The backgrounds for the research/videos were pre-generated by AI and manually adjusted to the desired state. Localization in all languages except Russian.
- Creator
- Otocolobus studio
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 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.
The backgrounds for the research/videos were pre-generated by AI and manually adjusted to the desired state. Localization in all languages except Russian.
The game only uses AI for character dialogue in the game – you can always disable it in the game options.
AI will be used in-game when playing the dungeon, and to create the character's texts.
The application uses AI for editing. Specifically: * AI to demux sounds to parts * AI to create karaoke sound effects * AI to transcribe text from speech * AI to create speech from text * AI to separate speech * AI to enhance speech * AI to reduce music noise * AI to upscale images * AI to stabilize videos * AI to resize images * AI for content-aware erasing * AI for image object detection * AI for face restoration * AI for file compression All AI models are MIT-licensed and no image or video is automatically generated.
Ai was used in the production of voice and 6144 characters for heaven and hell levels
The game's list of trivia questions and options are generated using ChatGPT 4.0 based on the categories that the developer decided to put into the game. Then, the questions and answers are verified before being put into the game.
Sanguine does not use AI to generate gameplay, dialogue, or dynamic content for players. The game experience is fully authored and designed. AI was used in development in three ways: -Coding assistance: GitHub Copilot was used as a tool to speed up writing code, with all implementations reviewed and customized by the developer. -Small artwork elements: A limited number of in-game framed paintings, Steam Achievement Artwork, and Newspaper Artwork were created with AI and then curated/edited by the developer for use. -Additionally, AI was used to assist with Localization Translations. All story, characters, environments, music, voice performances, live VHS-style footage, 3D models, cutscenes, and overall production were created directly and originally for Sanguine, or were purchased for use, or are royalty-free for use.
Some assets used in Casino Management Simulator were created using generative AI tools. • NPC character models were AI-generated. • All in-game music tracks were AI-generated. • Some Store Page text and marketing descriptions were AI-assisted. No live AI generation occurs during gameplay. All AI-generated assets are pre-made, reviewed, and legally owned for use in the game.
In the game, NPCs have text-based artificial intelligence language models, and as long as we have an internet connection, you can converse with them just like talking to someone in real life.
The text and voiceover for the characters were generated by AI.
The game used AI to help create some background in the story.
Club Koala uses AI integration regarding NPCs (non-playable characters). Our NPCS are intelligent, adaptable and will grow alongside players to enhance gaming experience. Think of Club Koala’s AI NPCs as your pals as they will foster unique interactions and dialogues. This results in personalized experiences tailored to each player's unique play style, maximizing engagement and enjoyment. They are there to assist you and offer personalised challenges and quests, elevating the overall gaming experience. NPCs dynamically evolve and contribute to intricate narratives through AI. This allows players to shape their own stories, immersing themselves in a fantasy world where choices and actions shape the evolving plot. In Club Koala you are bound to experience gameplay like never before.
Due to limited funds, I employed AI to generate almost all of the 2D scene art assets and used AI for all language localization translations.
Artificial intelligence resources were used to generate the characters' lines and some of the artwork.
AI is used to help create character images, translations, music, and voices.
Some subtitles were translated by A.I but are not listed as supported on steam. Those subtitles are marked as "A.I generated".
GPT technology is used in the development of Hysteria in Howlsbend to power conversations between players and the cast of characters. The technology generates responses based on the input provided by the player, and a tailored AI context carefully crafted by the team. This enables the characters to generate natural dialogues, and evolve over the game experience by having emotional curves.
Some generated sounds, images and subtitle translations.
This game uses AI to generate text, game mechanics, images, and sound effects on the fly based on the player's world description. Some in-world interactions are also powered by an LLM in real time.
Part of the NPC dialogue is generated by AI
Some parts of the story were written with assistance using Chat GPT.
RaceOnLife uses AI-driven NPC systems to create more dynamic interactions inside the game world. Some NPCs are designed to remember previous conversations, react to the player’s behavior, and respond differently depending on how the player communicates with them. These interactions may affect how NPCs guide, assist, ignore, challenge, or oppose the player during gameplay. Our goal is to make the island feel more alive, where conversations with non-player characters are not just static dialogue lines, but part of the player’s personal journey through the story and open world. AI features are used to support NPC behavior, dialogue variation, and player interaction systems. Core gameplay, world design, missions, vehicles, races, combat, progression, and major story content are created and directed by our development team. For live AI interactions, we are working with safety rules and moderation limits to reduce the risk of inappropriate, harmful, or illegal generated content.
The key idea behind this game is to allow players to generate their own situations, scenarios, effects etc, and for that content to be visible by other players. This demands the use of AI and without AI this game can't exist. The specific art and style shown so far is subject to change based on the general player feedback.
players can chat with in-game characters about the world, the characters and quests they are on.
NPCs will generate only text and corresponding voice.
In order to create an experimental mystery game that focuses on interactive conversations with characters, I also used generative AI to create the visuals, as I don't have an artistic background or the funds to hire a professional artist.
Raiverb is a Computer-Assisted Translation tool that organizes translation data from source content, tries to integrate as much context from this data to improve the acuracy of the end result.
Conversion from Japanese to foreign words and generation of terms suitable for games Generating concept images Generating icon images
Artificial intelligence has been used for: - creating story videos for the game - some single images for user interface (character portraits) - game logo
We believe AI can create new experiences for the player not possible before. In this game AI is used to generate text responses to make the NPC's in the game dynamically act and respond like humans. This differs from previously available technologies since all responses are tailored to this player input.
This game utilizes the GPT interface provided by OpenAI to generate text. Specifically, in the text adventure, it generates game objectives, story backgrounds, and character information. In the journey mode, it generates game events, interactive items, all real-time dialogue content, and descriptions for generated images. The pre-rendered image resources are generated using stable diffusion and DALL·E.
Generative AI has been used to simulate voices and generate artwork that you find in the game. Additionally AI was used for some text generation. These have been done so purposely alongside the use of generic assets to illustrate overarching points made by the game: namely the use of generative AI in video games as a topic, in keeping with the themes of the game and points it is making.
This game uses a locally-run language model to power live, on-device conversations with an AI character — no data leaves your computer. All visual and audio assets are human-made or commercially licensed. A small number of assets used AI generation as an early drafting tool; each was subsequently revised and finalized by human artists to meet our visual and quality standards.
This game used AI for the Chinese and Spanish localizations. English and Portuguese localizations were NOT made using AI.
Some of the textual content of the game have been originally generated using AI, the results have been modified manually by a human being.
The game is entirely AI-free for both English-speaking and French-speaking players. Other languages are translated by AI.
Tel-AI-phone uses AI image generation, generating images based off of user's inputs. The images are passed between players who then describe and generate their own version of the image. Another AI is used to generate descriptions of images submitted by users.
This app will generate all its responses using: - OpenAI (ChatGPT) and Google TTS for its paid version. - LMStudio, Overtone, or VoiceVOX for its free version
AI was used to generate the game translations, and the store translations (in combination with human efforts guarantee consistency and clarity).
This game uses AI-assisted tools during development, including text translation and visual enhancement as part of the artwork creation process. All in-game content and artworks are reviewed, edited, and finalized by the developer. The game does not use AI to generate or modify content during gameplay.
This game utilizes AI to assist in personalizing responses to content.
This game involves localization works (Russian, Korean) generated from GPT.
GlitchSPANKR was handcrafted. We used AI audio sparingly and purposefully: We remixed our own original tracks into ambient variations (e.g. a French-style version of “Friend”). A handful of songs had lyrics we wrote and used AI to help generate their music, which we refined and often re-recorded ourselves. One minor joke character uses an AI voice by design.
Suck Up! uses advanced AI to create dynamic gameplay. Players interact with AI characters using their voice, and the AI responds in real time based on tone and strategy. With unique personalities and behaviors, the AI challenges players to outwit them, ensuring immersive and unpredictable experiences.
We use AI to generate achievements images and also use AI tools to help with translation.
AI was used for the logo text.
- AI voice generation tools were used to create pre-generated character voice lines for in-game dialogue. - AI translation tools were used during development to create draft localization text for languages other than Arabic and English. These draft translations are included in the demo as AI-assisted draft localizations for UI, font, and text-length testing, and to help evaluate requirements for possible future professional human localization.
Unyha uses AI to generate stories about the players' characters, their heirlooms, and the world.
An AI-assisted voice-over was included in the game's Early trailer. Most of the questions in the game were generated by artificial intelligence and translated into 8 different languages.
Translation
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Veliri: Planet of Machines In-game content arttext | The backgrounds for the research/videos were pre-generated by AI and manually adjusted to the desired state.
Localization in all languages except Russian. | Otocolobus studio | - | Mar 18, 2026 | |
House Builder 2 Live AI text | The game only uses AI for character dialogue in the game – you can always disable it in the game options. | FreeMind S.A. | 100 | Mar 18, 2026 | |
RogueLive Live AI text | AI will be used in-game when playing the dungeon, and to create the character's texts. | - | - | Mar 18, 2026 | |
Turbo Play In-game content audiotextart | The application uses AI for editing. Specifically:
* AI to demux sounds to parts
* AI to create karaoke sound effects
* AI to transcribe text from speech
* AI to create speech from text
* AI to separate speech
* AI to enhance speech
* AI to reduce music noise
* AI to upscale images
* AI to stabilize videos
* AI to resize images
* AI for content-aware erasing
* AI for image object detection
* AI for face restoration
* AI for file compression
All AI models are MIT-licensed and no image or video is automatically generated. | Michael Chourdakis | 13 | Mar 18, 2026 | |
Melting Encyclopedia In-game content audiotext | Ai was used in the production of voice and 6144 characters for heaven and hell levels | Ivanka Wolpman | 11 | Mar 18, 2026 | |
Bet Your Brain In-game content text | The game's list of trivia questions and options are generated using ChatGPT 4.0 based on the categories that the developer decided to put into the game. Then, the questions and answers are verified before being put into the game. | Elemental Studios | - | Mar 18, 2026 | |
Sanguine In-game content artcodetext | Sanguine does not use AI to generate gameplay, dialogue, or dynamic content for players. The game experience is fully authored and designed.
AI was used in development in three ways:
-Coding assistance: GitHub Copilot was used as a tool to speed up writing code, with all implementations reviewed and customized by the developer.
-Small artwork elements: A limited number of in-game framed paintings, Steam Achievement Artwork, and Newspaper Artwork were created with AI and then curated/edited by the developer for use.
-Additionally, AI was used to assist with Localization Translations.
All story, characters, environments, music, voice performances, live VHS-style footage, 3D models, cutscenes, and overall production were created directly and originally for Sanguine, or were purchased for use, or are royalty-free for use. | Ryan Berg | 12 | Mar 18, 2026 | |
Casino Management Simulator In-game content artaudiotext | Some assets used in Casino Management Simulator were created using generative AI tools.
• NPC character models were AI-generated.
• All in-game music tracks were AI-generated.
• Some Store Page text and marketing descriptions were AI-assisted.
No live AI generation occurs during gameplay. All AI-generated assets are pre-made, reviewed, and legally owned for use in the game. | BroxStudios | 19 | Mar 18, 2026 | |
Land of Futures Live AI text | In the game, NPCs have text-based artificial intelligence language models, and as long as we have an internet connection, you can converse with them just like talking to someone in real life. | Togril Games | - | Mar 18, 2026 | |
IRREVERSIBLE In-game content textaudio | The text and voiceover for the characters were generated by AI. | MugiwaraByte | 22 | Mar 18, 2026 | |
Spy 1 Lovecraftian In-game content text | The game used AI to help create some background in the story. | GoatDragonStudio | - | Mar 18, 2026 | |
Club Koala Live AI text | Club Koala uses AI integration regarding NPCs (non-playable characters). Our NPCS are intelligent, adaptable and will grow alongside players to enhance gaming experience. Think of Club Koala’s AI NPCs as your pals as they will foster unique interactions and dialogues. This results in personalized experiences tailored to each player's unique play style, maximizing engagement and enjoyment.
They are there to assist you and offer personalised challenges and quests, elevating the overall gaming experience. NPCs dynamically evolve and contribute to intricate narratives through AI. This allows players to shape their own stories, immersing themselves in a fantasy world where choices and actions shape the evolving plot. In Club Koala you are bound to experience gameplay like never before. | Play For Fun Studio | - | Mar 18, 2026 | |
我决心做3A: 01/65 In-game content arttext | Due to limited funds, I employed AI to generate almost all of the 2D scene art assets and used AI for all language localization translations. | Bao Qiang | - | Mar 18, 2026 | |
Lost In Failures In-game content textart | Artificial intelligence resources were used to generate the characters' lines and some of the artwork. | Lucas Lopes Baroni | - | Mar 18, 2026 | |
Sovereign Elect In-game content arttextaudio | AI is used to help create character images, translations, music, and voices. | iBlackpen | 68 | Mar 18, 2026 | |
Finally Free In-game content text | Some subtitles were translated by A.I but are not listed as supported on steam. Those subtitles are marked as "A.I generated". | agapiOS | - | Mar 18, 2026 | |
Hysteria in Howlsbend Live AI text | GPT technology is used in the development of Hysteria in Howlsbend to power conversations between players and the cast of characters. The technology generates responses based on the input provided by the player, and a tailored AI context carefully crafted by the team. This enables the characters to generate natural dialogues, and evolve over the game experience by having emotional curves. | Jingyu Z. | - | Mar 18, 2026 | |
Caution Ahead: Part 1 In-game content audioarttext | Some generated sounds, images and subtitle translations. | Ionic Relay | 20 | Mar 18, 2026 | |
AI Roguelite 2D Live AI textartaudio | This game uses AI to generate text, game mechanics, images, and sound effects on the fly based on the player's world description. Some in-world interactions are also powered by an LLM in real time. | Max Loh | 26 | Mar 18, 2026 | |
Cosmos Milk Tea Live AI text | Part of the NPC dialogue is generated by AI | Emma Yang | - | Mar 18, 2026 | |
Super Chroma Bots : SEASON ONE In-game content text | Some parts of the story were written with assistance using Chat GPT. | NecroCatic Games | - | Mar 18, 2026 | |
RaceOnLife Live AI text | RaceOnLife uses AI-driven NPC systems to create more dynamic interactions inside the game world.
Some NPCs are designed to remember previous conversations, react to the player’s behavior, and respond differently depending on how the player communicates with them. These interactions may affect how NPCs guide, assist, ignore, challenge, or oppose the player during gameplay.
Our goal is to make the island feel more alive, where conversations with non-player characters are not just static dialogue lines, but part of the player’s personal journey through the story and open world.
AI features are used to support NPC behavior, dialogue variation, and player interaction systems. Core gameplay, world design, missions, vehicles, races, combat, progression, and major story content are created and directed by our development team.
For live AI interactions, we are working with safety rules and moderation limits to reduce the risk of inappropriate, harmful, or illegal generated content. | ELife Studio | - | Mar 18, 2026 | |
Walks Of Life Live AI arttext | The key idea behind this game is to allow players to generate their own situations, scenarios, effects etc, and for that content to be visible by other players. This demands the use of AI and without AI this game can't exist.
The specific art and style shown so far is subject to change based on the general player feedback. | SunkCost | - | Mar 18, 2026 | |
Solse AI-Quest Live AI text | players can chat with in-game characters about the world, the characters and quests they are on. | SyKeep AI | - | Mar 18, 2026 | |
Job Interview Live AI text | NPCs will generate only text and corresponding voice. | BIG GAME STONE | - | Mar 18, 2026 | |
Cursed Diamonds In-game content arttext | In order to create an experimental mystery game that focuses on interactive conversations with characters, I also used generative AI to create the visuals, as I don't have an artistic background or the funds to hire a professional artist. | Lioncode Games | - | Mar 18, 2026 | |
Raiverb Unclear text | Raiverb is a Computer-Assisted Translation tool that organizes translation data from source content, tries to integrate as much context from this data to improve the acuracy of the end result. | Adrien Pierret | - | Mar 18, 2026 | |
Sauna of the DEAD In-game content arttext | Conversion from Japanese to foreign words and generation of terms suitable for games
Generating concept images
Generating icon images | Finger tip | 35 | Mar 18, 2026 | |
Enemy Inside In-game content arttext | Artificial intelligence has been used for:
- creating story videos for the game
- some single images for user interface (character portraits)
- game logo | Six Ways Games | 10 | Mar 18, 2026 | |
Verbal Verdict Live AI text | We believe AI can create new experiences for the player not possible before. In this game AI is used to generate text responses to make the NPC's in the game dynamically act and respond like humans. This differs from previously available technologies since all responses are tailored to this player input. | Savanna Developments | - | Mar 18, 2026 | |
Challenger's Odyssey Live AI textart | This game utilizes the GPT interface provided by OpenAI to generate text. Specifically, in the text adventure, it generates game objectives, story backgrounds, and character information. In the journey mode, it generates game events, interactive items, all real-time dialogue content, and descriptions for generated images. The pre-rendered image resources are generated using stable diffusion and DALL·E. | tobenot | 12 | Mar 18, 2026 | |
The Incredible Adventures of Josh & Connor: The Secrets of Office World In-game content arttext | Generative AI has been used to simulate voices and generate artwork that you find in the game. Additionally AI was used for some text generation. These have been done so purposely alongside the use of generic assets to illustrate overarching points made by the game: namely the use of generative AI in video games as a topic, in keeping with the themes of the game and points it is making. | AEGIS Game Studios | - | Mar 18, 2026 | |
In Waiting Live AI arttext | This game uses a locally-run language model to power live, on-device conversations with an AI character — no data leaves your computer. All visual and audio assets are human-made or commercially licensed. A small number of assets used AI generation as an early drafting tool; each was subsequently revised and finalized by human artists to meet our visual and quality standards. | CynicalMonkeys | - | Mar 18, 2026 | |
Waving Around In-game content text | This game used AI for the Chinese and Spanish localizations.
English and Portuguese localizations were NOT made using AI. | Deive_Ex | - | Mar 18, 2026 | |
Silver Waffle In-game content text | Some of the textual content of the game have been originally generated using AI, the results have been modified manually by a human being. | Steve Yrjänä | - | Mar 18, 2026 | |
Wisps of the Elements In-game content text | The game is entirely AI-free for both English-speaking and French-speaking players.
Other languages are translated by AI. | Benoît Ko | - | Mar 18, 2026 | |
Tel-AI-phone Live AI arttext | Tel-AI-phone uses AI image generation, generating images based off of user's inputs. The images are passed between players who then describe and generate their own version of the image. Another AI is used to generate descriptions of images submitted by users. | Jacob Strong | - | Mar 18, 2026 | |
Ai Chan powered by OpenAI Live AI textaudio | This app will generate all its responses using:
- OpenAI (ChatGPT) and Google TTS for its paid version.
- LMStudio, Overtone, or VoiceVOX for its free version | NoteBuddy, Inc. | - | Mar 18, 2026 | |
Iconia Defenders In-game content text | AI was used to generate the game translations, and the store translations (in combination with human efforts guarantee consistency and clarity). | Anawim Studios | 12 | Mar 18, 2026 | |
Abyss: New Dawn In-game content arttext | This game uses AI-assisted tools during development, including text translation and visual enhancement as part of the artwork creation process.
All in-game content and artworks are reviewed, edited, and finalized by the developer. The game does not use AI to generate or modify content during gameplay. | Aloya Productions | 19 | Mar 18, 2026 | |
紫斗千问 Live AI text | This game utilizes AI to assist in personalizing responses to content. | WANG XUEYUAN | - | Mar 18, 2026 | |
Hopeless Sea In-game content text | This game involves localization works (Russian, Korean) generated from GPT. | Potato Cat | 26 | Mar 18, 2026 | |
GlitchSPANKR In-game content audiotext | GlitchSPANKR was handcrafted. We used AI audio sparingly and purposefully:
We remixed our own original tracks into ambient variations (e.g. a French-style version of “Friend”).
A handful of songs had lyrics we wrote and used AI to help generate their music, which we refined and often re-recorded ourselves.
One minor joke character uses an AI voice by design. | Mahelyk | 264 | Mar 18, 2026 | |
Suck Up! Live AI text | Suck Up! uses advanced AI to create dynamic gameplay. Players interact with AI characters using their voice, and the AI responds in real time based on tone and strategy. With unique personalities and behaviors, the AI challenges players to outwit them, ensuring immersive and unpredictable experiences. | Proxima | 174 | Mar 18, 2026 | |
Poly Plaza In-game content arttext | We use AI to generate achievements images and also use AI tools to help with translation. | Victor Game Studio | 89 | Mar 18, 2026 | |
Cursed Dawn Store/marketing text | AI was used for the logo text. | Cursed Studios | - | Mar 18, 2026 | |
Revenge Crystal Project In-game content audiotext | - AI voice generation tools were used to create pre-generated character voice lines for in-game dialogue.
- AI translation tools were used during development to create draft localization text for languages other than Arabic and English. These draft translations are included in the demo as AI-assisted draft localizations for UI, font, and text-length testing, and to help evaluate requirements for possible future professional human localization. | SAMx003 Games | - | Mar 18, 2026 | |
Unyha Live AI text | Unyha uses AI to generate stories about the players' characters, their heirlooms, and the world. | Realspawn Studios | - | Mar 18, 2026 | |
Knowledge Domination In-game content audiotext | An AI-assisted voice-over was included in the game's Early trailer. Most of the questions in the game were generated by artificial intelligence and translated into 8 different languages. | Frosy Games | 19 | Mar 18, 2026 | |
Total blade Unclear text | Translation | Moondolino | - | Mar 18, 2026 |