The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
- Creator
- FSK20006
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,380 disclosures tracked
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Code help, debugging and other development work.
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Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
A few select original assets were refined with AI assistance and finished by hand to match the game's atmosphere. No AI content is generated during gameplay.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
AI tools were used during development as a programming aid and for early concept exploration. All gameplay systems were developed by the creator, and all in-game assets are original, commissioned, or licensed.
Remember to Die was built solo with no official budget using AI as a creative instrument — not to replace the human decisions, but to handle the ones that would have made this game impossible otherwise. No jobs were lost, but a game was made possible.
We use AI tools during development to speed up routine work, but all final decisions are made by the team. Text translation AI helps with draft translations of UI and in‑game texts, which are then reviewed and edited by human translators to keep the tone and meaning consistent. Code generation AI is used to generate boilerplate code and suggest improvements, while core systems, gameplay logic, optimization and security are always designed, reviewed and tested by developers.
We use generative AI tools during development to create certain pre-rendered audio assets (sound effects and background music). We ensure that prompts do not reference copyrighted works, artists, or specific intellectual property. We use commercially licensed AI services and comply with their terms of service.
IA has been used for : - Localization (JP, SC, TC, RU)
Most of the game's graphics assets were created using pose sketches (ControlNet) and then adjusted in the graphics editor to maintain consistency. The game does not use any real-time AI-generated content.
During development, artificial intelligence tools were used to assist in the creation of certain game assets, including some images (such as store page visuals and in-game textures), localization, and audio content. All AI-generated or AI-assisted content was reviewed, modified where necessary, and approved by the developers to ensure quality and consistency.
Some illustrations used in the Arcade Mode (beta version) were created using a hybrid workflow that combines hand-drawn artwork and generative AI-assisted editing. The developer first creates original pencil sketches by hand, then digitizes and edits them on PC. Generative AI is used only to assist with draft refinement and background adjustments, followed by additional manual editing in image software. It has not yet been decided whether these illustrations will be replaced with fully hand-crafted versions during or after Early Access development.
AI-Assisted Development Disclosure This game constructs a sprawling metropolis encompassing hundreds of locations and nearly 2,000 characters. To realize this scope, we have employed AI-assisted creation tools. AI generation contributed to: character portraits and environmental artwork; portions of dialogue and translated text; and select musical assets. We firmly believe AI serves as a means to build more ambitious worlds and richer content. With AI assistance, our vision of simulating a living, breathing city has become achievable. We hope for your understanding and support.
All image resources (excluding UI) in this game are generated using AI.
During the development process, we utilized generative AI to assist in creating preliminary assets for backgrounds, characters, UI concepts, as well as initial drafts for music and video elements. All related assets were subsequently refined and manually adjusted by our professional art, sound, and video teams to ensure they align perfectly with the game’s unique artistic style and meet our high-quality standards.
During development, this game used generative AI tools to help brainstorm, expand, and polish narrative and dialogue text, and to assist with in-editor organization in the development stage (for example, using novel/story-related plugins to structure plot outlines). All such material was reviewed, rewritten, and unified by the team; the final in-game text is based on the version approved by the team. If a game build includes dialogue or text generated in real time by a large language model (for example, online responses from a third-party AI service), we will update this disclosure with the specific scope when that feature goes live. In the currently public version, the experience is primarily based on pre-written, human-reviewed story content. We did not use generative AI to replace basic fact-checking for historical subject matter; statements involving history and historical figures remain guided by design intent and human oversight.
Geminum uses AI to generate mainly focus on sound effect,music and actor lines.Partly uses AI on a few object texture.
During the development period, AI generated concept art was used to speed up our process.
We are using generative AI to create initial concepts, textures and manually process them to speed up the product development.
Our team utilizes generative AI tools during the art creation process for concept prototyping and base asset generation. All AI-generated content has been extensively refined, repainted, and polished by hand to ensure a consistent visual style, originality, and high artistic quality.
Generative AI tools were used as part of the development process to assist with idea exploration, writing support, localization support, and the creation or refinement of some visual and marketing materials. All final content was reviewed, edited, and implemented by the developer.
The English translation of Eternal Glory was completed and refined with the assistance of AI.
No generative AI.
Our game is a Visual Novel where the images are completely generated by artificial intelligence, both characters and backgrounds.
Pictures and Musics, voices are created by AI (Midjourney,murf.ai)
Some minor assets in this game were created or assisted using AI tools. Where possible, assets were sourced or created by real people, with AI used only where needed. Everything here was chosen to help bring this project to life.
We produce most of the illustrations and videos, but some images (photos, frames) that appear in the game include AI illustrations.
Temp art assets.
the game's backgrounds were generated by artificial intelligence
Some visual assets, music, voice-related assets, code assistance, and promotional materials for this game were created with the assistance of generative AI tools, then reviewed, edited, and integrated by the developer before release.
使用AI生成的游戏内容,包括所有图像和声音。 All images and sounds in the game are generated by AI.
Some pre-generated content in the game and store materials was created with the assistance of generative AI during development. All final content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI during gameplay
Some of the in-game assets are produced by using AI Tools
This is a visual novel independently developed by an individual with no budget. It is based on an existing novel, with parts of the narrative text synthesized and refined using AI, which has been repeatedly checked, edited, and approved by the developer. The game's scenes and character models are also AI-generated, and have undergone extensive debugging, deletion, revision, and final confirmation before release to ensure compliance and quality.
AI was used to generate some of the 2D assets and portraits. I have personally selected and verified all generated content to ensure it fits the game's historical theme.
The pipes, ley lines, and gas mains of Arcana, Gas & Waterworks Inc. were designed, debated, and duct-taped together by a single developer. All music was licensed from real indie musicians, who did NOT use generative AI in any way, and who are credited in the game. Generative AI tools helped bring AGW Inc. to life by turning hand-drawn sketches into finished art, scripting sound effects, and contributing early drafts of in-game text. All of this content was rewritten, expanded, or replaced by the developer to fit the game's voice and world. Thanks to the help of these AI tools, I was able to finally answer the burning question, "What if fantasy worlds needed infrastructure?"
Some scene illustrations and character artwork in this game were created using AI image generation tools as pre-generated assets. All AI-generated content was reviewed, curated, and integrated by the development team. No AI content is generated in real time during gameplay.
1. Some scene artwork in this game is AI-generated. 2. Some images for in-game form verification are AI-generated.
This game uses AI-generated content. Marketing artwork and store capsule images were created using image generation. Voice narration audio was generated using text-to-speech AI. Game code was developed with AI assistance. All AI-generated content was reviewed and curated by the developer.
This game includes pre-generated visual assets created and edited using MidJourney. Written content was developed with AI assistance (ChatGPT, GitHub Copilot) and edited by the developer. Voice-over generated by ElevenLabs.
This game uses generative AI (Large Language Models) as its core engine. Every NPC independently makes decisions, engages in dialogue, forms relationships, and creates emergent stories powered by LLM. AI generates text narratives including NPC thoughts, actions, dialogue, combat scenes, and story events in real time during gameplay. Players must provide their own API key to connect to an LLM service of their choice. No AI content is pre-generated or stored by the developer.
This game uses AI-assisted tools during development for tasks such as text editing, translation, and creative support. All final game content, including story, design, and gameplay, is reviewed and curated by the developer. No AI-generated content is created dynamically during gameplay.
The game utilizes generative AI tools to assist in the creative process. This includes generating assets such as 2D artwork/textures, 3D model concepts, coding scripts assistance, and background music/audio elements. All AI-generated content has been manually reviewed and edited by the developer to ensure it fits the game's artistic vision and standards.
The character portraits, certain 2D visual assets, and some of the underlying code in this game were created using generative AI tools as pre-generated content. These assets and scripts were manually reviewed, modified, and integrated by the developer to fit the game's style and mechanics. The game's narrative, core design, and choices are entirely human-created.
AI has been used as a helping tool for minor tasks during the prototyping and development phase (debugging, generating placeholders, etc). There are a few AI generated 3D models used in the final version of the game, but everything else has been replaced with human-made and -written content.
This game uses generative artificial intelligence tools in the creation of visual assets, including character art and background illustrations. All AI-generated content has been reviewed, curated, and integrated into the game by the developer to ensure consistency with the artistic direction and narrative tone.
This game utilizes generative AI tools to assist in the creation of visual assets, specifically sprites, as well as for generating in-game text for English language.
Generative AI was used strictly as a technical tool to digitize original, hand-drawn pencil sketches. Each asset in the game reflects the developer’s physical drawings 1:1, with AI only assisting in the translation of paper lines into a clean digital format. No additional details or artistic elements were generated by the AI. All final styling, including the 'blueprint' aesthetic, was performed manually by the developer in graphic design software
This game uses AI to generate dynamic dialogue and character interactions. All game systems, mechanics, and narrative structure are human-designed.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Cage Bar: The Hunting Game In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK20006 | - | May 23, 2026 | |
Dimension Doctor: Succubus Clinic In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0006 | - | May 23, 2026 | |
Spreading eerie curses In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007 | - | May 23, 2026 | |
Refrain: Verse of Fate In-game content art | A few select original assets were refined with AI assistance and finished by hand to match the game's atmosphere. No AI content is generated during gameplay. | illusorys | - | May 23, 2026 | |
Balorizon In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | 25 | May 23, 2026 | |
Prophecy Lost Dev only code | AI tools were used during development as a programming aid and for early concept exploration. All gameplay systems were developed by the creator, and all in-game assets are original, commissioned, or licensed. | Games by Yamm | - | May 23, 2026 | |
Remember to Die In-game content arttextcode | Remember to Die was built solo with no official budget using AI as a creative instrument — not to replace the human decisions, but to handle the ones that would have made this game impossible otherwise. No jobs were lost, but a game was made possible. | Skiptstone Studio | - | May 23, 2026 | |
MECH OPS 2092 In-game content codetext | We use AI tools during development to speed up routine work, but all final decisions are made by the team.
Text translation
AI helps with draft translations of UI and in‑game texts, which are then reviewed and edited by human translators to keep the tone and meaning consistent.
Code generation
AI is used to generate boilerplate code and suggest improvements, while core systems, gameplay logic, optimization and security are always designed, reviewed and tested by developers. | Tech Guys | - | May 23, 2026 | |
Witherbound In-game content audio | We use generative AI tools during development to create certain pre-rendered audio assets (sound effects and background music). We ensure that prompts do not reference copyrighted works, artists, or specific intellectual property. We use commercially licensed AI services and comply with their terms of service. | Wipe Labs | - | May 23, 2026 | |
Herd In-game content text | IA has been used for :
- Localization (JP, SC, TC, RU) | Games of Forge | - | May 23, 2026 | |
蜃境 In-game content art | Most of the game's graphics assets were created using pose sketches (ControlNet) and then adjusted in the graphics editor to maintain consistency. The game does not use any real-time AI-generated content. | GOUXIANG TECH | - | May 23, 2026 | |
Treasure Hunter: Echo of War In-game content arttextaudio | During development, artificial intelligence tools were used to assist in the creation of certain game assets, including some images (such as store page visuals and in-game textures), localization, and audio content.
All AI-generated or AI-assisted content was reviewed, modified where necessary, and approved by the developers to ensure quality and consistency. | Ulab Games | - | May 23, 2026 | |
Battle Hanafuda In-game content art | Some illustrations used in the Arcade Mode (beta version) were created using a hybrid workflow that combines hand-drawn artwork and generative AI-assisted editing.
The developer first creates original pencil sketches by hand, then digitizes and edits them on PC. Generative AI is used only to assist with draft refinement and background adjustments, followed by additional manual editing in image software.
It has not yet been decided whether these illustrations will be replaced with fully hand-crafted versions during or after Early Access development. | SUZUKI PLAN | - | May 23, 2026 | |
钩心与斗角 In-game content arttextaudio | AI-Assisted Development Disclosure
This game constructs a sprawling metropolis encompassing hundreds of locations and nearly 2,000 characters. To realize this scope, we have employed AI-assisted creation tools. AI generation contributed to: character portraits and environmental artwork; portions of dialogue and translated text; and select musical assets.
We firmly believe AI serves as a means to build more ambitious worlds and richer content. With AI assistance, our vision of simulating a living, breathing city has become achievable. We hope for your understanding and support. | Dreamer Gene | - | May 23, 2026 | |
Runren Simulator In-game content art | All image resources (excluding UI) in this game are generated using AI. | K.K. | 59 | May 23, 2026 | |
The Legend of Fancy Realm Remake In-game content artaudio | During the development process, we utilized generative AI to assist in creating preliminary assets for backgrounds, characters, UI concepts, as well as initial drafts for music and video elements. All related assets were subsequently refined and manually adjusted by our professional art, sound, and video teams to ensure they align perfectly with the game’s unique artistic style and meet our high-quality standards. | USERJOY Technology Co.,Ltd. | - | May 23, 2026 | |
朕,不想死! In-game content text | During development, this game used generative AI tools to help brainstorm, expand, and polish narrative and dialogue text, and to assist with in-editor organization in the development stage (for example, using novel/story-related plugins to structure plot outlines). All such material was reviewed, rewritten, and unified by the team; the final in-game text is based on the version approved by the team.
If a game build includes dialogue or text generated in real time by a large language model (for example, online responses from a third-party AI service), we will update this disclosure with the specific scope when that feature goes live. In the currently public version, the experience is primarily based on pre-written, human-reviewed story content.
We did not use generative AI to replace basic fact-checking for historical subject matter; statements involving history and historical figures remain guided by design intent and human oversight. | 四方格工作室 | - | May 23, 2026 | |
Geminum In-game content audioart | Geminum uses AI to generate mainly focus on sound effect,music and actor lines.Partly uses AI on a few object texture. | Three Old Pals Inc | - | May 23, 2026 | |
Krodha Store/marketing art | During the development period, AI generated concept art was used to speed up our process. | notHOW Game Studio | - | May 23, 2026 | |
SOMNAMBULO In-game content arttext | We are using generative AI to create initial concepts, textures and manually process them to speed up the product development. | Eterna Software | - | May 23, 2026 | |
超魔法书 In-game content art | Our team utilizes generative AI tools during the art creation process for concept prototyping and base asset generation. All AI-generated content has been extensively refined, repainted, and polished by hand to ensure a consistent visual style, originality, and high artistic quality. | Wesley | - | May 23, 2026 | |
Guardian of the Sanctuary In-game content textart | Generative AI tools were used as part of the development process to assist with idea exploration, writing support, localization support, and the creation or refinement of some visual and marketing materials. All final content was reviewed, edited, and implemented by the developer. | Valgebinna | - | May 23, 2026 | |
Eternal Glory In-game content text | The English translation of Eternal Glory was completed and refined with the assistance of AI. | Nocturn | - | May 23, 2026 | |
The Rivergrove Files general | No generative AI. | Ninja Chompek | - | May 23, 2026 | |
Innsmouth 22 In-game content art | Our game is a Visual Novel where the images are completely generated by artificial intelligence, both characters and backgrounds. | Raven Novels | - | May 23, 2026 | |
Ancient Sacrifice In-game content artaudio | Pictures and Musics, voices are created by AI
(Midjourney,murf.ai) | Jagernaut | - | May 23, 2026 | |
Endless; Melody—NEMESIS In-game content artaudiotext | Some minor assets in this game were created or assisted using AI tools. Where possible, assets were sourced or created by real people, with AI used only where needed. Everything here was chosen to help bring this project to life. | VALENSiYAGAMES | - | May 23, 2026 | |
11F In-game content art | We produce most of the illustrations and videos, but some images (photos, frames) that appear in the game include AI illustrations. | PUMPKIM | 167 | May 23, 2026 | |
Eclipse Hollow Unclear art | Temp art assets. | Ravenscrest Entertainment | - | May 23, 2026 | |
Hap to Day In-game content art | the game's backgrounds were generated by artificial intelligence | Fenigem | - | May 23, 2026 | |
澄心大学 In-game content artaudiocode | Some visual assets, music, voice-related assets, code assistance, and promotional materials for this game were created with the assistance of generative AI tools, then reviewed, edited, and integrated by the developer before release. | 陈政 | - | Mar 18, 2026 | |
人性游戏 In-game content artaudio | 使用AI生成的游戏内容,包括所有图像和声音。
All images and sounds in the game are generated by AI. | MYSTERY CROWN | - | Mar 18, 2026 | |
AL-SARAB In-game content arttextaudio | Some pre-generated content in the game and store materials was created with the assistance of generative AI during development. All final content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI during gameplay | Zayed Gaming | - | Mar 18, 2026 | |
DREADROOM In-game content | Some of the in-game assets are produced by using AI Tools | Yusuf Arda Gocer | - | Mar 18, 2026 | |
命运之轮(序章)/Journey of Destiny(dependent origination) In-game content textart | This is a visual novel independently developed by an individual with no budget. It is based on an existing novel, with parts of the narrative text synthesized and refined using AI, which has been repeatedly checked, edited, and approved by the developer. The game's scenes and character models are also AI-generated, and have undergone extensive debugging, deletion, revision, and final confirmation before release to ensure compliance and quality. | Cai Jiahe | - | Mar 18, 2026 | |
Crown & Coin: The Hundred Years In-game content art | AI was used to generate some of the 2D assets and portraits. I have personally selected and verified all generated content to ensure it fits the game's historical theme. | MUZINA GAMES | - | Mar 18, 2026 | |
Arcana, Gas & Waterworks Inc. In-game content arttextaudio | The pipes, ley lines, and gas mains of Arcana, Gas & Waterworks Inc. were designed, debated, and duct-taped together by a single developer. All music was licensed from real indie musicians, who did NOT use generative AI in any way, and who are credited in the game. Generative AI tools helped bring AGW Inc. to life by turning hand-drawn sketches into finished art, scripting sound effects, and contributing early drafts of in-game text. All of this content was rewritten, expanded, or replaced by the developer to fit the game's voice and world. Thanks to the help of these AI tools, I was able to finally answer the burning question, "What if fantasy worlds needed infrastructure?" | Shawn Rider | - | Mar 18, 2026 | |
Silence Archives Terminal In-game content art | Some scene illustrations and character artwork in this game were created using AI image generation tools as pre-generated assets. All AI-generated content was reviewed, curated, and integrated by the development team. No AI content is generated in real time during gameplay. | R.C. Zhang | - | Mar 18, 2026 | |
Web少女编程学院 In-game content art | 1. Some scene artwork in this game is AI-generated.
2. Some images for in-game form verification are AI-generated. | Hat-Soft | - | Mar 18, 2026 | |
Crypt of the Shadow King In-game content artaudiocode | This game uses AI-generated content. Marketing artwork and store capsule images were created using image generation. Voice narration audio was generated using text-to-speech AI. Game code was developed with AI assistance. All AI-generated content was reviewed and curated by the developer. | James Zampa | - | Mar 18, 2026 | |
Ironseed : Lost Chapter In-game content arttextaudio | This game includes pre-generated visual assets created and edited using MidJourney.
Written content was developed with AI assistance (ChatGPT, GitHub Copilot) and edited by the developer.
Voice-over generated by ElevenLabs. | Robert Morgan | - | Mar 18, 2026 | |
AI修仙模拟器 - AI Cultivation World Simulator Live AI text | This game uses generative AI (Large Language Models) as its core engine. Every NPC independently makes decisions, engages in dialogue, forms relationships, and creates emergent stories powered by LLM. AI generates text narratives including NPC thoughts, actions, dialogue, combat scenes, and story events in real time during gameplay. Players must provide their own API key to connect to an LLM service of their choice. No AI content is pre-generated or stored by the developer. | Fat Bridge Studio | - | Mar 18, 2026 | |
WorldLoop In-game content text | This game uses AI-assisted tools during development for tasks such as text editing, translation, and creative support. All final game content, including story, design, and gameplay, is reviewed and curated by the developer. No AI-generated content is created dynamically during gameplay. | VALCERT LTD | - | Mar 18, 2026 | |
DNOWHERE In-game content artaudiocode | The game utilizes generative AI tools to assist in the creative process. This includes generating assets such as 2D artwork/textures, 3D model concepts, coding scripts assistance, and background music/audio elements. All AI-generated content has been manually reviewed and edited by the developer to ensure it fits the game's artistic vision and standards. | Matous Pilny | - | Mar 18, 2026 | |
THE WITCH'S GRIMOIRE In-game content artcode | The character portraits, certain 2D visual assets, and some of the underlying code in this game were created using generative AI tools as pre-generated content. These assets and scripts were manually reviewed, modified, and integrated by the developer to fit the game's style and mechanics. The game's narrative, core design, and choices are entirely human-created. | Ismail Mehdi Gunel | - | Mar 18, 2026 | |
Simulation Requires Supervision In-game content art | AI has been used as a helping tool for minor tasks during the prototyping and development phase (debugging, generating placeholders, etc). There are a few AI generated 3D models used in the final version of the game, but everything else has been replaced with human-made and -written content. | Veyxa | - | Mar 18, 2026 | |
Imperium Europae What Remains? In-game content art | This game uses generative artificial intelligence tools in the creation of visual assets, including character art and background illustrations. All AI-generated content has been reviewed, curated, and integrated into the game by the developer to ensure consistency with the artistic direction and narrative tone. | Simone Castaldo | - | Mar 18, 2026 | |
Furry Tales: A Roguelike RPG In-game content arttext | This game utilizes generative AI tools to assist in the creation of visual assets, specifically sprites, as well as for generating in-game text for English language. | Blueace Studios | - | Mar 18, 2026 | |
Starship Contractor: Galactic Tycoon In-game content art | Generative AI was used strictly as a technical tool to digitize original, hand-drawn pencil sketches. Each asset in the game reflects the developer’s physical drawings 1:1, with AI only assisting in the translation of paper lines into a clean digital format. No additional details or artistic elements were generated by the AI. All final styling, including the 'blueprint' aesthetic, was performed manually by the developer in graphic design software | Decha Studio/Rashaun | - | Mar 18, 2026 | |
the collective Live AI text | This game uses AI to generate dynamic dialogue and character interactions. All game systems, mechanics, and narrative structure are human-designed. | The Colonization Bureau | - | Mar 18, 2026 |