AI Transparency Index: Every AI Disclosure on Steam, Tracked and Searchable
17258
17,258
disclosures tracked
+370 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 17,258 products
tag: Roguevania
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
封魔剑魂 Store/marketing | The store page assets are AI‑assisted optimized, and they do not infringe any copyrights. | 封魔剑魂 | - | Mar 18, 2026 | |
沙城争霸 Store/marketing | The materials on the store page were created with AI assistance. | 沙城争霸 | 49 | Mar 18, 2026 | |
Unlimited Ammo Survivor Unclear art | Some images were generated by AI. | Black Star Cloud | - | Mar 18, 2026 | |
Cardborne In-game content audio | Music by SunoAI | Lakeborn studio | - | Mar 18, 2026 | |
云汉志YUNHANZHI In-game content art | Some of the materials and background images in this game were generated using artificial intelligence and manually modified. | YEZHUGAME | - | Mar 18, 2026 | |
A Dog Story Store/marketing art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
Dungeon Fortress : Overlord Unclear art | Graphic resources | Boonplay | - | Mar 18, 2026 | |
Slime Tales In-game content audio | The game’s soundtrack was created using Suno AI music generation tools, then reviewed and refined by our team. The final tracks are included directly in the game files and played during gameplay like a traditional soundtrack. | BK202 | - | Mar 18, 2026 | |
Pattern Survivors: Bullet Hell Dev only codeart | Human touch + AI. Artificial Intelligence (AI) was used to enhance code efficiency and optimize selected graphical elements, improving the overall performance and visual quality of the project — while preserving its handcrafted style and unique artistic identity. | Airem | - | Mar 18, 2026 | |
Echoes of Undeath In-game content art | We utilized AI for creating the spell/skill cards images as well as the loading screen and main menu graphical art. | Walking Locker LLC | - | Mar 18, 2026 | |
Balladrion In-game content artaudio | Generative AI was used in a limited capacity for minor visual polish. Music is a custom mix created by the developer using royalty-free and AI-assisted elements, reviewed and finalized by the developer. | ProjectKP | - | Mar 18, 2026 | |
NO LOGIC INC. In-game content audioart | Game voice acting and "absurdometer" image | DarkLight Studio | - | Mar 18, 2026 | |
Hollowroot In-game content artaudio | AI used for art and music prototyping. | Cmrak | - | Mar 18, 2026 | |
Dark Erosion: Endless Siege Store/marketing art | Promotional image generated by discord | LaoLiang | 16 | Mar 18, 2026 | |
小骑士2黯苏旧梦 Store/marketing art | Load images as usable promotional images created by AI authors | 黑猫游戏 | - | Mar 18, 2026 | |
Broken Scary Skeleton In-game content arttext | AI in cutscenes | GDAEON | - | Mar 18, 2026 | |
Auto Adventures In-game content art | Item icons are AI generated. | Zealer | - | Mar 18, 2026 | |
Skaz Store/marketing art | Some illustrations were created using AI | Gremushka | - | Mar 18, 2026 | |
Survivor Company Store/marketing art | We created some pictures for Marketing and a references for our artists come up with ideas, when the game released there will be no direct AI created images. There will be only 2D drawings of our Artists baed on AI generated references. | Steelion Studios Bilişim ve Teknoloji Üretim Pazarlama LTD. ŞTİ | - | Mar 18, 2026 | |
Snatched In-game content art | During our game's development, we may use AI-driven tools to support our creative processes. However, please be assured that the final game content is a testament to our team's creativity and dedication. This might include visual elements like pictures within some game environments. | GabaGoo Games® | - | Mar 18, 2026 | |
Entities In-game content art | d-id was used to generate the game's cutcine videos. | Danilo Willian | - | Mar 18, 2026 | |
Versus In-game content text | Some AI tools were used as part of the creative process to assist with brainstorming, polishing text, and improving efficiency in content creation. However, all final assets, visuals, and materials are manually reviewed, edited, and finalized by the development team to ensure original quality and consistency with the game’s vision.
No, the game does not use AI to generate content or code in real time during gameplay. All gameplay logic, assets, and mechanics are fully pre-defined and designed by the development team.
AI is used only for traditional gameplay elements such as enemy behavior, pathfinding, and combat decision-making. These systems are entirely pre-programmed and do not involve generative AI. The goal is to provide challenging, reactive encounters that feel dynamic and engaging for the player. | Gabriel Lopez | - | Mar 18, 2026 | |
Wild Witch In-game content artcode | AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management. | Giantmaker Studio | - | Mar 18, 2026 | |
Tower Survivor In-game content art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
Wild Radio Flux In-game content art | The game introduction has some character sprites that we re-painted with the help of AI. We created those characters with a painting software, then we improved them with an AI software, and then manually re-touched them again with a painting software.
That was an experimental approach. The entire game instead, has been fully manually designed, crafted and drawn by us. | K Storm Studio Ltd | - | Mar 18, 2026 | |
Legends of Dionysos Store/marketing art | I only used AI for the capsule image. | TheGamingVan | 13 | Mar 18, 2026 | |
Source of Madness Live AI arttext | In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey. | Carry Castle | 1.3k | Mar 18, 2026 |
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