The AI is used in one video in the steam and was used in videos between levels.
- Creator
- DeepMatrix
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
The AI is used in one video in the steam and was used in videos between levels.
AI processes were used in creating some of the icons in game
Voice Acting (But this is just a template that we will later replace with real voice actors.)
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is also used to help translate the game; and is used for the AlienGPT custom species system using player inputs.
* English subtitle translation assistance OpenAI ChatGPT 4o (Before v1.0 release #BringBack4o) Google Gemini 3 Pro (After v1.0 release) * AI-assisted coding (2 Files, Human Reviewed) Anthropic Claude Code * Advice about things I can't tell anyone Google Gemini 3 Pro Please see below for our AI usage policy: https://had2apps.com/games/ai_policy/#en
Various 2D Sprites
Localizations to languages with an in-game marking "BETA" (French, Spanish, Italian, Swedish) have been created using generative artificial intelligence.
The game uses some AI-generated sound effects, music, voice overs and in-game localization. It may, in rare instances use AI art fully or adopted by artists.
Isolation Simulator is a one-person passion project. To be fully transparent: I recorded all the voice lines myself, then used AI voice filters to create different character voices. Some background wall art and a few music tracks/instrumentals were created or enhanced with AI tools. Everything else — gameplay systems, level design, ARG mechanics, most 2D assets, lore, writing, and core experience — was made manually by me. I used AI only where it helped me focus on what matters most to me: deep storytelling, player observation mechanics, and a complex ARG. I know some players have strong feelings about AI in games — I respect that. This is simply how I was able to finish the game as a solo developer.
Images have been generated for marketing , steam community items, storepage and in game menu images. Voice has also been generated
One of the Voice Actor's performances was digitally altered using AI tools.
In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey.
Includes spoof movie posters (artwork) and enhanced OST based on original compositions (music).
Description of the Game’s Use of AI Our game does not use generative AI to create gameplay behavior or influence player decisions. All narrative content, character behavior, dialogue, level design, and artistic direction are hand-crafted by the developer. We only use AI in limited, non-gameplay ways, such as: Development assistance (e.g., debugging or improving scripts). Optional asset prototyping (concept sketches used as early references before creating final assets). No AI systems interact with the player during gameplay, and no player data is used to train AI models. The in-game guidance, character responses, and story progression are fully authored, not generated dynamically by AI.
Using generated images for the Steam store page icons
The artist interacts with generative artificial intelligence to create the desired artistic effect that can evoke an emotional response.
Steam store page description corrections
In-game patient responses are generated in real time with offline local language model. Game logo animation and part of game music samples/loops have been produced with tools utilizing generative technology.
All content created using AI (artwork, code, audio, etc.) is pre-generated. No content is created using AI during gameplay.
Parts of the trading cards artwork and profile backgrounds artwork were helped or enhanced by artificial intelligence.
AI tools were used in the production of the voice acting. We are a five-person team that has been working on this project for several years without the budget of a large studio. In our case, this was a practical solution that allowed us to complete the game at the level of quality we were aiming for. All creative decisions and the final shape of the game were made by our team. AI was used as a supporting production tool, not as a replacement for the creative work behind the game.
The Art Director chose a composition for each background. They were then made by professional artists or, for a few, bought on Adobe Stock. Finally, the art director enhanced each background in Photoshop and also through LeonardoAI.
We have used in-house AI models to generate background assets, font, and some voices. We will continue to advance the practical application of AI in art creation. To discuss the latest progress in this field, welcome to contact us.
During development, we may use AI tools to assist with character voice-overs and certain illustrations. In all such cases, AI-generated materials are treated as draft content: our team selects, edits, and combines them before approving the end result. The final product is made under the full creative control of our developers and artists and reflects their artistic vision.
2D Art (Open AI)Narrator (elevenlabs)Narrative Help (Open AI)Coding (Different models, Open AI, Antrhopic...)For more information on my views about AI, visit my website
The 2D character portraits (standing illustrations) in the game were created using Stable Diffusion and are provided under the CreativeML Open RAIL-M license.
Generation of some images and textures. Additional generation of locations (grass, rocks, vegetation). Rough text processing and translations into other languages.
The graphics for the steam community were partially created with the help of AI assistance
AI generated music.
Certain ingame background art and advertisements are hand/manually refined Midjourney generations.
Pictures in the gallery and voice acting generated
The latest Halloween update includes 3D objects that are AI generated using Meshy.ai.
We use a AI voices for the radio messages, some icons and sound effects.
This project did not use tools to create content from text prompts. Because "Generative Artificial Intelligence" is inconcistently defined, following it the list all Machine Learning technologies I use. Many of them are widely used and not commonly considered AI, but meet the current dictionary definition of "computer system that has some qualities of human brain that is able to produce text, images, etc.", so I list them for full transparency: - Generating crew portraits with artist-driven sliders for facial features. - Creating portrait depth maps for dynamic lighting. - Upscaling promotional images. - Denoising rendered images. - Enhancing in-game ads with actor face replacement for realism. - Spell-checking, grammar-checking and rephrasing some text.
AI generation is used for graphical assets for marketing material only. Nothing in game is AI generated.
Generative AI has been critical for the development of this game and is infact a part of it's lore as well. Generative AI assisted us in producing pre-renders for our backgrounds and complimenting the high quality of our human made animations, the backgrounds of this game wouldn't have looked as beautiful as it does nor even possible had BOS released before generative AI existed. In simple: The game uses AI generated images for the backgrounds of different regions.
Some of the backgrounds are created using AI and manual refinement.
minimal diegetic
In order to improve game performance, some parts of the code use mathematical formulas generated with the help of AI. AI was used to enhance several backgrounds and images that were originally hand-drawn and then used as reference material.
We use Ai to detect offensive material being uploaded to use as stage backgrounds and facemasks. Ai is also used to flag offensive room names and descriptions. Use of AI art is used in some marketing material for the steam page and announcements
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dixotomia In-game content art | The AI is used in one video in the steam and was used in videos between levels. | DeepMatrix | - | Mar 18, 2026 | |
Hell Heroes In-game content art | AI processes were used in creating some of the icons in game | Michael Watson | - | Mar 18, 2026 | |
No More Light Unclear audio | Voice Acting (But this is just a template that we will later replace with real voice actors.) | Para 51 Games | - | Mar 18, 2026 | |
Galactic Civilizations IV Live AI arttext | This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is also used to help translate the game; and is used for the AlienGPT custom species system using player inputs. | Stardock Entertainment | 1.7k | Mar 18, 2026 | |
ごめんください Director's Cut Dev only textcode | * English subtitle translation assistance
OpenAI ChatGPT 4o (Before v1.0 release #BringBack4o)
Google Gemini 3 Pro (After v1.0 release)
* AI-assisted coding (2 Files, Human Reviewed)
Anthropic Claude Code
* Advice about things I can't tell anyone
Google Gemini 3 Pro
Please see below for our AI usage policy:
https://had2apps.com/games/ai_policy/#en | Had2Apps | 14 | Mar 18, 2026 | |
Battlecaster art | Various 2D Sprites | Voltigeur | - | Mar 18, 2026 | |
Long Live Caesar In-game content text | Localizations to languages with an in-game marking "BETA" (French, Spanish, Italian, Swedish) have been created using generative artificial intelligence. | Yury Khovansky | 52 | Mar 18, 2026 | |
Call to Arms: Panzer Elite In-game content audiotext | The game uses some AI-generated sound effects, music, voice overs and in-game localization. It may, in rare instances use AI art fully or adopted by artists. | Digitalmindsoft | 1.9k | Mar 18, 2026 | |
Isolation Simulator In-game content audioart | Isolation Simulator is a one-person passion project. To be fully transparent:
I recorded all the voice lines myself, then used AI voice filters to create different character voices.
Some background wall art and a few music tracks/instrumentals were created or enhanced with AI tools.
Everything else — gameplay systems, level design, ARG mechanics, most 2D assets, lore, writing, and core experience — was made manually by me.
I used AI only where it helped me focus on what matters most to me: deep storytelling, player observation mechanics, and a complex ARG. I know some players have strong feelings about AI in games — I respect that. This is simply how I was able to finish the game as a solo developer. | Mega Zeal Studio | 18 | Mar 18, 2026 | |
Death in the Water 2 In-game content artaudio | Images have been generated for marketing , steam community items, storepage and in game menu images.
Voice has also been generated | Lighthouse Games Studio | 1.7k | Mar 18, 2026 | |
Lost In Space In-game content audio | One of the Voice Actor's performances was digitally altered using AI tools. | Scary Robot | 27 | Mar 18, 2026 | |
Source of Madness Live AI arttext | In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey. | Carry Castle | 1.3k | Mar 18, 2026 | |
Treasure Islands In-game content artaudio | Includes spoof movie posters (artwork) and enhanced OST based on original compositions (music). | Mark J. Lovegrove | - | Mar 18, 2026 | |
Below the Underworld In-game content codeart | Description of the Game’s Use of AI
Our game does not use generative AI to create gameplay behavior or influence player decisions. All narrative content, character behavior, dialogue, level design, and artistic direction are hand-crafted by the developer.
We only use AI in limited, non-gameplay ways, such as:
Development assistance (e.g., debugging or improving scripts).
Optional asset prototyping (concept sketches used as early references before creating final assets).
No AI systems interact with the player during gameplay, and no player data is used to train AI models.
The in-game guidance, character responses, and story progression are fully authored, not generated dynamically by AI. | Nick van 't End | - | Mar 18, 2026 | |
You Alone Can Defeat Evil In-game content art | Using generated images for the Steam store page icons | Edward Marchioni | - | Mar 18, 2026 | |
EMPTY₁ / пустышка Unclear art | The artist interacts with generative artificial intelligence to create the desired artistic effect that can evoke an emotional response. | dipgames | - | Mar 18, 2026 | |
Orders of Magnitude general | Steam store page description corrections | Ouroboro Soft Inc. | 64 | Mar 18, 2026 | |
Psycho Simulator Live AI textaudioart | In-game patient responses are generated in real time with offline local language model. Game logo animation and part of game music samples/loops have been produced with tools utilizing generative technology. | FreeMind S.A. | - | Mar 18, 2026 | |
Treasure Hunt - Editor In-game content artcodeaudio | All content created using AI (artwork, code, audio, etc.) is pre-generated. No content is created using AI during gameplay. | Steven Fenner | - | Mar 18, 2026 | |
One Gun Guy In-game content art | Parts of the trading cards artwork and profile backgrounds artwork were helped or enhanced by artificial intelligence. | Ritual Games | 58 | Mar 18, 2026 | |
I Am Jesus Christ In-game content audio | AI tools were used in the production of the voice acting. We are a five-person team that has been working on this project for several years without the budget of a large studio. In our case, this was a practical solution that allowed us to complete the game at the level of quality we were aiming for. All creative decisions and the final shape of the game were made by our team. AI was used as a supporting production tool, not as a replacement for the creative work behind the game. | Space Boat Studios | 1.3k | Mar 18, 2026 | |
The Dreamwalkers In-game content art | The Art Director chose a composition for each background.
They were then made by professional artists or, for a few, bought on Adobe Stock.
Finally, the art director enhanced each background in Photoshop and also through LeonardoAI. | Nightbloomer Studio | 20 | Mar 17, 2026 | |
Snowdome In-game content artaudio | We have used in-house AI models to generate background assets, font, and some voices.
We will continue to advance the practical application of AI in art creation. To discuss the latest progress in this field, welcome to contact us. | Lunatic Works | 206 | Mar 17, 2026 | |
CarX Street In-game content audioart | During development, we may use AI tools to assist with character voice-overs and certain illustrations. In all such cases, AI-generated materials are treated as draft content: our team selects, edits, and combines them before approving the end result. The final product is made under the full creative control of our developers and artists and reflects their artistic vision. | CarX Technologies, LLC | 9.4k | Mar 17, 2026 | |
School of Magic In-game content arttextcode | 2D Art (Open AI)Narrator (elevenlabs)Narrative Help (Open AI)Coding (Different models, Open AI, Antrhopic...)For more information on my views about AI, visit my website | PartTimeIndie | 17 | Mar 17, 2026 | |
PARADISE In-game content art | The 2D character portraits (standing illustrations) in the game were created using Stable Diffusion and are provided under the CreativeML Open RAIL-M license. | Sonic-Alpha | - | Mar 17, 2026 | |
Fisher Online In-game content arttext | Generation of some images and textures. Additional generation of locations (grass, rocks, vegetation). Rough text processing and translations into other languages. | R-Age LLC | 547 | Mar 17, 2026 | |
Era of Miracles Store/marketing art | The graphics for the steam community were partially created with the help of AI assistance | Argentum Gaming | 108 | Mar 17, 2026 | |
Room Escape: Mark's Room In-game content audio | AI generated music. | G.S. Studio | 21 | Mar 17, 2026 | |
Neckbreak In-game content art | Certain ingame background art and advertisements are hand/manually refined Midjourney generations. | MGP Studios | 410 | Mar 17, 2026 | |
CUBESCAPE In-game content artaudio | Pictures in the gallery and voice acting generated | Tesseract | - | Mar 17, 2026 | |
Granny In-game content art | The latest Halloween update includes 3D objects that are AI generated using Meshy.ai. | DVloper | 4.1k | Mar 17, 2026 | |
Exfil In-game content audioart | We use a AI voices for the radio messages, some icons and sound effects. | Tiny Leviathan | 296 | Mar 17, 2026 | |
ΔV: Rings of Saturn In-game content arttext | This project did not use tools to create content from text prompts.
Because "Generative Artificial Intelligence" is inconcistently defined, following it the list all Machine Learning technologies I use. Many of them are widely used and not commonly considered AI, but meet the current dictionary definition of "computer system that has some qualities of human brain that is able to produce text, images, etc.", so I list them for full transparency:
- Generating crew portraits with artist-driven sliders for facial features.
- Creating portrait depth maps for dynamic lighting.
- Upscaling promotional images.
- Denoising rendered images.
- Enhancing in-game ads with actor face replacement for realism.
- Spell-checking, grammar-checking and rephrasing some text. | Kodera Software | 2.3k | Mar 17, 2026 | |
Rocket Rush Store/marketing art | AI generation is used for graphical assets for marketing material only. Nothing in game is AI generated. | Broken Byte Studios | - | Mar 17, 2026 | |
BACK OF SPACE In-game content art | Generative AI has been critical for the development of this game and is infact a part of it's lore as well. Generative AI assisted us in producing pre-renders for our backgrounds and complimenting the high quality of our human made animations, the backgrounds of this game wouldn't have looked as beautiful as it does nor even possible had BOS released before generative AI existed.
In simple: The game uses AI generated images for the backgrounds of different regions. | 3RD BOOK | 124 | Mar 17, 2026 | |
Heads Will Roll: Reforged In-game content art | Some of the backgrounds are created using AI and manual refinement. | 1917 Studios | 1.5k | Mar 17, 2026 | |
Wooden Ocean Unclear | minimal
diegetic | Leif Ian Anderson | 239 | Mar 17, 2026 | |
D'LIRIUM In-game content artcode | In order to improve game performance, some parts of the code use mathematical formulas generated with the help of AI.
AI was used to enhance several backgrounds and images that were originally hand-drawn and then used as reference material. | B52 Development Team | 973 | Mar 17, 2026 | |
Comedy Night In-game content arttext | We use Ai to detect offensive material being uploaded to use as stage backgrounds and facemasks. Ai is also used to flag offensive room names and descriptions. Use of AI art is used in some marketing material for the steam page and announcements | Lighthouse Games Studio | 5k | Mar 17, 2026 |