AI has been utilized to assist with primarily backend systems like the netcode etc. The game's vision and most content are made directly by me.
- Creator
- TheLaw
- Reviews
- -
- Added
- Oct 12, 2026
Public Steam disclosure research 25,376 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.
AI has been utilized to assist with primarily backend systems like the netcode etc. The game's vision and most content are made directly by me.
Generative AI tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay.
Generative AI tools were used during development to help create pre-made content: officer portraits, map and interface artwork, music and sound effects, and drafts of in-game text and its translations. All of it was selected and edited by the developer. The game does not generate any content with AI while you play.
Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI.
AI tools were used to enhance the quality of authentic WW2-era photographs used in the game.
Some visual assets were created with the assistance of generative AI during development, while others were created manually. AI-assisted assets were reviewed and adjusted by the developer. The game does not generate AI content during gameplay.
-AI was used in limited capacity during development to assist with lighting effects and animation assets. These outputs were reviewed, edited, and integrated by the development team. AI is not used to generate content dynamically during gameplay, and the game does not use live AI systems to create images, audio, text, animations, or other player-facing content.
Generative AI was used during the visual development of Sons of Infinite Dawn to create and refine selected 2D artwork, textures and other visual assets used in the game and its store presentation. The resulting assets are reviewed and adjusted before use. No AI content is generated during gameplay, and the game does not connect to external AI services.
Some of the store capsule and key art was created with AI image generation tools and then edited by our team.
IDE Code assistant used to optimize parts of the game's code and resolve bugs. Certain assets in this game were created or modified with the assistance of genAI tools, then reviewed and integrated by our team.
Doctrine Strike uses generative AI in its art pipeline. Unit models, structures, faction artwork, and the key art on this page were produced with AI image and 3D generation tools, then reviewed, edited and assembled by the team before shipping. Every asset that reaches the game passes human review. While playing, players can also generate landmark models, units and faction artwork from their own text descriptions. This uses third-party AI services reached through our own server and costs credits bought in-game through Steam. The results are stored only on the player's own computer and are never shared with other players.
Some artwork, voices, audio, translations and promotional materials were created with generative AI tools. No AI content is generated during gameplay.
Generative AI was used to create or assist in the creation of some visual assets and promotional artwork, as well as music tracks used in the game.
The scene atmosphere images and the port and building illustrations in the game were generated using AI.
The localization and some code snippets were generated using AI and reviewed
Some music, sound effects, artwork and translations were made with AI tools and edited by hand. The map, units and interface you see in play are drawn by the game's own code. No generative AI is used at runtime.
AI was used for in-game translations of UI, tutorial and caption text. It was also used to translate the store page content into non-English locales.
Pre-generated: The music was made with Suno. Sound effects, ambience and voices were made with ElevenLabs. The ability and tech icons were generated with AI image models and edited for the game. All of it was selected, edited and mixed by the developers. The 3D models, maps, animations and gameplay was developed with support of coding models. Every screenshot and video on this page was captured in the game. The store capsule art was refined with an AI image tool from in-game renders.
Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay.
Our team uses AI tools to assist in developing some in-game content.
The game uses AI-assisted tools during development, including code generation, asset creation, music composition, map prototyping, and image generation. These systems are part of the production workflow and do not generate new content during gameplay. AI for Coding: Development tools assist with scripting, debugging, and generating boilerplate code. All AI-generated code is reviewed and manually refined by the development team. AI for Visual Assets: Some environmental elements, props, and textures are created or enhanced using AI image-generation tools. These images are always curated, edited, and finalized by artists to ensure consistency with the game’s historical art direction. AI for Music: Background tracks and ambient layers may be composed with AI tools, then adjusted by human composers to match the tone of the game. AI for Maps: AI is used to prototype terrain shapes and layout ideas, which are later fully redesigned and polished by level designers. AI for Image Generation: Certain concept art, reference images, and early-stage visual drafts are produced using AI image-generation systems. These are used only as development references or starting points, not as final in‑game assets. All AI-generated materials are static, pre-produced, and manually validated. No AI system creates dynamic content, gameplay outcomes, or real-time images while the player is playing.
As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game.
Audio sound effects, translated localization text, and promotional trailer videos in this game were produced with the assistance of generative AI tools. All AI-assisted assets have been reviewed, edited and finalized by the development team.
Generative AI tools were used during development to assist with drafting and editing some written content, lore and localization. All AI-assisted material was reviewed and revised by the developer before inclusion. DeltaV does not generate content during gameplay and does not connect to any generative AI service. Its computer-controlled opponents use conventional rule-based game logic, not generative AI.
Game music was pre-generated using AI tools and edited during development. Select non-English/German text localizations were pre-translated using AI translation tools and reviewed.
Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team.
The game propaganda map was created by AI.
AI is used to assist with programming, graphics creation and translations.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
Generative AI was used to assist in drafting store-page descriptions and promotional text. The game does not generate content using generative AI during gameplay.
This game includes generative AI. Used for assisting coding, and localization,No arts or story texts were generated by AI.
AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements.
Translations from English into other languages have been done with the help of AI tools.
AI used for help with coding support and analysing the balancing.
Artificial intelligence has been used to color the buildings, for the shotgun unit art, and to translate the game into multiple languages.
Generative AI was used during development to create and refine some of the game's 2d and 3d artwork and music. All AI-generated content was reviewed, selected, and edited by the developer before being included in the game. Generative AI is not used during gameplay, and no content is generated in real time.
This game includes content created with the assistance of generative AI tools. Some character and UI artwork was produced using AI image generation (ChatGPT) and then edited by the developer, and the background music was generated using Suno. All AI-assisted assets were reviewed by the developer to ensure they do not infringe the intellectual property of third parties. No AI is used at runtime—all generation occurred during development (pre-generated).
AI was used for code, art, and text translation.
Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay.
We only utilized AI to generate store page promotional art for the game, to better convey the feeling of post-apocalyptic survival.
This game uses generative AI to create some of its audio content. Background music tracks were generated using Suno, and sound effects (SFX) for menus were generated using ElevenLabs. All AI-generated audio was reviewed and curated by the developer. No gameplay code or puzzle logic is generated by AI at runtime; the use of AI is limited to pre-generated audio content included in the build.
A small amount of artwork and text included in the game was created using generative AI during development. All such content is pre-generated. The game does not generate AI content during gameplay or connect to external AI services.
Parts of this game were made with the help of generative AI tools: - 3,928 of the 6,608 character portraits were created with generative AI tools and then selected and retouched by a person. The other 2,404 are historical images from public archives such as Wikimedia Commons, and 276 reuse an existing picture. - The title-screen key art was created with generative AI. - The character biographies and historical event texts were written with the assistance of generative AI, based on historical sources, and edited by the developer. - The English, Japanese and Traditional Chinese translations were produced with the assistance of generative AI. No content is generated by AI while the game is running.
Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision. AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators. Screenshots and GIFs show real gameplay. The game does not use generative AI while you play.
I only use AI to aid in coding. I am a solo dev and i built all music and all artwork.
AI was used during development for certain 2D art assets, translation scaffolding, and development assistance.
Generative AI was used during development to help create some of the game's artwork, written content, and translations, as well as some store-page images and text. This content was prepared before release. The game does not generate AI content during gameplay.
One image in the game and some of the enemy voices were made using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Gunship Together Dev only | AI has been utilized to assist with primarily backend systems like the netcode etc. The game's vision and most content are made directly by me. | TheLaw | - | Oct 12, 2026 | |
厄瑞博斯征途 In-game content artaudiotext | Generative AI tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay. | Huhu Morningwind | - | Oct 12, 2026 | |
Three Kingdoms: Art of Command In-game content artaudiotext | Generative AI tools were used during development to help create pre-made content: officer portraits, map and interface artwork, music and sound effects, and drafts of in-game text and its translations. All of it was selected and edited by the developer. The game does not generate any content with AI while you play. | Wish Ember | - | Oct 12, 2026 | |
Mythilus: The Awakening In-game content artcode | Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI. | Onibox | - | Oct 12, 2026 | |
Field Orders: Eastern Front In-game content art | AI tools were used to enhance the quality of authentic WW2-era photographs used in the game. | Chronotactica | - | Oct 12, 2026 | |
Provincia Wars In-game content art | Some visual assets were created with the assistance of generative AI during development, while others were created manually. AI-assisted assets were reviewed and adjusted by the developer. The game does not generate AI content during gameplay. | William FS | - | Oct 10, 2026 | |
Abax Dev only art | -AI was used in limited capacity during development to assist with lighting effects and animation assets. These outputs were reviewed, edited, and integrated by the development team. AI is not used to generate content dynamically during gameplay, and the game does not use live AI systems to create images, audio, text, animations, or other player-facing content. | AtheridGames | - | Oct 10, 2026 | |
Sons of Infinite Dawn In-game content art | Generative AI was used during the visual development of Sons of Infinite Dawn to create and refine selected 2D artwork, textures and other visual assets used in the game and its store presentation. The resulting assets are reviewed and adjusted before use. No AI content is generated during gameplay, and the game does not connect to external AI services. | MDC Gaming | - | Oct 10, 2026 | |
DEFY Store/marketing art | Some of the store capsule and key art was created with AI image generation tools and then edited by our team. | The Real Z Studios | - | Oct 10, 2026 | |
Conflict 2026 In-game content codeart | IDE Code assistant used to optimize parts of the game's code and resolve bugs.
Certain assets in this game were created or modified with the assistance of genAI tools, then reviewed and integrated by our team. | Tiltan Games | - | Oct 10, 2026 | |
Doctrine Strike Live AI art | Doctrine Strike uses generative AI in its art pipeline. Unit models, structures, faction artwork, and the key art on this page were produced with AI image and 3D generation tools, then reviewed, edited and assembled by the team before shipping. Every asset that reaches the game passes human review.
While playing, players can also generate landmark models, units and faction artwork from their own text descriptions. This uses third-party AI services reached through our own server and costs credits bought in-game through Steam. The results are stored only on the player's own computer and are never shared with other players. | Triple O Games | - | Oct 10, 2026 | |
Arena Medieval In-game content artaudiotext | Some artwork, voices, audio, translations and promotional materials were created with generative AI tools. No AI content is generated during gameplay. | Fier Labs | - | Oct 10, 2026 | |
Lines of Conquest In-game content artaudio | Generative AI was used to create or assist in the creation of some visual assets and promotional artwork, as well as music tracks used in the game. | DIGIS | - | Oct 9, 2026 | |
聚落1592 In-game content art | The scene atmosphere images and the port and building illustrations in the game were generated using AI. | 土猫 | - | Oct 9, 2026 | |
The Theory of Humanity In-game content textcode | The localization and some code snippets were generated using AI and reviewed | Palm and Stars | - | Oct 9, 2026 | |
Radar Shadow In-game content artaudiotext | Some music, sound effects, artwork and translations were made with AI tools and edited by hand. The map, units and interface you see in play are drawn by the game's own code. No generative AI is used at runtime. | ZMEJ | - | Oct 9, 2026 | |
Patrol In-game content text | AI was used for in-game translations of UI, tutorial and caption text. It was also used to translate the store page content into non-English locales. | REMO Games | - | Oct 9, 2026 | |
Marschwerk: Tug of War Strategy In-game content artaudiocode | Pre-generated: The music was made with Suno. Sound effects, ambience and voices were made with ElevenLabs. The ability and tech icons were generated with AI image models and edited for the game. All of it was selected, edited and mixed by the developers.
The 3D models, maps, animations and gameplay was developed with support of coding models.
Every screenshot and video on this page was captured in the game.
The store capsule art was refined with an AI image tool from in-game renders. | Andreas Hanuja | - | Oct 9, 2026 | |
Fleet Forge In-game content art | Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay. | Richard Stake | - | Oct 9, 2026 | |
The President: 20th Century 2 In-game content art | Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game. | Oxiwyle Inc. | - | Oct 9, 2026 | |
CIV Watchers In-game content art | Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay. | Done by One Games | - | Oct 9, 2026 | |
Abilill: Persistent Fantasy Extraction MMO Unclear | Our team uses AI tools to assist in developing some in-game content. | Abilill Inc. | - | Oct 9, 2026 | |
History of war: Napoleon in Spain In-game content artaudiocode | The game uses AI-assisted tools during development, including code generation, asset creation, music composition, map prototyping, and image generation. These systems are part of the production workflow and do not generate new content during gameplay.
AI for Coding: Development tools assist with scripting, debugging, and generating boilerplate code. All AI-generated code is reviewed and manually refined by the development team.
AI for Visual Assets: Some environmental elements, props, and textures are created or enhanced using AI image-generation tools. These images are always curated, edited, and finalized by artists to ensure consistency with the game’s historical art direction.
AI for Music: Background tracks and ambient layers may be composed with AI tools, then adjusted by human composers to match the tone of the game.
AI for Maps: AI is used to prototype terrain shapes and layout ideas, which are later fully redesigned and polished by level designers.
AI for Image Generation: Certain concept art, reference images, and early-stage visual drafts are produced using AI image-generation systems. These are used only as development references or starting points, not as final in‑game assets.
All AI-generated materials are static, pre-produced, and manually validated.
No AI system creates dynamic content, gameplay outcomes, or real-time images while the player is playing. | War History Studio | - | Oct 8, 2026 | |
Apex Armada In-game content artaudiocode | As a solo dev, I use generative AI to help with some coding, visual and audio assets. Every AI asset was selected, refined, and directed by me. No AI content is generated when playing the game. | Max Q Games | - | Oct 7, 2026 | |
Neon Apocalypsis In-game content audiotext | Audio sound effects, translated localization text, and promotional trailer videos in this game were produced with the assistance of generative AI tools. All AI-assisted assets have been reviewed, edited and finalized by the development team. | 4 Cats Studio | - | Oct 7, 2026 | |
DeltaV Orbital Strategy In-game content text | Generative AI tools were used during development to assist with drafting and editing some written content, lore and localization. All AI-assisted material was reviewed and revised by the developer before inclusion. DeltaV does not generate content during gameplay and does not connect to any generative AI service. Its computer-controlled opponents use conventional rule-based game logic, not generative AI. | Vazkor | - | Oct 7, 2026 | |
Hold Morale In-game content audiotext | Game music was pre-generated using AI tools and edited during development. Select non-English/German text localizations were pre-translated using AI translation tools and reviewed. | Velovyn Games | - | Oct 6, 2026 | |
Warwake In-game content art | Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team. | 237 Studio | - | Oct 6, 2026 | |
General please break through In-game content art | The game propaganda map was created by AI. | NHB | - | Oct 6, 2026 | |
Bonaparte 1789 AD Unclear artcodetext | AI is used to assist with programming, graphics creation and translations. | netmin games GmbH | - | Oct 4, 2026 | |
Stone & Throne In-game content artaudio | The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running. | CTE Gaming | - | Oct 4, 2026 | |
Steel Umbrella Store/marketing text | Generative AI was used to assist in drafting store-page descriptions and promotional text. The game does not generate content using generative AI during gameplay. | Kairon Games | - | Oct 3, 2026 | |
Tactical Combat Simulator Dev only codetext | This game includes generative AI. Used for assisting coding, and localization,No arts or story texts were generated by AI. | Terraminus Studios | - | Oct 3, 2026 | |
Battle Of Dots: Last Stand In-game content artcode | AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements. | WarNode Interactive | - | Oct 3, 2026 | |
Divided Empire: Sengoku In-game content text | Translations from English into other languages have been done with the help of AI tools. | Composition GS | - | Oct 2, 2026 | |
Roll In Dev only code | AI used for help with coding support and analysing the balancing. | AceBuffer | - | Oct 1, 2026 | |
Withstand The Horde In-game content arttext | Artificial intelligence has been used to color the buildings, for the shotgun unit art, and to translate the game into multiple languages. | Pere Brau Martínez | - | Oct 1, 2026 | |
Liar's Front In-game content artaudio | Generative AI was used during development to create and refine some of the game's 2d and 3d artwork and music. All AI-generated content was reviewed, selected, and edited by the developer before being included in the game. Generative AI is not used during gameplay, and no content is generated in real time. | Zhabka Productions | - | Oct 1, 2026 | |
Kingdom Chronicle: Ancient Saga In-game content artaudio | This game includes content created with the assistance of generative AI tools. Some character and UI artwork was produced using AI image generation (ChatGPT) and then edited by the developer, and the background music was generated using Suno. All AI-assisted assets were reviewed by the developer to ensure they do not infringe the intellectual property of third parties. No AI is used at runtime—all generation occurred during development (pre-generated). | スタジオ白猫斎 / Studio Hakubyousai | - | Oct 1, 2026 | |
Warring Kingdoms: Chronicles of War In-game content codearttext | AI was used for code, art, and text translation. | Absolute Power Game Studio | - | Oct 1, 2026 | |
Mandate Kingdoms In-game content artaudiotext | Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay. | Dreolo | - | Oct 1, 2026 | |
Survive Wasteland: Her & Me Store/marketing art | We only utilized AI to generate store page promotional art for the game, to better convey the feeling of post-apocalyptic survival. | HotPlay Studio | - | Oct 1, 2026 | |
CubeMate In-game content audio | This game uses generative AI to create some of its audio content. Background music tracks were generated using Suno, and sound effects (SFX) for menus were generated using ElevenLabs. All AI-generated audio was reviewed and curated by the developer. No gameplay code or puzzle logic is generated by AI at runtime; the use of AI is limited to pre-generated audio content included in the build. | Bartosz Woźniak Solutions | - | Oct 1, 2026 | |
change dynasties In-game content arttext | A small amount of artwork and text included in the game was created using generative AI during development. All such content is pre-generated. The game does not generate AI content during gameplay or connect to external AI services. | 正义伙伴 | - | Sep 30, 2026 | |
Age of Dynasty & Dust In-game content arttext | Parts of this game were made with the help of generative AI tools:
- 3,928 of the 6,608 character portraits were created with generative AI tools and then selected and retouched by a person. The other 2,404 are historical images from public archives such as Wikimedia Commons, and 276 reuse an existing picture.
- The title-screen key art was created with generative AI.
- The character biographies and historical event texts were written with the assistance of generative AI, based on historical sources, and edited by the developer.
- The English, Japanese and Traditional Chinese translations were produced with the assistance of generative AI.
No content is generated by AI while the game is running. | wailfate | - | Sep 30, 2026 | |
Slavlands: Tribes at War In-game content audioart | Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision.
AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators.
Screenshots and GIFs show real gameplay. The game does not use generative AI while you play. | SAD Games Studio | - | Sep 30, 2026 | |
Creators of War Dev only code | I only use AI to aid in coding. I am a solo dev and i built all music and all artwork. | Journeyman Games | - | Sep 30, 2026 | |
Deep Ocean 4X - Conquest of the Abyss In-game content arttext | AI was used during development for certain 2D art assets, translation scaffolding, and development assistance. | Forever Years | - | Sep 30, 2026 | |
战国七雄 In-game content arttext | Generative AI was used during development to help create some of the game's artwork, written content, and translations, as well as some store-page images and text. This content was prepared before release. The game does not generate AI content during gameplay. | 纸上谈兵工作室 | - | Sep 28, 2026 | |
Winter War In-game content artaudio | One image in the game and some of the enemy voices were made using AI. | TK | - | Sep 28, 2026 |