Some icons, some textures, Some quest descriptions, voices
- Creator
- Jesse Etzler
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,519 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.
Some icons, some textures, Some quest descriptions, voices
AI was employed to create 2D environmental artwork, various UI components, and initial drafts of in-game dialogues. All AI-assisted content has been extensively reviewed, edited, and refined by the developer to ensure a cohesive solarpunk experience and a consistent narrative voice.
This game use AI to generate Text, Text To Speak and Translations.
Chrongrid is a narrative experience product powered by large language models (LLMs). In-game dialogue, scene descriptions, and character responses are generated in real time by an AI model — you can choose a third-party API service (such as DeepSeek, OpenAI, or Anthropic), or run a model locally on your machine via Ollama. You provide your own API credentials and bear the associated costs; we do not operate any server to relay your requests. The AI generates dialogue and descriptive text at runtime, always within the constraints of pre-authored narrative blueprints, characters, and world settings.
We use generative AI technologies during the development of some game assets. This mainly includes support with localization, visual reference material, selected graphic elements, and occasional audio or sound-effect related content. AI-assisted elements represent a limited part of the overall production, with final selection, editing, and implementation handled by the development team.
ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically: - Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer. - In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years). - Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant. Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored. ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets.
This game utilizes AI-assisted text localization.
I believe in being fully transparent with my players regarding the tools used to bring this project to life. As a solo developer and non-native English speaker, I have utilized AI as a supportive tool to enhance the experience, though the core vision and logic of the game remain my own. Art & Visuals: To ensure the game has a polished aesthetic, I used AI to refine my hand-drawn concepts into final assets. This allowed me to translate my original sketches into high-quality visuals that I otherwise could not have afforded as an independent creator. Language & Localization: With over 1,500 unique glyphs and numerous Rune combinations, I used AI to assist with naming and linguistic consistency. This ensures that the English translation is natural and clear for all players. Real-Time Community Chat: To foster an inclusive community, the game features an integrated translation tool. This allows players to chat in their native languages while providing instant translations for others, ensuring everyone can participate in the conversation. Development & Optimization: AI assisted in proofing my original combat code and expanding on my base mechanics to create more diverse gameplay options. It also serves as a diagnostic tool to help me identify and patch bugs quickly, ensuring a stable and fair experience for everyone. AI is a tool to empower my creativity, not a replacement for it. My goal is to use these technologies to deliver a deeper, more polished game than a solo project would typically allow.
Billionaire MAX is an indie game where the core game design, mechanics, balance, and creative direction were authored by the developer, while the implementation work was assisted by AI tools. The following content was created with AI assistance: - Source code: Game logic, UI, networking, and other code was written with the help of AI coding assistants. All code was reviewed, tested, and integrated by the developer. - Visual assets: Achievement icons, sector illustrations, and in-game card art were generated with AI image generation tools. The developer curated, edited, and selected every asset before inclusion. - Sound effects: Created with AI audio generation tools. The developer curated and selected each sound effect before inclusion. - Localization: Initial drafts of English, Korean, and Simplified Chinese translations were produced with AI assistance, then proofread and refined by the developer. The following content was NOT created with AI: - Game design and rules - Music - Final QA and gameplay tuning No AI generation occurs at runtime. The game does not invoke any AI service during gameplay; players never see content produced live by AI.
Grid Lands uses generative AI during development in three areas: some in-game illustrations and icons are produced with AI image-generation tools, some player-facing text (in-game copy and store-page text) is drafted with AI writing assistance, and our developers use AI coding assistants while writing the game. All assets, text, and code are reviewed and refined by our team before release. The game itself does not use generative AI at runtime — no player data is sent to AI services during play, and no in-game content is generated live.
Some visual, audio, or text content in this game was created or supported using generative AI tools during the development process.
Some of the art is generated, and Localization was done by AI as well. These usages are all temporary and will be replaced with real art, and localization by launch
Generative AI was used to assist with parts of development (including some code drafting) and store page writing. All content was reviewed and finalized by the developer, and no AI-generated runtime content is included.
This game utilizes a generative AI tool for the creation of its SE and localization. The data was pre-rendered by the developer during the game's development and integrated as final game assets before release. The game does not contain any features that generate content in real-time during gameplay. All content has been checked by the developer for compliance with the AI tool's commercial terms, and careful attention has been paid to avoid any copyright infringement or violation of general decency standards.
Generative AI tools may be used during development to assist with translations for supported languages. These translations may appear as in-game text. The game does not use live-generated AI content during gameplay.
AI tools were used to assist with certain visual marketing assets, localized text translations, and music production. All generated content was reviewed, edited, and integrated by the developer before inclusion in the game and store materials.
This game uses generative AI to create and support fictional in-game content, including graphic assets, marketing materials, text, creator names, portraits, and related world-building elements. AI-generated content is used only for fictional game purposes and does not represent real people, companies, or events.
AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release.
During the development of Beyond the Soil: Farming & Tales Prologue, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials.
Anchored Protocol uses generative AI throughout its development and gameplay: • Most of our 3D assets, sound effects, and visual art were created with the help of generative AI tools and reviewed by our team before shipping. • During play, the game live-generates NPC dialogue, voice lines (TTS), and certain artworks in response to your actions, so each playthrough feels different. We use input filtering and output moderation on live-generated content to prevent illegal, harmful, or off-topic responses. If you encounter anything inappropriate, please report it via https://aako.world/support
AI was used for the localization of this store page.
AI tools were used as a support during development. - Assistance with coding and English localization - Some character artwork was initially sketched by the developer, then refined using AI tools and further manually adjusted All final content was reviewed and edited by the developer.
We use AI to generate placeholder text during development, especially in this early phase that we are in.
Donut Smash uses generative AI for selected voice acting, music creation, and early prototyping support. All AI-assisted content has been reviewed and adjusted by the development team.
Some characters are generated using AI
AI tools were used to assist with text editing, translation, illustrations, and marketing materials. Game concept, writing, music direction, and narrative structure were created by a human.
The game uses artificial intelligence solely as a support tool for correcting and assisting in text localization.
The game was made with the help of generative AI tools for visual assets, store artwork, music, localization support, and development assistance. AI-assisted materials were reviewed, selected, edited where necessary, and integrated by the developer.
I used AI to help with marketing materials.
Generative AI tools were used as an aid for localization and for some in-game animations. All results were reviewed and manually refined by the developer.
In order to provide accessibility, AI was used to create the narration for the tutorial and encyclopaedia. Also some of the background and encyclopaedia images were generated using AI, but will be replaced for 1.0 launch.
本游戏在对局过程中使用AI来支持角色行为与对话表现。
The game uses a generative AI model to evaluate the sentences players construct during verbal battles. The AI analyzes the player's input sentence for grammatical coherence and contextual appropriateness, and returns a grade (e.g., 'Good', 'Great', 'Excellent'). The raw AI output is not displayed to players — only the graded result affects gameplay. No AI-generated text, images, or audio is shown directly to the player.
As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience.
Artificial intelligence was used in the translation of the game’s content into English.
We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
This game uses AI technologies such as Antigravity and LLM for programming, as well as for translating the story and UI.
"The game utilizes generative AI tools for the creation of concept art, UI icons, and English-to-Turkish localization. These assets are pre-generated during the development phase and are fully reviewed and polished by our team to ensure quality and originality."
Cover art and localizations were made with the help of generative artificial intelligence.
Some visual, audio, and narrative assets in We Die Below were created using AI-assisted tools as part of the development process. All such content was reviewed, edited, and refined by the development team to ensure consistency and quality.
EQUILIBRIUM uses generative AI to power its core gameplay mechanic: the Policy Terminal. LIVE-GENERATED CONTENT When a player types a directive or law in natural language (e.g., "Abolish the luxury car tax"), the AI Engine analyzes the request in real time and generates a structured governmental dossier, including: - Legislative feasibility analysis - Budget impact and financial coverage - Macroeconomic effects (GDP, debt, inflation) - Social and political consensus projections - Parliamentary vote simulation Model used: Anthropic Claude, accessed via API. Guardrails: AI output is constrained to a fixed set of structured fields defined by the developer. All numeric effects are clamped within bounds enforced by the simulation engine, so no AI output can produce values outside the game's defined ranges. The model operates only on the simulation state provided to it and cannot invent game data: commands that cannot be mapped to a valid government action are refused, and the player is offered bounded policy alternatives instead. No image, audio, or user-data generation is involved, and no player data is used to train any model. Because responses are generated at runtime, outputs vary between playthroughs: the same directive may produce different wording and different outcomes. PRE-GENERATED CONTENT The game's background music track was generated using AI tools during development and ships with the game.
use AI to translate content, assist with coding, and generate portions of visual assets.
Images on the playing cards and translations into multiple languages.
This game was developed with the assistance of generative AI tools for portions of code, store text, and some marketing/supporting visual assets. The game does not generate AI content during gameplay.
During the game development process, we utilized artificial intelligence tools to assist with programming and created a variety of game assets, including images, icons, and localized content. All assets generated or assisted by AI underwent thorough review and necessary adjustments before receiving official approval from our development team. This meticulous process ensured that the quality and style of all materials met the highest standards and remained consistent throughout the project.
AI support has been used in the translations and visuals on the Steam store page.
Storefront and Marketing Materials: Generative AI was used to assist in drafting, refining, and localizing the text content for the Steam store page and promotional descriptions. In-Game Content: All final visual assets, code, and audio within the game have been created and designed by our development team. There is no AI-generated content produced in real-time during gameplay.
Every Legend uses AI to generate dynamic role-playing content during gameplay. This includes story text, characters, quests, dialogue, scene descriptions, images, speech, and music. The game can use bundled local AI models on your computer, and it can also use optional third-party cloud AI providers if you configure API keys in the settings. When cloud providers are used, your prompts and relevant game context may be sent to those external services to generate content. AI-generated content may vary between playthroughs and can occasionally be inaccurate, unexpected, or inconsistent.
AI disclosure: AI assistants were used during development to help write and refine the game's source code and to edit narrative text (board memos, news headlines, event copy). All AI-assisted output was reviewed, edited, and approved by a human before shipping.
Game Demon uses large language models (Llama 3.1/3.3 via Groq API, plus optional local Ollama inference) to generate coaching text in real time from the user's match data. Vision models analyze user-sampled frames. No user content is sent to third parties without explicit opt-in. No generative images or audio in final output.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dead Spell In-game content arttextaudio | Some icons, some textures, Some quest descriptions, voices | Jesse Etzler | - | May 23, 2026 | |
Solantis In-game content arttext | AI was employed to create 2D environmental artwork, various UI components, and initial drafts of in-game dialogues. All AI-assisted content has been extensively reviewed, edited, and refined by the developer to ensure a cohesive solarpunk experience and a consistent narrative voice. | Mystic Art Games | - | May 23, 2026 | |
Operation Paranoia In-game content audiotext | This game use AI to generate Text, Text To Speak and Translations. | Patryk Basa | - | May 23, 2026 | |
Chrongrid Live AI text | Chrongrid is a narrative experience product powered by large language models (LLMs). In-game dialogue, scene descriptions, and character responses are generated in real time by an AI model — you can choose a third-party API service (such as DeepSeek, OpenAI, or Anthropic), or run a model locally on your machine via Ollama. You provide your own API credentials and bear the associated costs; we do not operate any server to relay your requests. The AI generates dialogue and descriptive text at runtime, always within the constraints of pre-authored narrative blueprints, characters, and world settings. | Chrongrid Studio | - | May 23, 2026 | |
Watching the Sky In-game content artaudiotext | We use generative AI technologies during the development of some game assets. This mainly includes support with localization, visual reference material, selected graphic elements, and occasional audio or sound-effect related content. AI-assisted elements represent a limited part of the overall production, with final selection, editing, and implementation handled by the development team. | DefconNet.work | - | May 23, 2026 | |
ARB: Alien Races Battle In-game content arttextcode | ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically:
- Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer.
- In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years).
- Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant.
Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored.
ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets. | Raphael Tremblay | - | May 23, 2026 | |
The Abyss Below In-game content text | This game utilizes AI-assisted text localization. | Broken Relay | 39 | May 23, 2026 | |
Eternal Quest Live AI arttext | I believe in being fully transparent with my players regarding the tools used to bring this project to life. As a solo developer and non-native English speaker, I have utilized AI as a supportive tool to enhance the experience, though the core vision and logic of the game remain my own.
Art & Visuals: To ensure the game has a polished aesthetic, I used AI to refine my hand-drawn concepts into final assets. This allowed me to translate my original sketches into high-quality visuals that I otherwise could not have afforded as an independent creator.
Language & Localization: With over 1,500 unique glyphs and numerous Rune combinations, I used AI to assist with naming and linguistic consistency. This ensures that the English translation is natural and clear for all players.
Real-Time Community Chat: To foster an inclusive community, the game features an integrated translation tool. This allows players to chat in their native languages while providing instant translations for others, ensuring everyone can participate in the conversation.
Development & Optimization: AI assisted in proofing my original combat code and expanding on my base mechanics to create more diverse gameplay options. It also serves as a diagnostic tool to help me identify and patch bugs quickly, ensuring a stable and fair experience for everyone.
AI is a tool to empower my creativity, not a replacement for it. My goal is to use these technologies to deliver a deeper, more polished game than a solo project would typically allow. | Mark Horvath | - | May 23, 2026 | |
Billionaire MAX In-game content codeartaudiotext | Billionaire MAX is an indie game where the core game design, mechanics, balance, and creative direction were authored by the developer, while the implementation work was assisted by AI tools.
The following content was created with AI assistance:
- Source code: Game logic, UI, networking, and other code was written with the help of AI coding assistants. All code was reviewed, tested, and integrated by the developer.
- Visual assets: Achievement icons, sector illustrations, and in-game card art were generated with AI image generation tools. The developer curated, edited, and selected every asset before inclusion.
- Sound effects: Created with AI audio generation tools. The developer curated and selected each sound effect before inclusion.
- Localization: Initial drafts of English, Korean, and Simplified Chinese translations were produced with AI assistance, then proofread and refined by the developer.
The following content was NOT created with AI:
- Game design and rules
- Music
- Final QA and gameplay tuning
No AI generation occurs at runtime. The game does not invoke any AI service during gameplay; players never see content produced live by AI. | Bunijia | - | May 23, 2026 | |
Grid Lands In-game content arttextcode | Grid Lands uses generative AI during development in three areas: some in-game illustrations and icons are produced with AI image-generation tools, some player-facing text (in-game copy and store-page text) is drafted with AI writing assistance, and our developers use AI coding assistants while writing the game. All assets, text, and code are reviewed and refined by our team before release. The game itself does not use generative AI at runtime — no player data is sent to AI services during play, and no in-game content is generated live. | Grid Labs | - | May 23, 2026 | |
Sushi Idle Clicker Unclear artaudiotext | Some visual, audio, or text content in this game was created or supported using generative AI tools during the development process. | Buya Studios | - | May 23, 2026 | |
Sync or Sink In-game content arttext | Some of the art is generated, and Localization was done by AI as well.
These usages are all temporary and will be replaced with real art, and localization by launch | SyrupyGames | - | May 23, 2026 | |
OuroborosSnake Store/marketing codetext | Generative AI was used to assist with parts of development (including some code drafting) and store page writing. All content was reviewed and finalized by the developer, and no AI-generated runtime content is included. | whilebox | - | May 23, 2026 | |
Inscrutable FourDC -Imprisonment- In-game content audiotext | This game utilizes a generative AI tool for the creation of its SE and localization.
The data was pre-rendered by the developer during the game's development and integrated as final game assets before release.
The game does not contain any features that generate content in real-time during gameplay. All content has been checked by the developer for compliance with the AI tool's commercial terms, and careful attention has been paid to avoid any copyright infringement or violation of general decency standards. | Maruno Games | - | May 23, 2026 | |
Omnicore In-game content text | Generative AI tools may be used during development to assist with translations for supported languages. These translations may appear as in-game text. The game does not use live-generated AI content during gameplay. | SwabbieGames | - | May 23, 2026 | |
Grind 'Em All In-game content arttextaudio | AI tools were used to assist with certain visual marketing assets, localized text translations, and music production. All generated content was reviewed, edited, and integrated by the developer before inclusion in the game and store materials. | wassabiman | - | May 23, 2026 | |
Cinematic Business In-game content arttext | This game uses generative AI to create and support fictional in-game content, including graphic assets, marketing materials, text, creator names, portraits, and related world-building elements. AI-generated content is used only for fictional game purposes and does not represent real people, companies, or events. | AW Games | - | May 23, 2026 | |
Armored Mayhem Dev only artaudiotext | AI assets are used as placeholders during the development of the game, being replaces trough freelancer work until release. | Self | - | May 23, 2026 | |
Beyond the Soil: Farming & Tales Prologue In-game content textart | During the development of Beyond the Soil: Farming & Tales Prologue, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials. | Mavi Game Lab | - | May 23, 2026 | |
Anchor Protocol Live AI artaudiotext | Anchored Protocol uses generative AI throughout its development and gameplay:
• Most of our 3D assets, sound effects, and visual art were created with the help of generative AI tools and reviewed by our team before shipping.
• During play, the game live-generates NPC dialogue, voice lines (TTS), and certain artworks in response to your actions, so each playthrough feels different.
We use input filtering and output moderation on live-generated content to prevent illegal, harmful, or off-topic responses. If you encounter anything
inappropriate, please report it via https://aako.world/support | Aako Inc | - | May 23, 2026 | |
EATY In-game content text | AI was used for the localization of this store page. | TANZI GAMES | - | May 23, 2026 | |
Regulea: Infection Card Wars In-game content arttextcode | AI tools were used as a support during development.
- Assistance with coding and English localization
- Some character artwork was initially sketched by the developer, then refined using AI tools and further manually adjusted
All final content was reviewed and edited by the developer. | TBCATGAMES | - | May 23, 2026 | |
CityPunk Dev only text | We use AI to generate placeholder text during development, especially in this early phase that we are in. | nubosoft | - | May 23, 2026 | |
Donut Smash In-game content audiotext | Donut Smash uses generative AI for selected voice acting, music creation, and early prototyping support. All AI-assisted content has been reviewed and adjusted by the development team. | Enigma Verse | - | May 23, 2026 | |
少女战姬 In-game content arttext | Some characters are generated using AI | Valkyrie Girl Studio | - | May 23, 2026 | |
The Ultra Realistic Accurate Farmer Simulator Store/marketing textart | AI tools were used to assist with text editing, translation, illustrations, and marketing materials.
Game concept, writing, music direction, and narrative structure were created by a human. | CGCFSS | - | May 23, 2026 | |
Dark Solitude In-game content text | The game uses artificial intelligence solely as a support tool for correcting and assisting in text localization. | Innkeeper | - | May 23, 2026 | |
The Wizard's Path In-game content artaudiotext | The game was made with the help of generative AI tools for visual assets, store artwork, music, localization support, and development assistance. AI-assisted materials were reviewed, selected, edited where necessary, and integrated by the developer. | Beruke Games | - | May 23, 2026 | |
Downer Management Store/marketing arttext | I used AI to help with marketing materials. | adarkfable | - | May 23, 2026 | |
hexGame: Hero Path In-game content textart | Generative AI tools were used as an aid for localization and for some in-game animations. All results were reviewed and manually refined by the developer. | Andrei Kovalev | - | May 23, 2026 | |
ManaBorne In-game content arttext | In order to provide accessibility, AI was used to create the narration for the tutorial and encyclopaedia. Also some of the background and encyclopaedia images were generated using AI, but will be replaced for 1.0 launch. | Willworks | - | May 23, 2026 | |
汪里个狼 Wolf in Woof Live AI text | 本游戏在对局过程中使用AI来支持角色行为与对话表现。 | 探岛工作室 | - | May 23, 2026 | |
Prison Queen Live AI text | The game uses a generative AI model to evaluate the sentences players construct during verbal battles. The AI analyzes the player's input sentence for grammatical coherence and contextual appropriateness, and returns a grade (e.g., 'Good', 'Great', 'Excellent'). The raw AI output is not displayed to players — only the graded result affects gameplay. No AI-generated text, images, or audio is shown directly to the player. | Sassy Bananas | - | May 23, 2026 | |
Mycelium Conquest In-game content arttextaudio | As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience. | YCF Productions | 12 | May 23, 2026 | |
Gold & Brown In-game content text | Artificial intelligence was used in the translation of the game’s content into English. | Side Project Games | - | May 23, 2026 | |
Seven Seas Jewels 2 Collector's Edition Store/marketing textart | We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists. | Anawiki Games | - | May 23, 2026 | |
NUMBAKO-なんばこ- In-game content text | This game uses AI technologies such as Antigravity and LLM for programming, as well as for translating the story and UI. | CarasOhmi | - | May 23, 2026 | |
WOTT In-game content arttext | "The game utilizes generative AI tools for the creation of concept art, UI icons, and English-to-Turkish localization. These assets are pre-generated during the development phase and are fully reviewed and polished by our team to ensure quality and originality." | WOTT Studios | - | May 23, 2026 | |
Chess 2 Store/marketing arttext | Cover art and localizations were made with the help of generative artificial intelligence. | Proper Puppy | - | May 23, 2026 | |
We Die Below In-game content artaudiotext | Some visual, audio, and narrative assets in We Die Below were created using AI-assisted tools as part of the development process. All such content was reviewed, edited, and refined by the development team to ensure consistency and quality. | FourFootOne Games | - | May 23, 2026 | |
EQUILIBRIUM Live AI text | EQUILIBRIUM uses generative AI to power its core gameplay mechanic: the Policy Terminal.
LIVE-GENERATED CONTENT
When a player types a directive or law in natural language (e.g., "Abolish the luxury car tax"), the AI Engine analyzes the request in real time and generates a structured governmental dossier, including:
- Legislative feasibility analysis
- Budget impact and financial coverage
- Macroeconomic effects (GDP, debt, inflation)
- Social and political consensus projections
- Parliamentary vote simulation
Model used: Anthropic Claude, accessed via API.
Guardrails: AI output is constrained to a fixed set of structured fields defined by the developer. All numeric effects are clamped within bounds enforced by the simulation engine, so no AI output can produce values outside the game's defined ranges. The model operates only on the simulation state provided to it and cannot invent game data: commands that cannot be mapped to a valid government action are refused, and the player is offered bounded policy alternatives instead. No image, audio, or user-data generation is involved, and no player data is used to train any model.
Because responses are generated at runtime, outputs vary between playthroughs: the same directive may produce different wording and different outcomes.
PRE-GENERATED CONTENT
The game's background music track was generated using AI tools during development and ships with the game. | Benetti Andrea | - | May 23, 2026 | |
结界大阵:生灵庇护所 In-game content arttextcode | use AI to translate content, assist with coding, and generate portions of visual assets. | SUPERSNOWBALL | - | May 23, 2026 | |
Match Cards: Football In-game content arttext | Images on the playing cards and translations into multiple languages. | PlayeRom | - | May 23, 2026 | |
Skate Rush: 90s Retro Arcade Store/marketing codetextart | This game was developed with the assistance of generative AI tools for portions of code, store text, and some marketing/supporting visual assets. The game does not generate AI content during gameplay. | LefterisKr | 16 | May 23, 2026 | |
The Plus-One Kingdom In-game content arttextcode | During the game development process, we utilized artificial intelligence tools to assist with programming and created a variety of game assets, including images, icons, and localized content.
All assets generated or assisted by AI underwent thorough review and necessary adjustments before receiving official approval from our development team. This meticulous process ensured that the quality and style of all materials met the highest standards and remained consistent throughout the project. | YDIVA Limited | - | May 23, 2026 | |
Pass the Mask! In-game content arttext | AI support has been used in the translations and visuals on the Steam store page. | Immeta Studios | - | May 23, 2026 | |
DUAL PROTOCOL: The Case of Eva & Miles In-game content text | Storefront and Marketing Materials: Generative AI was used to assist in drafting, refining, and localizing the text content for the Steam store page and promotional descriptions.
In-Game Content: All final visual assets, code, and audio within the game have been created and designed by our development team. There is no AI-generated content produced in real-time during gameplay. | AEGEAN CRAFTERS | - | May 23, 2026 | |
Every Legend Live AI textartaudio | Every Legend uses AI to generate dynamic role-playing content during gameplay. This includes story text, characters, quests, dialogue, scene descriptions, images, speech, and music.
The game can use bundled local AI models on your computer, and it can also use optional third-party cloud AI providers if you configure API keys in the settings. When cloud providers are used, your prompts and relevant game context may be sent to those external services to generate content.
AI-generated content may vary between playthroughs and can occasionally be inaccurate, unexpected, or inconsistent. | VeDoN | - | May 23, 2026 | |
Blueprint: EV Dev only codetext | AI disclosure: AI assistants were used during development to help write and refine the game's source code and to edit narrative text (board memos, news headlines, event copy). All AI-assisted output was reviewed, edited, and approved by a human before shipping. | Phi Digital | - | May 23, 2026 | |
Game Demon Live AI text | Game Demon uses large language models (Llama 3.1/3.3 via Groq API, plus optional local Ollama inference) to generate coaching text in real time from the user's match data. Vision models analyze user-sampled frames. No user content is sent to third parties without explicit opt-in. No generative images or audio in final output. | Altros Studios | - | May 23, 2026 |