AI was used for C# scripting and language translation.
- Creator
- Axiom
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,508 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.
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Interactive or runtime AI features disclosed by the developer.
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AI was used for C# scripting and language translation.
Ghostwriter's Pact uses AI as an engine to enable gameplay that would be impossible to achieve with traditional game development methods. The game is built on a "Hybrid AI" system designed to maximize player creativity while minimizing environmental impact and latency: 1. Pre-generated Content: To allow players to combine word cards into valid sentences, we used LLMs to pre-generate and validate a database of over 1 million properly structured sentences. It would be humanly impossible for a writing team to manually author this volume of text. By pre-generating this data, we ensure the core gameplay is instant, responsive, and does not require constant, energy-intensive API calls for every move the player makes. 2. Live Generation: When a player finalizes a story arc, the game connects to a live LLM to weave their sentences into a cohesive story. A secondary AI acts as a "Critic," evaluating the player's story for cohesiveness and creativity. Pre-generation of stories is impossible here, since players can mix sentences to create a near infinite amount of stories. 3. Visual Assets: The game's imagery was generated locally on developer hardware using custom-trained models (LoRAs) and workflows to ensure a consistent, stylized aesthetic that fits the game's theme.
This game makes limited use of generative artificial intelligence during development to assist with placeholder content and non critical descriptive text. All gameplay systems, mechanics, progression, and final in game content are designed, authored, and implemented by the developer. No generative AI is used during live gameplay, and no player data is collected or processed by AI systems.
Use AI to generate some store page introductions.
[AI Content Disclosure]This game utilizes generative AI tools to assist in the creation of visual assets (backgrounds, characters), background music, and parts of the narrative script.All AI-generated content has been manually reviewed, edited, and refined by the human developer to ensure it aligns with the game's "Japanese Gothic" aesthetic and story. We define this collaborative process between human creativity and AI as "Vibe Coding."
This game uses generative AI for the following purposes: · Text language translation The following languages are translated by local staff, not AI: English French Italian German Dutch Spanish Spanish (Latin America) Polish Portuguese (Brazil) Japanese Korean
Gen AI is used for Music and generating character & stage profiles.
This application generates text responses in real time using an on-device language model (LLM). All AI output is initiated by user prompts entered through the chat interface. The model runs locally on the user's hardware and does not require an internet connection in the Steam build. The application does not generate images or other media via AI. User inputs and generated content are stored locally on the user’s device and are not transmitted to external servers.
AI used for generating some riders avatars and description in the store page
Used LLM's for for translation to other languages.
Throughout the development of my game, I have (ironically) leveraged AI-based tools to assist myself with the code and made visual placeholders. The game was translated by AI. Many parts of the code were written by an AI and some problems were debugged with it's help. Thank You for your understanding :D
Generative AI was used during development to assist with the creation of some 2D images, audio assets, and the initial translation of text. All AI-generated content was reviewed, edited, and approved by the developer before being included in the game.
As a solo developer, I have used AI to generate text descriptions and some images related to the game. 99% of the game has been hand crafted by Jacob Colvin or sourced and licensed from the FAB Marketplace.
"HEAT Labs may use generative AI tools during development to assist with text and/or upscaling of visual content. All such content is carefully curated, refined, and checked for accuracy before use and any AI assisted content is clearly labeled to ensure transparency."
This game uses artificial intelligence systems during gameplay to dynamically adapt investigation scenarios, narrative flow, and event sequencing based on player actions. AI is used to increase replayability and narrative variation, not to generate player-created content or media assets.
AI tools are used for localization and generating some icons
Beyond Voice uses generative AI to create the character’s conversation responses in real time. You speak into a microphone, the app transcribes your speech, and the character replies with AI-generated dialogue that is spoken using a synthesized voice, with lip-sync and gestures. The character also maintains a lightweight relationship and memory system to help conversations carry across sessions. AI output can vary and may be filtered or refused when it violates content rules.
Some text content prepared in advance, including descriptions and localized text, may be created, translated, or improved with the assistance of AI-based tools.
The translations into Simplified Chinese were done using AI, as were some of the store images. The game itself does not include AI-generated content beyond the translations mentioned above.
The game's store page text and cover images are created using visual and text-based artificial intelligence tools.
A small portion of 3D models, music, voice lines, and images were created with the assistance of AI
We use AI tools as a support system for our small development team to enhance the quality and balance of the game. Specifically: Balancing & Math: We use AI to help calculate and balance the game ecosystem (drop rates, damage scaling, and economy). Concepting: AI is used to generate reference images and mood boards to inspire our artists. The final in-game visual assets are hand-crafted or manually refined based on these concepts. Drafting: AI assists in drafting initial marketing copy and lore structures, which are then finalized by our writers.
本アプリでは、ローカル環境で動作するAIモデルを使用し、ユーザーが入力したテキストに対して会話文を生成します。 生成処理はすべてユーザーのデバイス内で完結し、外部サーバーへのデータ送信は行いません。 AIは主にキャラクターとの対話および作業支援コメントの生成に使用されます。 不適切または違法なコンテンツを生成しないよう設計されています。 また、ストアページに掲載している一部のビジュアルアセットには、AI技術を用いて制作したイラスト素材を使用しています。
This game uses Large Language Models (LLMs) to assist with localization and translation during development.
This is a game that you can make games in it by describing the tags, we are using AI to achieve such gameplay! Some chat is also generated using LLM! Part of the art & promotional assets are generated by AI model.
Market Hours features an opt-in Enhanced Al runtime which offers more immersive and realistic dialogue through a local LLM.
This game uses live-generated AI to power the dialogue of the suspects. When you type a question, the response is generated in real-time, ensuring that suspects react dynamically to your specific accusations and evidence. An active internet connection is required to play.
AI was used to generate voice acting for the antagonist (Nori) and some UI/texture assets. All content has been manually reviewed and edited
This game uses generative AI as a support tool during development, including for certain technical tasks, assistance with translating some content, and a limited portion of certain visuals such as some backgrounds. However, most assets used in the game come from asset packs purchased from third-party creators. All content included in the game is manually reviewed, adjusted when necessary, and approved by the studio. Generative AI is not used in real time during gameplay.
- AI evaluates player-entered text to determine story branching and outcomes. - Generative AI is used in the creation of certain graphic and music assets.
This game uses AI-assisted tools in the creation of certain UI elements, icon images, music, sound effects, and translations. Character designs and background illustrations are fully created by the developer without the use of AI. All AI-generated content has been manually reviewed, edited, and finalized to ensure quality and consistency.
I used BEZI and AI to help write scripts because im literally only one person and it would take 15 years and potentially cost hundreds of thousands of dollars to create this if i didnt have AI assistants.
See the description for an extended discussion about the tools used to produce this game. AI use in this game includes Claude and Claude Code for assisting with implementing complex systems and bug fixing. The codex's image-examination assets are pre-rendered during development: in-game screenshots are composited via ChatGPT and then some are stylistically processed by a model running locally on my laptop. I experimented a bit with Adobe Podcast to make recordings on my not-very-good mic sound a little better but I wasn't so impressed with the results so I don't think much of this made it in. Most sound effects were found in online libraries but in some cases they were generated using ElevenLabs and other sound generation models when suitable alternatives could not be found. Some 3D models and textures were created using Meshy. Text was checked for spelling and grammar with Grammarly and Claude.
【プログラム開発の補助】 GitHub CopilotなどのAIツールを、ソースコードの補完や実装手法の調査・助言に活用しています。 【テキストの校正と翻訳】 ストアページやゲーム内テキストの多言語翻訳、および表現の推敲(添削)においてAIの支援を受けています。ただし、最終的な内容はすべて人間が確認・修正を行い、意図が正しく伝わるよう調整しています。 【プロトタイプ段階での活用】 開発初期のコンセプト立案や仮画像の生成にAIを使用しましたが、ゲーム本編の最終的なグラフィックやアセットにAI生成物がそのまま含まれることはありません。
Utilized AI to refine drafts, generate some models, and compose the game's music
We use AI for some code generation and text translation. We do not use AI for images or audio.
We used generative AI to help draft some puzzles and music during development, the final assets were polished and finalized by artists.
Some in-game images are generated using AI. It has also been used to facilitate case creation and test consistency. In many texts, it has been used to correct grammar or potential errors.
To ensure that players from diverse cultural backgrounds can fully immerse themselves in the narrative, AI-assisted tools were utilized for localization purposes. This allows us to bridge language barriers and make the game accessible to a global audience.
AI was used to assist in writing marketing text and game descriptions. The game itself does not use AI in gameplay or affect player experience.
We use AI to power dynamic conversations with hand-crafted NPCs. Each character has a unique personality, backstory, and knowledge base. Their dialogue is generated in real-time based on your questions, creating authentic interview experiences that feel natural and unpredictable. The AI runs completely offline on your machine. No internet connection required, and your conversations remain private.
The game has a single AI-generated image of deliberate low quality in it, because I wanted to have that. It also has the "ASA-Intelligence" text generation and modification system, which is technically and pragmatically incomparable to the function of a large language model, but is technically AI. It is not trained on text from anything but the game itself, and is ran entirely locally during certain parts of gameplay.
I used AI generated content for the Steam page.
AI used to assist in the creation of some images and text.
AI-assisted tools were used for one in-game hand sprite; the rest of the in-game art is hand-drawn. AI-assisted tools were also used for some store/promotional artwork, some music and sound effects, localization assistance, and coding assistance. All AI-assisted content was reviewed, edited, and integrated manually by the developer.
AI used for translation
AI-generated content includes: * Promotional graphics for the Steam Store page. (GPT) * UI icons and game main icon. (GPT) * Initial translations for in-game text. (GPT) * Voice synthesis for the "Rabbit" character. (ElevenLabs)
Please note: DreamForge uses generative AI to create characters, environments, and storylines for all player-created games. We take reasonable precautions to reduce offensive and inaccurate content; however, we do not guarantee the accuracy, appropriateness, or completeness of any generated content. You may not use DreamForge to create, reproduce, or distribute content that infringes on third-party copyrights or other intellectual property rights. Violations may result in removal of content and/or account suspension.
This game uses AI for chat, image generation/editing, and experimental video generation, and supports multi‑agent collaboration. AI features require an internet connection and third‑party model services; user inputs may be sent to those services to produce outputs. AI‑generated content is provided as assistance and should be reviewed by players before use or publication.
Generative AI was used only in limited cases: for a few UI elements and temporary draft translation. Before release, all machine-translated text will be replaced with human localization.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Shredder Judgement In-game content codetext | AI was used for C# scripting and language translation. | Axiom | - | Mar 18, 2026 | |
Ghostwriter's Pact Live AI textart | Ghostwriter's Pact uses AI as an engine to enable gameplay that would be impossible to achieve with traditional game development methods.
The game is built on a "Hybrid AI" system designed to maximize player creativity while minimizing environmental impact and latency:
1. Pre-generated Content: To allow players to combine word cards into valid sentences, we used LLMs to pre-generate and validate a database of over 1 million properly structured sentences. It would be humanly impossible for a writing team to manually author this volume of text. By pre-generating this data, we ensure the core gameplay is instant, responsive, and does not require constant, energy-intensive API calls for every move the player makes.
2. Live Generation: When a player finalizes a story arc, the game connects to a live LLM to weave their sentences into a cohesive story. A secondary AI acts as a "Critic," evaluating the player's story for cohesiveness and creativity. Pre-generation of stories is impossible here, since players can mix sentences to create a near infinite amount of stories.
3. Visual Assets: The game's imagery was generated locally on developer hardware using custom-trained models (LoRAs) and workflows to ensure a consistent, stylized aesthetic that fits the game's theme. | Swah Games | - | Mar 18, 2026 | |
RootKit In-game content text | This game makes limited use of generative artificial intelligence during development to assist with placeholder content and non critical descriptive text. All gameplay systems, mechanics, progression, and final in game content are designed, authored, and implemented by the developer. No generative AI is used during live gameplay, and no player data is collected or processed by AI systems. | Dan DePaulo | - | Mar 18, 2026 | |
Cat Minesweeper Store/marketing text | Use AI to generate some store page introductions. | Happy Lunch Time | - | Mar 18, 2026 | |
KAGARIBI In-game content artaudiotext | [AI Content Disclosure]This game utilizes generative AI tools to assist in the creation of visual assets (backgrounds, characters), background music, and parts of the narrative script.All AI-generated content has been manually reviewed, edited, and refined by the human developer to ensure it aligns with the game's "Japanese Gothic" aesthetic and story. We define this collaborative process between human creativity and AI as "Vibe Coding." | NewForeverSTUDIO | - | Mar 18, 2026 | |
XeGrader plus In-game content text | This game uses generative AI for the following purposes:
· Text language translation
The following languages are translated by local staff, not AI:
English
French
Italian
German
Dutch
Spanish
Spanish (Latin America)
Polish
Portuguese (Brazil)
Japanese
Korean | Tokihiro NAITO | 18 | Mar 18, 2026 | |
ChoreoCraft In-game content audiotext | Gen AI is used for Music and generating character & stage profiles. | Mauricio Hollando Dubuc | - | Mar 18, 2026 | |
IthielAI Live AI text | This application generates text responses in real time using an on-device language model (LLM). All AI output is initiated by user prompts entered through the chat interface. The model runs locally on the user's hardware and does not require an internet connection in the Steam build. The application does not generate images or other media via AI. User inputs and generated content are stored locally on the user’s device and are not transmitted to external servers. | Ithiel AI | - | Mar 18, 2026 | |
Speedway Challenge 2026 Store/marketing arttext | AI used for generating some riders avatars and description in the store page | Artur Berkowski Berobasket | 278 | Mar 18, 2026 | |
Dice'n'Go In-game content text | Used LLM's for for translation to other languages. | Pupworx | - | Mar 18, 2026 | |
RAM Clicker In-game content artcodetext | Throughout the development of my game, I have (ironically) leveraged AI-based tools to assist myself with the code and made visual placeholders. The game was translated by AI. Many parts of the code were written by an AI and some problems were debugged with it's help.
Thank You for your understanding :D | DesignationX | - | Mar 18, 2026 | |
City of Hunger In-game content artaudiotext | Generative AI was used during development to assist with the creation of some 2D images, audio assets, and the initial translation of text. All AI-generated content was reviewed, edited, and approved by the developer before being included in the game. | MVCAO Studios | - | Mar 18, 2026 | |
Battle Sages Store/marketing textart | As a solo developer, I have used AI to generate text descriptions and some images related to the game. 99% of the game has been hand crafted by Jacob Colvin or sourced and licensed from the FAB Marketplace. | Jacob Colvin | - | Mar 18, 2026 | |
HEAT Labs Unclear textart | "HEAT Labs may use generative AI tools during development to assist with text and/or upscaling of visual content.
All such content is carefully curated, refined, and checked for accuracy before use and any AI assisted content is clearly labeled to ensure transparency." | HEAT Labs | - | Mar 18, 2026 | |
The Incident Room Live AI text | This game uses artificial intelligence systems during gameplay to dynamically adapt investigation scenarios, narrative flow, and event sequencing based on player actions. AI is used to increase replayability and narrative variation, not to generate player-created content or media assets. | Ludotronics | - | Mar 18, 2026 | |
Magine: War of Restoration / 魔蒸复国战 In-game content textart | AI tools are used for localization and generating some icons | GreatZaochen | - | Mar 18, 2026 | |
Beyond Voice Live AI text | Beyond Voice uses generative AI to create the character’s conversation responses in real time. You speak into a microphone, the app transcribes your speech, and the character replies with AI-generated dialogue that is spoken using a synthesized voice, with lip-sync and gestures.
The character also maintains a lightweight relationship and memory system to help conversations carry across sessions. AI output can vary and may be filtered or refused when it violates content rules. | Nikolaus Zaoputra | - | Mar 18, 2026 | |
Album3D In-game content text | Some text content prepared in advance, including descriptions and localized text, may be created, translated, or improved with the assistance of AI-based tools. | 4AI Limited | - | Mar 18, 2026 | |
Spacebound Sprint In-game content textart | The translations into Simplified Chinese were done using AI, as were some of the store images. The game itself does not include AI-generated content beyond the translations mentioned above. | Kriki Studio | - | Mar 18, 2026 | |
Skibidi Wars Store/marketing arttext | The game's store page text and cover images are created using visual and text-based artificial intelligence tools. | Pakumi | - | Mar 18, 2026 | |
Last $50 In-game content artaudiotext | A small portion of 3D models, music, voice lines, and images were created with the assistance of AI | Adagio Games | 16 | Mar 18, 2026 | |
Dino Age: The First Fracture In-game content arttext | We use AI tools as a support system for our small development team to enhance the quality and balance of the game. Specifically:
Balancing & Math: We use AI to help calculate and balance the game ecosystem (drop rates, damage scaling, and economy).
Concepting: AI is used to generate reference images and mood boards to inspire our artists. The final in-game visual assets are hand-crafted or manually refined based on these concepts.
Drafting: AI assists in drafting initial marketing copy and lore structures, which are then finalized by our writers. | Dino Age Studios | 18 | Mar 18, 2026 | |
AI'る。~ミライア・リンクス~ Live AI text | 本アプリでは、ローカル環境で動作するAIモデルを使用し、ユーザーが入力したテキストに対して会話文を生成します。
生成処理はすべてユーザーのデバイス内で完結し、外部サーバーへのデータ送信は行いません。
AIは主にキャラクターとの対話および作業支援コメントの生成に使用されます。
不適切または違法なコンテンツを生成しないよう設計されています。
また、ストアページに掲載している一部のビジュアルアセットには、AI技術を用いて制作したイラスト素材を使用しています。 | Studio51 inc. | - | Mar 18, 2026 | |
Surprisingly Fine 2 In-game content text | This game uses Large Language Models (LLMs) to assist with localization and translation during development. | RoRoKaii Works | - | Mar 18, 2026 | |
Publish! A Game About Making Games Live AI text | This is a game that you can make games in it by describing the tags, we are using AI to achieve such gameplay!
Some chat is also generated using LLM!
Part of the art & promotional assets are generated by AI model. | AlterStaff Inc. | - | Mar 18, 2026 | |
Market Hours Live AI text | Market Hours features an opt-in Enhanced Al runtime which offers more immersive and realistic dialogue through a local LLM. | ACB Studios LLC | - | Mar 18, 2026 | |
Detective Turtletop: Who Killed Harambe? Live AI text | This game uses live-generated AI to power the dialogue of the suspects. When you type a question, the response is generated in real-time, ensuring that suspects react dynamically to your specific accusations and evidence. An active internet connection is required to play. | Turtletop Software | - | Mar 18, 2026 | |
WriteNor In-game content audioarttext | AI was used to generate voice acting for the antagonist (Nori) and some UI/texture assets. All content has been manually reviewed and edited | Terawww | - | Mar 18, 2026 | |
RP2D Virtual Tabletop In-game content arttext | This game uses generative AI as a support tool during development, including for certain technical tasks, assistance with translating some content, and a limited portion of certain visuals such as some backgrounds. However, most assets used in the game come from asset packs purchased from third-party creators. All content included in the game is manually reviewed, adjusted when necessary, and approved by the studio. Generative AI is not used in real time during gameplay. | Lilibot Studio | - | Mar 18, 2026 | |
ネムルへの手紙 Live AI textartaudio | - AI evaluates player-entered text to determine story branching and outcomes.
- Generative AI is used in the creation of certain graphic and music assets. | Laineus | - | Mar 18, 2026 | |
여명촌 In-game content artaudiotext | This game uses AI-assisted tools in the creation of certain UI elements, icon images, music, sound effects, and translations.
Character designs and background illustrations are fully created by the developer without the use of AI.
All AI-generated content has been manually reviewed, edited, and finalized to ensure quality and consistency. | Aesthmaris Studio | - | Mar 18, 2026 | |
Streets of Miami VR Dev only textcode | I used BEZI and AI to help write scripts because im literally only one person and it would take 15 years and potentially cost hundreds of thousands of dollars to create this if i didnt have AI assistants. | MDRNgames Inc | - | Mar 18, 2026 | |
Memories Loaming In-game content artaudiotextcode | See the description for an extended discussion about the tools used to produce this game.
AI use in this game includes Claude and Claude Code for assisting with implementing complex systems and bug fixing. The codex's image-examination assets are pre-rendered during development: in-game screenshots are composited via ChatGPT and then some are stylistically processed by a model running locally on my laptop. I experimented a bit with Adobe Podcast to make recordings on my not-very-good mic sound a little better but I wasn't so impressed with the results so I don't think much of this made it in. Most sound effects were found in online libraries but in some cases they were generated using ElevenLabs and other sound generation models when suitable alternatives could not be found. Some 3D models and textures were created using Meshy. Text was checked for spelling and grammar with Grammarly and Claude. | Snowy Plover Games | - | Mar 18, 2026 | |
爆走!!おそうじカート Store/marketing textcodeart | 【プログラム開発の補助】
GitHub CopilotなどのAIツールを、ソースコードの補完や実装手法の調査・助言に活用しています。
【テキストの校正と翻訳】
ストアページやゲーム内テキストの多言語翻訳、および表現の推敲(添削)においてAIの支援を受けています。ただし、最終的な内容はすべて人間が確認・修正を行い、意図が正しく伝わるよう調整しています。
【プロトタイプ段階での活用】
開発初期のコンセプト立案や仮画像の生成にAIを使用しましたが、ゲーム本編の最終的なグラフィックやアセットにAI生成物がそのまま含まれることはありません。 | 33kingusp | - | Mar 18, 2026 | |
Pumpkin Survivor In-game content artaudiotext | Utilized AI to refine drafts, generate some models, and compose the game's music | 多云转晴 | - | Mar 18, 2026 | |
Survivor:Unknown Village In-game content codetext | We use AI for some code generation and text translation.
We do not use AI for images or audio. | Shobota | - | Mar 18, 2026 | |
PERFECT SNAP: Ultimate Jigsaw Puzzles In-game content textaudio | We used generative AI to help draft some puzzles and music during development, the final assets were polished and finalized by artists. | Anemone Games | - | Mar 18, 2026 | |
FORENSIC - M.E. Protocol In-game content arttext | Some in-game images are generated using AI. It has also been used to facilitate case creation and test consistency. In many texts, it has been used to correct grammar or potential errors. | k148 Game Studio | 14 | Mar 18, 2026 | |
Cursed Gas Station In-game content text | To ensure that players from diverse cultural backgrounds can fully immerse themselves in the narrative, AI-assisted tools were utilized for localization purposes. This allows us to bridge language barriers and make the game accessible to a global audience. | Wisold Games | - | Mar 18, 2026 | |
Twisted Ball Pool Store/marketing text | AI was used to assist in writing marketing text and game descriptions. The game itself does not use AI in gameplay or affect player experience. | Skibo Games | - | Mar 18, 2026 | |
ZeroPrompt Live AI text | We use AI to power dynamic conversations with hand-crafted NPCs. Each character has a unique personality, backstory, and knowledge base. Their dialogue is generated in real-time based on your questions, creating authentic interview experiences that feel natural and unpredictable.
The AI runs completely offline on your machine. No internet connection required, and your conversations remain private. | Batuhan Ayhan | - | Mar 18, 2026 | |
A Spiritual Adventure Live AI text | The game has a single AI-generated image of deliberate low quality in it, because I wanted to have that.
It also has the "ASA-Intelligence" text generation and modification system, which is technically and pragmatically incomparable to the function of a large language model, but is technically AI. It is not trained on text from anything but the game itself, and is ran entirely locally during certain parts of gameplay. | Solar Sausage | - | Mar 18, 2026 | |
Cozy Paradox Fixer: Twin Realities Store/marketing arttext | I used AI generated content for the Steam page. | Bancal Games | - | Mar 18, 2026 | |
Gangster Wars Unclear arttext | AI used to assist in the creation of some images and text. | Harold Villacorte | - | Mar 18, 2026 | |
Just One More Link In-game content artaudiotextcode | AI-assisted tools were used for one in-game hand sprite; the rest of the in-game art is hand-drawn. AI-assisted tools were also used for some store/promotional artwork, some music and sound effects, localization assistance, and coding assistance. All AI-assisted content was reviewed, edited, and integrated manually by the developer. | Blagine | - | Mar 18, 2026 | |
Pixel Canyon In-game content text | AI used for translation | MAXDEMAGE.PL | - | Mar 18, 2026 | |
Rabbit vs Mole In-game content arttextaudio | AI-generated content includes:
* Promotional graphics for the Steam Store page. (GPT)
* UI icons and game main icon. (GPT)
* Initial translations for in-game text. (GPT)
* Voice synthesis for the "Rabbit" character. (ElevenLabs) | Atrox Studio | - | Mar 18, 2026 | |
DreamForge In-game content arttext | Please note: DreamForge uses generative AI to create characters, environments, and storylines for all player-created games. We take reasonable precautions to reduce offensive and inaccurate content; however, we do not guarantee the accuracy, appropriateness, or completeness of any generated content. You may not use DreamForge to create, reproduce, or distribute content that infringes on third-party copyrights or other intellectual property rights. Violations may result in removal of content and/or account suspension. | DreamForge Games Corporation | - | Mar 18, 2026 | |
Tuanbot Live AI textartaudio | This game uses AI for chat, image generation/editing, and experimental video generation, and supports multi‑agent collaboration. AI features
require an internet connection and third‑party model services; user inputs may be sent to those services to produce outputs. AI‑generated
content is provided as assistance and should be reviewed by players before use or publication. | Hou Xiaohou | - | Mar 18, 2026 | |
Armita's Search In-game content text | Generative AI was used only in limited cases: for a few UI elements and temporary draft translation. Before release, all machine-translated text will be replaced with human localization. | Raiders World Studio | - | Mar 18, 2026 |