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
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 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.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
MetaDoc uses generative AI to assist users in writing, editing, and structuring documents. AI features include text generation, rewriting, summarization, and outline creation. AI services are provided and managed by MetaDoc through its own backend infrastructure. Users can access AI features using in-app credits or subscriptions purchased via Steam. A limited free quota may be available for initial experience and testing purposes. All AI-generated content is initiated, controlled, and reviewed by the user. Users are responsible for the content they generate and choose to use.
God is not scripted. Every conversation is generated in real time by Claude, Anthropic's large language model — the same technology behind some of the most advanced AI assistants in the world. No two playthroughs are ever the same. All AI interactions are governed by Anthropic's strict safety guidelines and an additional in-game moderation layer. Visual elements crafted with generative tools.
The art used for the Steam storefront contains images generated by AI
Some vision systems use AI.
AI was only used to generate images according to my specifications.
The developers of this game have used AI for coding and creating voices for marketing only.
The in-game AI woman voice created with AI, which is authentic. With a zero budget and modern technologies that are freely available to everyone, our team(me) decided it would be authentic if an AI voiced the AI in the game. Of course, if we(I) had money, we would have done everything differently.
FriedrichAI uses a locally hosted AI model to provide responses, assist with coding tasks, and support general interaction. All processing is performed on the user’s machine. The application does not rely on cloud-based AI services and does not send user data externally. The AI generates text-based responses based on user input and is intended for productivity, development assistance, and general-purpose use.
部分场景、特效由ai生成
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.
Some visual assets used for the store page and promotional materials were created with the assistance of generative artificial intelligence tools. The game itself does not include AI-generated gameplay content, and no generative AI is used during gameplay.
Some assets in Witherheart, including visuals and audio, were created with the assistance of generative AI tools. All content has been curated and integrated by the development team.
The user can only ask her questions and she only answers yes or no regardless of the question.
The code of the game is AI generated, and 3 songs of the game, the ones who have vocals in it.
Generative AI technology is used in a supplementary capacity during the creation of some 2D prop assets. Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
Generative AI is used to assist with the creation of some art assets, voice content, and localization/translation. All localized text is reviewed and edited by the developer.
Part of the game effects, models, and images are AI generated content.
Generative AI was used during development to assist in the creation of: Assets: Textures, Sound Effects, Music, and Voice. Development: Code and Narrative Text. All AI-generated content has been manually refined and integrated by our team to ensure high quality and originality. Many of these tools were utilized primarily for concepting and prototyping to streamline our production workflow.
Audio for the characters in cut-scenes and in-game voice-overs has been generated using AI generated audio with the tools provided by Replica studios and Animaker. Everything is pre-recorded, no real-time audio generation in-game.
Our game was hand-crafted with love, however we use newer AI technologies, limited to the Arena Tactics' Enhanced Auto Battler mode, to enable a feature whereby players can write plain-text instructions to inform the Computer/AI's realtime gameplay.
All of our art assets are handmade by our artists. We only use AI for things that would not be technically possible otherwise. We use a text-to-speech solution for the voices because we want to include custom names for vehicles, streets and employees (which can also be changed) in the messages. We also want to support modding missions with voices. None of this is possible with pre-recorded footage.
review some code and some ideation
MidJourney, NVidia CANVAS, ChatGPT used in development and may or may not appear in final product.
Chat GPT generated conversations offline between NPCs.
游戏中所有的图片和视频均由AI生成
Human Error utilizes cloud based generative AI to power the dialogue and interrogation systems of its robotic characters. During the Debrief Session, an integrated model generates text responses based on your performance metrics in the preceding tasks. This technology is used to create dynamic, unscripted confrontations where the machines analyze your behavior and react to your input in real time. The game generates text-based dialogue during the social deduction phase. This content is created in real time using your performance data (movement patterns, task efficiency, and error logs). This process requires an active internet connection to communicate with our cloud hosted AI systems. We have implemented guardrails to ensure the AI remains within the thematic boundaries of the game. To maintain high quality interactions and manage operational costs, gameplay is limited to 25 games per day per user. This ensures that our cloud-based AI systems remain available and responsive for all players.
The cyborg HUD AI assistant voice is voiced by AI. Can be disabled in the options.
Store page artwork, most in-game assets, and promotional images were created with the assistance of AI image generation tools.
Some code snippets and store page images were edited or generated using artificial intelligence.
Infinite GalGame is an AI-driven visual novel engine that generates a completely unique story every time you play. There is no fixed script. No predetermined ending. You type — and the AI writes the next scene. 🎮 How It Works Launch the game, click Start, and an opening scene is generated instantly. From there, choose from suggested options or type your own response freely. The AI director crafts each turn: dialogue, character emotion, scene atmosphere, and a matching anime-style CG illustration — all in real time. ✨ Features ∙ Truly Infinite Stories Every playthrough is different. The AI generates dialogue, plot twists, and character moments on the fly — no two sessions will ever be alike. ∙ Anime CG Illustration Each scene is paired with a freshly generated visual novel-style illustration. Characters maintain a consistent appearance throughout your story. ∙ Custom Character Cards Import SillyTavern-compatible character cards (PNG) to play with your own characters — complete with custom personality, backstory, scenario, and opening lines. ∙ Save & Load System Save your story progress at any point and pick up right where you left off. ∙ Bilingual Support Switch seamlessly between Chinese and English. Story content, UI, and AI output all adapt to your chosen language. ∙ Optional AI Voice Characters can speak their lines aloud with AI-generated voices matched to their gender, age, and personality. ∙ Safe & Moderated Built-in multi-layer content safety: keyword filtering on both input and output, AI self-review on every response, and a one-click in-game report system. 📝 Note Infinite GalGame requires an internet connection to generate stories. Content is produced by AI and may occasionally be imperfect — use the in-game report button to flag anything unusual.
Methodox uses AI-assisted tools during both development and gameplay, with human oversight at every stage. During production, AI tools were used to help generate certain visual assets and explore design concepts. All assets were reviewed, curated, and integrated by human designers. Final artistic direction and implementation were handled by the development team. In gameplay, characters use AI-driven systems to simulate conversation. These systems include multiple safety measures and have been thoroughly tested to help ensure generated content remains appropriate. If you encounter an issue, please report it to our support team at contact@methodox.io so we can review and address it. The team will continue refining and improving gameplay systems and visual assets over time. Thank you for your support!
I have used Claude Code to create the game itself code and assets.
Some of the images in this game are created using artificial intelligence.
Some pixel art assets (item icons, monster sprites) were created with AI assistance.
AI Society uses local generative AI (via Ollama) to power each character's behavior, dialogue, and decision-making. Based on the personality traits, hobbies, and description you set for each character, the AI determines their daily routines, job choices, relationships, and what they post on the in-game social media feed. All AI processing runs entirely on the player's machine — no data is sent to external servers.
Some visual assets were created with the assistance of generative AI tools and further refined and curated by the developer. No live AI generation occurs during gameplay.
This app uses live generative AI to create dynamic in-game content such as dialogue and voice output. AI features are processed through developer-managed servers. Players are not required to provide API keys or maintain third-party accounts.
Vtuber Assistant uses generative AI to create live text responses and voice output as a customizable co-host companion. It reacts to your voice/text input, screen audio/visuals, and Twitch chat with fun, contextual commentary. All core functionality runs through a secure built-in proxy by default (Grok + ElevenLabs integration) — no external API keys or setup required to use the app. Free limited daily uses are included. Optional premium features (unlimited generations, premium voices) are handled via Steam microtransactions (AI Credits packs). Local fallback models (bundled SmolLM2 + Piper TTS) provide offline functionality when needed. Twitch chat integration is read-only — the AI consumes incoming messages and produces in-app responses only. All outputs are moderated by a built-in Safety Guard to help prevent inappropriate content.
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.
AI-assisted tools were used during development to help create certain store assets and to assist with portions of the program’s source code. The shipped game does not generate AI content during gameplay and does not connect to external AI services. Visual effects and imagery in the game are generated deterministically by the program’s code using mathematical and procedural rendering techniques (ASCII graphics and SDL-based visual effects). These systems do not use generative AI.
Generative AI was used for logos, marketing materials, and achievement icons.
AI tools are used to localize the game and related content into all supported languages other than English.
Live Through Time utilizes the Gemini 2.5 Flash AI model to act as a dynamic, interactive historian. All narrative text, NPC dialogue, character biographies, and world events are generated live in real-time based entirely on player input. The game contains no pre-written scripts; instead, the AI calculates the historical causality of your actions to create a completely unique, unscripted roleplaying experience.
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.
AI tools were used to generate in-game graphical elements, such as UI elements, static image assets, flame animations, and so on.
Parts of the artwork was generated with the help of AI.
| 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 | |
Transforming my fiancée 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 | |
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 | |
MetaDoc Live AI text | MetaDoc uses generative AI to assist users in writing, editing, and structuring documents. AI features include text generation, rewriting, summarization, and outline creation.
AI services are provided and managed by MetaDoc through its own backend infrastructure. Users can access AI features using in-app credits or subscriptions purchased via Steam.
A limited free quota may be available for initial experience and testing purposes.
All AI-generated content is initiated, controlled, and reviewed by the user. Users are responsible for the content they generate and choose to use. | JaredYe | - | May 23, 2026 | |
9 MINUTES AND 59 SECONDS TO HEAVEN Live AI textart | God is not scripted. Every conversation is generated in real time by Claude, Anthropic's large language model — the same technology behind some of the most advanced AI assistants in the world. No two playthroughs are ever the same. All AI interactions are governed by Anthropic's strict safety guidelines and an additional in-game moderation layer. Visual elements crafted with generative tools. | Fake Carbonara | - | May 23, 2026 | |
Mega Roids Store/marketing art | The art used for the Steam storefront contains images generated by AI | PSD Labs LLC | - | May 23, 2026 | |
Lunar Strings Unclear | Some vision systems use AI. | WhiteOrangeTec | - | May 23, 2026 | |
Droid Kontrolle Unclear art | AI was only used to generate images according to my specifications. | MasterZorrax | - | May 23, 2026 | |
Mars I.D.L.E. In-game content codeaudio | The developers of this game have used AI for coding and creating voices for marketing only. | Pixel Hound Game Studio | - | May 23, 2026 | |
Humanize Robotics Live AI audio | The in-game AI woman voice created with AI, which is authentic. With a zero budget and modern technologies that are freely available to everyone, our team(me) decided it would be authentic if an AI voiced the AI in the game. Of course, if we(I) had money, we would have done everything differently. | Greyrats Lab | - | May 23, 2026 | |
FriedrichAI: Offline AI Dev only textcode | FriedrichAI uses a locally hosted AI model to provide responses, assist with coding tasks, and support general interaction.
All processing is performed on the user’s machine. The application does not rely on cloud-based AI services and does not send user data externally.
The AI generates text-based responses based on user input and is intended for productivity, development assistance, and general-purpose use. | Randolph Smith | 10 | May 23, 2026 | |
对不起,我是警察 In-game content art | 部分场景、特效由ai生成 | intiny | 622 | 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 | |
MLPerf Client Store/marketing art | Some visual assets used for the store page and promotional materials were created with the assistance of generative artificial intelligence tools.
The game itself does not include AI-generated gameplay content, and no generative AI is used during gameplay. | MLCommons Association | - | May 23, 2026 | |
Witherheart In-game content artaudio | Some assets in Witherheart, including visuals and audio, were created with the assistance of generative AI tools. All content has been curated and integrated by the development team. | Burning Pawn | - | May 23, 2026 | |
The Storyteller code | The user can only ask her questions and she only answers yes or no regardless of the question. | Ferrari Dev | - | May 23, 2026 | |
Cursedland In-game content codeaudio | The code of the game is AI generated, and 3 songs of the game, the ones who have vocals in it. | CSStudios | - | May 23, 2026 | |
Crimson Desert Dev only art | Generative AI technology is used in a supplementary capacity during the creation of some 2D prop assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction. | Pearl Abyss | 60.5k | May 23, 2026 | |
Code My Robot Vacuum In-game content artaudiotext | Generative AI is used to assist with the creation of some art assets, voice content, and localization/translation. All localized text is reviewed and edited by the developer. | Umit Canbolat | - | May 23, 2026 | |
Idolverse In-game content art | Part of the game effects, models, and images are AI generated content. | 苏州次源科技服务有限公司 | - | May 23, 2026 | |
Black Submarine In-game content artaudiotextcode | Generative AI was used during development to assist in the creation of:
Assets: Textures, Sound Effects, Music, and Voice.
Development: Code and Narrative Text.
All AI-generated content has been manually refined and integrated by our team to ensure high quality and originality. Many of these tools were utilized primarily for concepting and prototyping to streamline our production workflow. | fShark Games | - | May 23, 2026 | |
The Origin Theory - Episode One In-game content audio | Audio for the characters in cut-scenes and in-game voice-overs has been generated using AI generated audio with the tools provided by Replica studios and Animaker. Everything is pre-recorded, no real-time audio generation in-game. | Juhana Karhu | - | May 23, 2026 | |
ARBO Arena Tactics Live AI text | Our game was hand-crafted with love, however we use newer AI technologies, limited to the Arena Tactics' Enhanced Auto Battler mode, to enable a feature whereby players can write plain-text instructions to inform the Computer/AI's realtime gameplay. | ReBlink | - | May 23, 2026 | |
Global Rescue In-game content audio | All of our art assets are handmade by our artists. We only use AI for things that would not be technically possible otherwise.
We use a text-to-speech solution for the voices because we want to include custom names for vehicles, streets and employees (which can also be changed) in the messages. We also want to support modding missions with voices. None of this is possible with pre-recorded footage. | PeDePe GbR | 1.8k | May 23, 2026 | |
Laila Dev only code | review some code and some ideation | KabreetGames | - | May 23, 2026 | |
Frisson Unclear arttextcode | MidJourney, NVidia CANVAS, ChatGPT used in development and may or may not appear in final product. | Neon Pomegranate | - | May 23, 2026 | |
Golf Club Architect Live AI text | Chat GPT generated conversations offline between NPCs. | Interlude Games | 38 | May 23, 2026 | |
赤马 In-game content art | 游戏中所有的图片和视频均由AI生成 | 玄逍工作室 | - | May 23, 2026 | |
Human Error Live AI text | Human Error utilizes cloud based generative AI to power the dialogue and interrogation systems of its robotic characters. During the Debrief Session, an integrated model generates text responses based on your performance metrics in the preceding tasks. This technology is used to create dynamic, unscripted confrontations where the machines analyze your behavior and react to your input in real time.
The game generates text-based dialogue during the social deduction phase. This content is created in real time using your performance data (movement patterns, task efficiency, and error logs). This process requires an active internet connection to communicate with our cloud hosted AI systems. We have implemented guardrails to ensure the AI remains within the thematic boundaries of the game.
To maintain high quality interactions and manage operational costs, gameplay is limited to 25 games per day per user. This ensures that our cloud-based AI systems remain available and responsive for all players. | Tinker Studio | - | May 23, 2026 | |
District Steel Live AI audio | The cyborg HUD AI assistant voice is voiced by AI. Can be disabled in the options. | Barricade Studio | 72 | May 23, 2026 | |
Fortain art | Store page artwork, most in-game assets, and promotional images were created with the assistance of AI image generation tools. | Ainspire | - | Mar 18, 2026 | |
ShardSpace Store/marketing codeart | Some code snippets and store page images were edited or generated using artificial intelligence. | SmartMita | - | Mar 18, 2026 | |
Infinite Galgame Live AI textartaudio | Infinite GalGame is an AI-driven visual novel engine that generates a completely unique story every time you play.
There is no fixed script. No predetermined ending. You type — and the AI writes the next scene.
🎮 How It Works
Launch the game, click Start, and an opening scene is generated instantly. From there, choose from suggested options or type your own response freely. The AI director crafts each turn: dialogue, character emotion, scene atmosphere, and a matching anime-style CG illustration — all in real time.
✨ Features
∙ Truly Infinite Stories Every playthrough is different. The AI generates dialogue, plot twists, and character moments on the fly — no two sessions will ever be alike.
∙ Anime CG Illustration Each scene is paired with a freshly generated visual novel-style illustration. Characters maintain a consistent appearance throughout your story.
∙ Custom Character Cards Import SillyTavern-compatible character cards (PNG) to play with your own characters — complete with custom personality, backstory, scenario, and opening lines.
∙ Save & Load System Save your story progress at any point and pick up right where you left off.
∙ Bilingual Support Switch seamlessly between Chinese and English. Story content, UI, and AI output all adapt to your chosen language.
∙ Optional AI Voice Characters can speak their lines aloud with AI-generated voices matched to their gender, age, and personality.
∙ Safe & Moderated Built-in multi-layer content safety: keyword filtering on both input and output, AI self-review on every response, and a one-click in-game report system.
📝 Note Infinite GalGame requires an internet connection to generate stories. Content is produced by AI and may occasionally be imperfect — use the in-game report button to flag anything unusual. | walihuoyan | - | Mar 18, 2026 | |
A Detective Story Live AI arttext | Methodox uses AI-assisted tools during both development and gameplay, with human oversight at every stage.
During production, AI tools were used to help generate certain visual assets and explore design concepts. All assets were reviewed, curated, and integrated by human designers. Final artistic direction and implementation were handled by the development team.
In gameplay, characters use AI-driven systems to simulate conversation. These systems include multiple safety measures and have been thoroughly tested to help ensure generated content remains appropriate. If you encounter an issue, please report it to our support team at contact@methodox.io so we can review and address it.
The team will continue refining and improving gameplay systems and visual assets over time.
Thank you for your support! | Methodox Technologies, Inc. | - | Mar 18, 2026 | |
Chess Kingdom In-game content codeart | I have used Claude Code to create the game itself code and assets. | Pinch Games | 27 | Mar 18, 2026 | |
Wriggle apple 3 In-game content art | Some of the images in this game are created using artificial intelligence. | WormWorld Studios | 10 | Mar 18, 2026 | |
背包地牢 In-game content art | Some pixel art assets (item icons, monster sprites) were created with AI assistance. | 夜喵 | 591 | Mar 18, 2026 | |
AI Society Live AI text | AI Society uses local generative AI (via Ollama) to power each character's behavior, dialogue, and decision-making. Based on the personality traits, hobbies, and description you set for each character, the AI determines their daily routines, job choices, relationships, and what they post on the in-game social media feed. All AI processing runs entirely on the player's machine — no data is sent to external servers. | b8ve | 24 | Mar 18, 2026 | |
Overclocked Arena: Instability Protocol In-game content art | Some visual assets were created with the assistance of generative AI tools and further refined and curated by the developer. No live AI generation occurs during gameplay. | Terminal State Games | - | Mar 18, 2026 | |
A.K.O Live AI textaudio | This app uses live generative AI to create dynamic in-game content such as dialogue and voice output. AI features are processed through developer-managed servers. Players are not required to provide API keys or maintain third-party accounts. | Vrai-Dev | - | Mar 18, 2026 | |
Vtuber Assistant Live AI textaudio | Vtuber Assistant uses generative AI to create live text responses and voice output as a customizable co-host companion. It reacts to your voice/text input, screen audio/visuals, and Twitch chat with fun, contextual commentary.
All core functionality runs through a secure built-in proxy by default (Grok + ElevenLabs integration) — no external API keys or setup required to use the app. Free limited daily uses are included.
Optional premium features (unlimited generations, premium voices) are handled via Steam microtransactions (AI Credits packs). Local fallback models (bundled SmolLM2 + Piper TTS) provide offline functionality when needed.
Twitch chat integration is read-only — the AI consumes incoming messages and produces in-app responses only.
All outputs are moderated by a built-in Safety Guard to help prevent inappropriate content. | Draven | - | 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 | |
Feryl Store/marketing codeart | AI-assisted tools were used during development to help create certain store assets and to assist with portions of the program’s source code.
The shipped game does not generate AI content during gameplay and does not connect to external AI services.
Visual effects and imagery in the game are generated deterministically by the program’s code using mathematical and procedural rendering techniques (ASCII graphics and SDL-based visual effects). These systems do not use generative AI. | Double Star Games, LLC | - | Mar 18, 2026 | |
Idle Hacking: An Inaction RPG In-game content art | Generative AI was used for logos, marketing materials, and achievement icons. | GigaForge Games | 237 | Mar 18, 2026 | |
Bunker 1024 In-game content text | AI tools are used to localize the game and related content into all supported languages other than English. | Systemic Silence | - | Mar 18, 2026 | |
Live Through Time Live AI text | Live Through Time utilizes the Gemini 2.5 Flash AI model to act as a dynamic, interactive historian. All narrative text, NPC dialogue, character biographies, and world events are generated live in real-time based entirely on player input. The game contains no pre-written scripts; instead, the AI calculates the historical causality of your actions to create a completely unique, unscripted roleplaying experience. | Live Through Time | - | 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 | |
Flying PingPong In-game content art | AI tools were used to generate in-game graphical elements, such as UI elements, static image assets, flame animations, and so on. | Linking668668 | - | Mar 18, 2026 | |
Roll for Echoes In-game content art | Parts of the artwork was generated with the help of AI. | Viron Games | - | Mar 18, 2026 |