本作では、一部の背景画像の制作補助として生成AIを使用しています。 生成された素材は必要に応じて編集・加工を行いゲーム内に実装しています。 シナリオ、ゲームデザイン、演出、ゲーム制作は開発者が行っています。
- Creator
- もこもこ
- Reviews
- -
- Added
- Jul 17, 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.
本作では、一部の背景画像の制作補助として生成AIを使用しています。 生成された素材は必要に応じて編集・加工を行いゲーム内に実装しています。 シナリオ、ゲームデザイン、演出、ゲーム制作は開発者が行っています。
AI tools assisted with programming and with translating the game's interface text into languages other than English. All translations and text were reviewed by the developer; the game's design, visuals, and audio are not AI-generated.
Some 2D art assets in MutantTide (including promotional key art) were created with the assistance of AI based pixel art tools. All game design, code, systems, and gameplay were hand crafted by the developer. No AI generated content is produced live during gameplay.
This game uses generative AI tools to assist in creating some content, including certain textures, 3D assets, and voice acting. These AI-assisted assets were reviewed, edited, and integrated by the developer as part of the game’s production process.
All game videos in this content are AI-generated.
AI was used to assist with the localization process. All other core game content including game design, programming, art direction, and gameplay systems was created by the human development team.
AI was used to assist with grammar corrections for in-game text, which were then carefully reviewed and refined by hand. We use AI solely as a supporting tool. Every aspect of the game is guided by human creativity, and our development process remains firmly centered on manual work.
We used AI to generate additional chat message ideas based on the initial list we made ourselves. Relevant message ideas were added to the game, some messages were altered to fit, and rest were left on the cutting room floor.
Advanced voice generating AI was used to help save time with development.
Some temporary horror sound effects and vocal effects in this game were created using generative AI tools during development. These assets have been reviewed and integrated by the developer. As development continues and resources become available, these temporary AI-generated audio assets may be replaced with recordings created by professional voice actors and sound engineers to further enhance the game's atmosphere and realism.
Some of the sounds (such as BGM arrangements and sound effects) were created in advance using AI and are included in the game.
This game uses generative artificial intelligence as a supporting tool for the creation of some visual and graphic assets, such as the game icon, logo, promotional images, main menu artwork, buttons, and certain visual or typography styles used within the game. All AI-generated or AI-assisted content was reviewed, edited, and manually selected by the developer before being included in the game. Generative AI is not used during gameplay to create real-time content or to dynamically modify the player experience.
Some graffiti textures were created using AI, entirely based on our own original game/licensed assets. No copyrighted or third-party materials were used in the process. All AI-generated textures have been manually reviewed, repainted, and edited.
This game utilizes generative AI technologies during development. Specifically, AI tools (such as ElevenLabs) were used to create some character voiceovers and radio dialogues. AI assistance was also employed in generating certain game assets and conceptual sketches. All AI-generated content has been manually post-processed and optimized to maintain the game's psychological horror atmosphere.
Generative AI was used to: - Create some of 3D models - Create some of textures - Create some of 2D background arts Also, some parts of the programming code was written with AI help.
Some ambient background music tracks used in the game were generated using AI tools. The music is pre-generated and does not change or generate live during gameplay.
Generative AI was used to assist in the creation of some in-game text and dialogue. All other game assets, including textures, models, and sound, were created without the use of generative AI.
The images of passengers are AI generated.
Severwood uses generative AI as part of its development. Many visual assets — including character art, backgrounds, and card illustrations — were created with the assistance of AI image-generation tools, then selected, edited, and assembled by the developer to fit the game's art direction. Some code was written with AI assistance, directed and reviewed by the developer. Game design, writing, planning, and systems are created and directed by the human developer. No AI-generated content is produced live during gameplay; all assets are fixed and were finalized during development.
- Character photos and video clips shown in the in-game Stories feed were generated using AI tools (image and video generation), then reviewed, edited, and composited by the developer to fit the game's art direction. - AI-assisted tools were used in parts of the development process.
Some of the paintings featured in the game were partially generated using generative AI.
Some languages were translated from English using Artificial Intelligence, which may be retranslated naturally in the future.
Some store page artwork, promotional artwork, and marketing assets for False Normality were created or assisted using generative AI tools. The game's design, writing direction, rule system, gameplay logic, editing, and final asset selection were created and curated by the developer. False Normality does not use live-generated AI during gameplay.
I have used AI-assisted tools to generate specific visual assets for the game, including the library logo and certain promotional marketing materials. The AI was utilized solely for asset creation and does not generate content dynamically during live gameplay. The game's core mechanics and narrative elements were developed by our team without AI-generated procedural systems.
The game does not use live AI-generated content. All gameplay assets were created by an artist. Some promotional images and UI artwork were initially generated with AI and then manually edited and refined.
This game was created with the assistance of generative AI tools for visual assets, music, and coding. All generated material was extensively edited, arranged, curated, and directed by the developer. The gameplay design, UI layout, visual style, and overall creative vision are the result of significant human authorship.
Generative AI technology is used in a supplementary capacity during the creation of some user interface 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 was used to create some promotional images for the Steam store page. The game itself and its gameplay do not contain AI-generated content.
In this game, AI was used to generate code and music. It served as an auxiliary tool for composing backgrounds.
Even if we prefer manual craft & procedural generation, some 3d Models/Cinematics in this game were created with the assistance of AI generative tools during production. However, think AI more as an automation/interpolation tool to win time and focus on gamers really want: innovative gameplay and FUN!
Some of the game's 3D models (characters, monsters, and items) were created using the generative AI tool. Some in-game text translations were produced with AI assistance. All of this content was pre-generated during development, and we hold the appropriate rights to use it in the game.
Generative AI was used to assist in creating certain environmental textures, decorative artwork, and promotional materials. All gameplay systems, programming, level design, puzzles, story, and core game content were created by the developer and manually integrated into the game
The videos were generated using artificial intelligence, employed to recreate the gothic and unsettling atmospheres typical of 1970s and 1980s horror films.
Certain in-game images were generated using generative AI. Some sound effects were created using generative AI.
Human-crafted with AI assistance. Generative AI was used to assist with selected programming tasks (such as code optimization and debugging), create or enhance some voice-over and audio elements, and help refine selected graphical assets. All AI-generated content was reviewed, edited, integrated, and finalized by the developer.
Some of the game's 2D artwork — including character selection images and user interface elements — was created with the help of generative AI tools. All AI-generated assets were reviewed and curated by our team before being included in the game.
We used a Gen AI powered tool to localize the following: - (in some languages) In-game text - (in some languages) Steam store descriptions We plan to replace these with human translation and LQA when we can afford it. Until then, we are using Gen AI temporarily.
We used a Gen AI powered tool to localize the following: - (in some languages) In-game text - (in some languages) Steam store descriptions We plan to replace these with human translation and LQA when we can afford it. Until then, we are using Gen AI temporarily.
The pre-rendered cinematics and/or voiceovers may include AI-generated or AI-enhanced content.
Some 2D artwork in Akwarium (characters, UI, environments, and store images) was created with generative AI tools, then reviewed and refined by the developer. No gameplay content is generated by AI in real time.
AI tools were used to assist with code development and some marketing visuals. All game design, writing, and gameplay mechanics were created by the developer. No AI-generated content is produced in real-time during gameplay.
Some 3D assets, 2D artwork, and marketing materials were created using AI-assisted tools.
My game uses artificial intelligence tools to assist in the creation of certain visual assets, including a number of images and illustrations used in the game's library assets and promotional materials.
Pre-generated AI content: character art, backgrounds, icons and key art images, music and sound effects, and portions of the story text were created with generative AI tools (Google Gemini, fal.ai, Anthropic Claude) and were reviewed and edited by the developers. No AI content is generated at runtime.
AI was used to create some textures that were applied to custom 3D models such as environmental items, clothing, weapons, 3 of the player faces, and some of the 2D UI background.
Generative AI was used as an assistive tool for proofreading in-game text and store page text, as well as for English and Korean localization. All final content was reviewed and edited by the developer. No AI-generated images, audio, or 3D models are used. The game does not use generative AI to create content in real time during gameplay.
Selected in-game textures were created using generative AI, and some voice lines were generated using AI voice tools.
This game includes pre-generated content created with the assistance of generative AI during development. Generative AI was used to help create some in-game image assets and translations. All AI-assisted content, including AI-generated translations, was reviewed, edited, and approved by the development team before being included in the final game.
Utilizing artificial intelligence, we enhanced vintage photographs and photographs of the development team to align with the game’s aesthetic for paintings in game.
Use of generative AI exclusively for large-scale texture generation and atlas mapping.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
最上邸R In-game content art | 本作では、一部の背景画像の制作補助として生成AIを使用しています。
生成された素材は必要に応じて編集・加工を行いゲーム内に実装しています。
シナリオ、ゲームデザイン、演出、ゲーム制作は開発者が行っています。 | もこもこ | - | Jul 17, 2026 | |
Infinite Elevator In-game content text | AI tools assisted with programming and with translating the game's interface text into languages other than English. All translations and text were reviewed by the developer; the game's design, visuals, and audio are not AI-generated. | Sad Network | - | Jul 17, 2026 | |
Mutant Tide In-game content art | Some 2D art assets in MutantTide (including promotional key art) were created with the assistance of AI based pixel art tools. All game design, code, systems, and gameplay were hand crafted by the developer. No AI generated content is produced live during gameplay. | Saltghost | - | Jul 17, 2026 | |
Mourning House In-game content artaudio | This game uses generative AI tools to assist in creating some content, including certain textures, 3D assets, and voice acting. These AI-assisted assets were reviewed, edited, and integrated by the developer as part of the game’s production process. | GulfPearl | - | Jul 17, 2026 | |
Six Girls: Choose or Die Store/marketing art | All game videos in this content are AI-generated. | 洄游光影 | - | Jul 17, 2026 | |
Room 0 In-game content text | AI was used to assist with the localization process.
All other core game content including game design, programming, art direction, and gameplay systems
was created by the human development team. | Room 0 Team | - | Jul 17, 2026 | |
Cooking Cave In-game content text | AI was used to assist with grammar corrections for in-game text, which were then carefully reviewed and refined by hand.
We use AI solely as a supporting tool. Every aspect of the game is guided by human creativity, and our development process remains firmly centered on manual work. | RawDex | - | Jul 16, 2026 | |
Stream Train In-game content text | We used AI to generate additional chat message ideas based on the initial list we made ourselves. Relevant message ideas were added to the game, some messages were altered to fit, and rest were left on the cutting room floor. | Half Past Yellow | - | Jul 16, 2026 | |
All That Time In-game content audio | Advanced voice generating AI was used to help save time with development. | Ouzzie | 23 | Jul 16, 2026 | |
Kuma & Friends: Can You Save Everyone? In-game content audio | Some temporary horror sound effects and vocal effects in this game were created using generative AI tools during development. These assets have been reviewed and integrated by the developer. As development continues and resources become available, these temporary AI-generated audio assets may be replaced with recordings created by professional voice actors and sound engineers to further enhance the game's atmosphere and realism. | Trashy Games | - | Jul 15, 2026 | |
PHANTOM TAG: MANIFEST In-game content audio | Some of the sounds (such as BGM arrangements and sound effects) were created in advance using AI and are included in the game. | Claytechworks | - | Jul 15, 2026 | |
Soulsrunner In-game content art | This game uses generative artificial intelligence as a supporting tool for the creation of some visual and graphic assets, such as the game icon, logo, promotional images, main menu artwork, buttons, and certain visual or typography styles used within the game.
All AI-generated or AI-assisted content was reviewed, edited, and manually selected by the developer before being included in the game. Generative AI is not used during gameplay to create real-time content or to dynamically modify the player experience. | Aurora pixel | - | Jul 15, 2026 | |
密林 In-game content art | Some graffiti textures were created using AI, entirely based on our own original game/licensed assets. No copyrighted or third-party materials were used in the process. All AI-generated textures have been manually reviewed, repainted, and edited. | 水族馆馆长 | - | Jul 15, 2026 | |
Unsent In-game content audioart | This game utilizes generative AI technologies during development. Specifically, AI tools (such as ElevenLabs) were used to create some character voiceovers and radio dialogues. AI assistance was also employed in generating certain game assets and conceptual sketches. All AI-generated content has been manually post-processed and optimized to maintain the game's psychological horror atmosphere. | SilverMouzStudio | - | Jul 15, 2026 | |
Shadow over Bishkek In-game content artcode | Generative AI was used to:
- Create some of 3D models
- Create some of textures
- Create some of 2D background arts
Also, some parts of the programming code was written with AI help. | Fish Run Games | - | Jul 15, 2026 | |
Nyctophobia In-game content audio | Some ambient background music tracks used in the game were generated using AI tools. The music is pre-generated and does not change or generate live during gameplay. | Matan.N | - | Jul 15, 2026 | |
MAINTAINER In-game content text | Generative AI was used to assist in the creation of some in-game text and dialogue. All other game assets, including textures, models, and sound, were created without the use of generative AI. | Juan Studios | - | Jul 15, 2026 | |
The Baggage Room In-game content art | The images of passengers are AI generated. | Terminal 3 Games | - | Jul 14, 2026 | |
Severwood In-game content artcode | Severwood uses generative AI as part of its development. Many visual assets — including character art, backgrounds, and card illustrations — were created with the assistance of AI image-generation tools, then selected, edited, and assembled by the developer to fit the game's art direction. Some code was written with AI assistance, directed and reviewed by the developer. Game design, writing, planning, and systems are created and directed by the human developer. No AI-generated content is produced live during gameplay; all assets are fixed and were finalized during development. | Eeriecast | - | Jul 13, 2026 | |
Anomagram In-game content art | - Character photos and video clips shown in the in-game Stories feed were generated using AI tools (image and video generation), then reviewed, edited, and composited by the developer to fit the game's art direction.
- AI-assisted tools were used in parts of the development process. | Hot Tea Works | - | Jul 13, 2026 | |
The Unworty In-game content art | Some of the paintings featured in the game were partially generated using generative AI. | Meetkow | - | Jul 13, 2026 | |
Dungeon Gore: Lost Treasury In-game content text | Some languages were translated from English using Artificial Intelligence, which may be retranslated naturally in the future. | JJTW Games | - | Jul 12, 2026 | |
False Normality In-game content art | Some store page artwork, promotional artwork, and marketing assets for False Normality were created or assisted using generative AI tools. The game's design, writing direction, rule system, gameplay logic, editing, and final asset selection were created and curated by the developer. False Normality does not use live-generated AI during gameplay. | Kaan Bartu Bozkurt | - | Jul 11, 2026 | |
Z-Sector Store/marketing art | I have used AI-assisted tools to generate specific visual assets for the game, including the library logo and certain promotional marketing materials. The AI was utilized solely for asset creation and does not generate content dynamically during live gameplay. The game's core mechanics and narrative elements were developed by our team without AI-generated procedural systems. | YamaStudio | - | Jul 11, 2026 | |
More BrainZ In-game content art | The game does not use live AI-generated content. All gameplay assets were created by an artist. Some promotional images and UI artwork were initially generated with AI and then manually edited and refined. | Wynand Smit | - | Jul 11, 2026 | |
The Curse of Dracula In-game content artaudiocode | This game was created with the assistance of generative AI tools for visual assets, music, and coding. All generated material was extensively edited, arranged, curated, and directed by the developer. The gameplay design, UI layout, visual style, and overall creative vision are the result of significant human authorship. | Peter Kelly | - | Jul 11, 2026 | |
Touhou Russian Roulette In-game content art | Generative AI technology is used in a supplementary capacity during the creation of some user interface 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. | FIVE DUCK GAMES | - | Jul 11, 2026 | |
逃避行 Store/marketing art | Generative AI was used to create some promotional images for the Steam store page. The game itself and its gameplay do not contain AI-generated content. | SexyBrothers | - | Jul 11, 2026 | |
Пятизвёздочный курьер и туман, воняющий мертвечиной In-game content codeaudio | In this game, AI was used to generate code and music. It served as an auxiliary tool for composing backgrounds. | ZarUmbra | - | Jul 11, 2026 | |
GLANCED In-game content art | Even if we prefer manual craft & procedural generation, some 3d Models/Cinematics in this game were created with the assistance of AI generative tools during production. However, think AI more as an automation/interpolation tool to win time and focus on gamers really want: innovative gameplay and FUN! | VOXELMANA | - | Jul 11, 2026 | |
O Labirinto In-game content arttext | Some of the game's 3D models (characters, monsters, and items) were created using the generative AI tool. Some in-game text translations were produced with AI assistance. All of this content was pre-generated during development, and we hold the appropriate rights to use it in the game. | Matheuzera Games | - | Jul 9, 2026 | |
DUAT In-game content art | Generative AI was used to assist in creating certain environmental textures, decorative artwork, and promotional materials. All gameplay systems, programming, level design, puzzles, story, and core game content were created by the developer and manually integrated into the game | Night2Night Studios | - | Jul 9, 2026 | |
Libera Nos a Malo Store/marketing art | The videos were generated using artificial intelligence, employed to recreate the gothic and unsettling atmospheres typical of 1970s and 1980s horror films. | Necronomicon Games | - | Jul 9, 2026 | |
Have Fun Exploring In-game content artaudio | Certain in-game images were generated using generative AI. Some sound effects were created using generative AI. | Brettitude Studio | - | Jul 9, 2026 | |
EXORCISMUS: Vade Retro Satana In-game content artaudiocode | Human-crafted with AI assistance. Generative AI was used to assist with selected programming tasks (such as code optimization and debugging), create or enhance some voice-over and audio elements, and help refine selected graphical assets. All AI-generated content was reviewed, edited, integrated, and finalized by the developer. | Airem | - | Jul 9, 2026 | |
Impostor Syndrom In-game content art | Some of the game's 2D artwork — including character selection images and user interface elements — was created with the help of generative AI tools. All AI-generated assets were reviewed and curated by our team before being included in the game. | Alphgocipher | - | Jul 9, 2026 | |
Panopticon text | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily. | Achimphang Studio | 38 | Jul 8, 2026 | |
A Night Duty text | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily. | Achimphang Studio | 96 | Jul 8, 2026 | |
Forest Escape: Last Train Store/marketing artaudio | The pre-rendered cinematics and/or voiceovers may include AI-generated or AI-enhanced content. | Frag Lab, LLC | - | Jul 8, 2026 | |
Akwarium In-game content art | Some 2D artwork in Akwarium (characters, UI, environments, and store images) was created with generative AI tools, then reviewed and refined by the developer. No gameplay content is generated by AI in real time. | JONE | - | Jul 8, 2026 | |
DISPATCHED In-game content codeart | AI tools were used to assist with code development and some marketing visuals. All game design, writing, and gameplay mechanics were created by the developer. No AI-generated content is produced in real-time during gameplay. | GrazuleX | - | Jul 8, 2026 | |
The Passport In-game content art | Some 3D assets, 2D artwork, and marketing materials were created using AI-assisted tools. | KOEX studio | - | Jul 8, 2026 | |
Grandpa Nightmare In-game content art | My game uses artificial intelligence tools to assist in the creation of certain visual assets, including a number of images and illustrations used in the game's library assets and promotional materials. | Wally7 | - | Jul 8, 2026 | |
SESTRY In-game content artaudiotext | Pre-generated AI content: character art, backgrounds, icons and key art images, music and sound effects, and portions of the story text were created with generative AI tools (Google Gemini, fal.ai, Anthropic Claude) and were reviewed and edited by the developers. No AI content is generated at runtime. | Industrial Miracle | - | Jul 8, 2026 | |
Summer Party Slaughter In-game content art | AI was used to create some textures that were applied to custom 3D models such as environmental items, clothing, weapons, 3 of the player faces, and some of the 2D UI background. | asmr mr wolf | - | Jul 7, 2026 | |
Ofuda Placement Service In-game content text | Generative AI was used as an assistive tool for proofreading in-game text and store page text, as well as for English and Korean localization. All final content was reviewed and edited by the developer.
No AI-generated images, audio, or 3D models are used. The game does not use generative AI to create content in real time during gameplay. | NaviiNoah | - | Jul 7, 2026 | |
Next Station is... In-game content artaudio | Selected in-game textures were created using generative AI, and some voice lines were generated using AI voice tools. | Kura Games | - | Jul 7, 2026 | |
No Results Found In-game content arttext | This game includes pre-generated content created with the assistance of generative AI during development. Generative AI was used to help create some in-game image assets and translations. All AI-assisted content, including AI-generated translations, was reviewed, edited, and approved by the development team before being included in the final game. | Zzangdol Games | 1.5k | Jul 7, 2026 | |
Pineview Drive 2 - Rising Storm In-game content art | Utilizing artificial intelligence, we enhanced vintage photographs and photographs of the development team to align with the game’s aesthetic for paintings in game. | VIS-Games | - | Jul 6, 2026 | |
MOR In-game content art | Use of generative AI exclusively for large-scale texture generation and atlas mapping. | D00FEN5HMIRTZ | - | Jul 5, 2026 |