beak Doctor In-game content art | A small number of in-game icons were generated using AI tools. All generated assets were reviewed and integrated by the developer. | Immersion Interactive | - | Jul 8, 2026 | |
The Passport In-game content art | Some 3D assets, 2D artwork, and marketing materials were created using AI-assisted tools. | KOEX studio | - | Jul 8, 2026 | |
Arcflame Frontiers In-game content artaudiotext | During production we use generative AI in one narrow way: internal placeholders. Rough concept sketches and scratch voice lines hold a spot while the real assets are being made. Every placeholder is flagged in-engine, and none of it ships in the game players buy — the release version contains no generative AI content. Testers in early builds may spot flagged placeholders; that's what the flags are for. All art, writing, and voice work in the finished game is made by people. We know even placeholder use is a fair thing to question, so where we do use these tools, we aim for ones that license their training data and compensate the creators behind it. | Codename Red Studio | - | Jul 8, 2026 | |
Thousand Ward In-game content art | Thousand Ward uses generative AI as part of the development pipeline to help create and refine some visual assets, including promotional artwork, background illustrations, event imagery, and supporting art concepts. Gameplay systems, balance, progression, and player-facing game design are authored and reviewed by the development team. | Veles Labs | - | Jul 8, 2026 | |
Roll and Die In-game content text | Generative AI tools were used only to assist with localization and translation drafts. All final text was reviewed and edited by the developer. | Faven Games | - | Jul 8, 2026 | |
Fates of Alimore In-game content artaudio | Gemini was used to assist in creating card art and art in backgrounds based off of a Fantasy setting from a not yet published book which is copyrighted. Sounds were created using elevenlabs for card sounds and effects including vo. | Haplo Takar | - | Jul 8, 2026 | |
Guild's Requiem In-game content artaudio | Guild's Requiem uses generative AI tools to create parts of its content during development. Visual assets — including card illustrations, character portraits, backgrounds, enemy artwork, and UI icons — were produced with AI image tools (Midjourney, Leonardo, Stable Diffusion, and DALL·E) and then reviewed, edited, and curated by the developer. Music and some sound effects were generated with AI audio tools (Udio and ElevenLabs). All AI-assisted content was checked and integrated by the developer, who has taken steps to ensure the shipped content is appropriate and does not infringe third-party rights. The game does not generate any content in real time; there is no AI running during gameplay. | HAGOPA Studio | - | Jul 8, 2026 | |
RT In-game content art | Some visual assets used in the game and on the Steam store page were created with the assistance of generative AI and have been further refined and integrated into the game by the developer. No live-generated AI content is used during gameplay. | Supanova | - | Jul 7, 2026 | |
Necromancer: Ash & Bone In-game content art | AI tools were utilized to generate art assets on the store page and in-game. | Binx.tv | - | Jul 7, 2026 | |
Shadows of Imalor In-game content art | Most art has been hand-crafted but some art has been assisted by generative AI. Art assisted by generative AI includes UI Icons, monsters, items and marketing promotional art. All ingame art has been finalized by hand. | Edling Interactive | - | Jul 7, 2026 | |
Neophyte Protocol In-game content audioart | This game uses generative AI to assist with the creation of certain voice lines and some in-game icon artwork. All AI-generated content is reviewed and curated by the developer before inclusion in the game. | Ironwerks Studios | - | Jul 7, 2026 | |
Soul Monsters: The Machine Kingdom and the Lich Queen In-game content art | This game uses AI-generated images, created with Stable Diffusion and similar tools, for card artwork, character portraits, backgrounds, and animated card videos. All AI-generated assets were reviewed and edited by the developer. No AI generates content during gameplay. | Industrial Miracle | - | Jul 7, 2026 | |
Great Sword 25k: Evil Invasion In-game content art | Characters, monsters, some buildings, CG images, and logos were generated using AI.
The characters and some 3D building models were created by V2Fun, and the materials are licensed for commercial use under the CC BY 4.0 license. | 大番茄 | - | Jul 7, 2026 | |
A Dark Cave In-game content codetext | During the development of this game, AI coding assistants were used for programming support, and AI tools were used for localization. | Julian Bauer | - | Jul 7, 2026 | |
Grim Reach In-game content art | The artwork in this game. such as item, equipment, and creature icons is currently AI-generated. We plan to replace it with hand-crafted art as the project's budget grows. | Heartforge Studios | - | Jul 7, 2026 | |
Roguelette In-game content artaudio | We used AI to help creating Assets like Images, Music. | INDIE-SQUID | - | Jul 6, 2026 | |
MegaDope 2D In-game content artaudio | MegaDope 2D uses generative AI assisted tools during development to help create and refine visual assets, character and environment concepts, UI elements, music, sound effects, and promotional/trailer materials. All AI assisted assets are curated, edited, and implemented by the developer as part of the final game. The game does not currently generate new AI content live during gameplay. | Eternium Forge Studios | - | Jul 6, 2026 | |
Dice in Wonderland In-game content art | Some artwork and visual assets in this game were created with the assistance of generative AI tools during development.
No AI content is generated during gameplay. | Feelosophy | - | Jul 5, 2026 | |
Bringers of Darkness In-game content art | AI-assisted tools were used to help create some ability icons and some HUD elements. The assets were reviewed and integrated into the game by the developers. | Arcane Celestia | - | Jul 4, 2026 | |
Deck Forge Dev only artcode | Generative AI was used heavily to assist in both coding and artwork. | ISG | - | Jul 4, 2026 | |
Vespera In-game content art | Some images have been generated with AI. If the game does well I will hire real artists and replace the content. | Idle Gamers | - | Jul 4, 2026 | |
Black Hollow In-game content artcode | AI was used to troubleshoot coding issues, generate some game model assets, and some UI elements.
All code, models, and UI elements were edited and finalized by me before implementation into the game. | PolyPixel Interactive | - | Jul 3, 2026 | |
cutichoria In-game content textcode | AI was used to assist with some translations and programming. All artwork and story content were created by human. | PurpleSealJam | - | Jul 3, 2026 | |
KILLSWARM Dev only art | I use procedural AI tools to assist with some content creation, but the final product entirely reflects my own creative vision as a solo developer. | slezkh | - | Jul 3, 2026 | |
Chains of Eternis Unclear art | AI Artwork | Blade Art Games | - | Jul 2, 2026 | |
A Graveyard Shift In-game content arttext | This game uses AI generated content for UI elements, imagery, and a small amount of dialogue. | pumpkin.games | - | Jul 2, 2026 | |
Norectus: Theatre of War In-game content art | Some of the artwork currently in Norectus: Theatre of War was created with generative AI tools during development, including card art, in-game backgrounds, and store images. We use it as placeholder art so we can build, balance, and expand the game during Early Access. We are commissioning human artists and replacing this AI-generated art over time. Every AI-assisted asset is reviewed by our team before it goes into the game. | Glacir Studios | - | Jul 2, 2026 | |
Curse of the Dungeon Engine In-game content arttextaudiocode | Gen AI was used for coding, models, textures, dialogue, audio, music and brainstorming | Ed Rethardo | - | Jul 2, 2026 | |
TideFall In-game content arttext | TIDEFALL uses generative AI in parts of its development:
• Some 2D artwork and the store/marketing images were created or assembled with the help of AI tools, then edited and reviewed by the developer.
• The Korean and Simplified Chinese localizations were produced with AI assistance and reviewed for quality and consistency.
All music and sound effects are human-made, openly-licensed (CC0) works and are not AI-generated. No generative AI runs while you play — the game generates no content or code at runtime and connects to no external AI service. | RootWaves | - | Jul 1, 2026 | |
The Farm of the Living In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jul 1, 2026 | |
Soulreign In-game content art | As a solo developer several of the art assets used during the development of the game are generated using AI models with art references. Should the game be successful it is my hope to slowly start using commissioned art. | Berraco | - | Jul 1, 2026 | |
Hexborne In-game content art | This game uses generative AI tools to create some visual assets and background images. All AI-generated content has been reviewed and edited by the developer. | BlowYAmind | - | Jul 1, 2026 | |
Huiyu AI Trip In-game content art | All visual assets in this game are pre-generated by artificial intelligence (AI). | Huiyu | - | Jun 30, 2026 | |
至高传奇 Store/marketing art | 制作了游戏宣传图,以及一部分角色肖像 | 超巨大战喵 | - | Jun 30, 2026 | |
Kopno: Blightfall In-game content text | We use AI to translate the store steam page to different languages. This will be changed on release and we will hire professional translators for this purpose. | Urar Studio | - | Jun 30, 2026 |
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