It uses small amount of AI for localization.
- Creator
- Pr0py
- 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.
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It uses small amount of AI for localization.
Generative AI tools were used to assist with writing, reviewing, and improving parts of the game's code. All models, textures, images, sounds, and music used in Single Note are created through human work. The game does not use AI-generated visual assets, audio assets, music, or 3D models. Single Note is developed by a small independent studio, and AI tools were used as development assistance during production. All final implementation decisions, testing, integration, and creative direction are handled by Fanjoy Studio. The game does not use live-generated AI content during gameplay.
Artificial intelligence tools were used solely for the creation of marketing materials and specific 2D visual assets, such as the game's capsule art and promotional banners. Please note that all core gameplay mechanics, coding, level design, and narrative elements of Miles to Nowhere have been developed manually without the use of AI. Our use of AI is limited to enhancing the game's visual presentation on the Steam storefront to better reflect the intended atmosphere.
AI was used to help with programming and localization. There are no AI generated art, sound or music assets.
This game uses generative AI tools during development. All voice-over audio is generated using AI tools. The game does not use live generative AI during gameplay.
Some music tracks in the game were created using generative AI tools.
Note: The game uses human-made digital artwork inspired by designs developed by AI including designs that have been made digitally and edited digitally using only inspiration from AI-created designs, and elements enhanced or developed by the help of AI ideas and input. The usage of AI in the Game is purely for efficiency purposes; the Game is made with passion.
Some 3D models, sound assets, textures, and UI elements in this game were created or assisted using generative AI tools.
This game uses generative AI to create some of its audio, visual, and localization content. The music was generated with AI tools, certain sound effects were produced using AI-based audio synthesis, and some in‑game images and artwork were created with the assistance of generative AI. Part of the game's translations were also assisted by AI. All content has been manually reviewed, edited, and adapted to maintain the artistic and narrative coherence of the project.
Some non-essential visual assets (such as certain textures or illustrative images) were partially generated using AI tools and subsequently edited before being included in the game.
Sound, art, and programming logic were generated using AI tools and were subsequently hand-polished and manually adjusted.
- Capsule Images were AI generated and later tweaked.
This game use AI to generate Text, Text To Speak and Translations.
The developer utilized AI tools to assist in the development process. AI was used to help generate concept art, some minor 2D environmental textures/UI elements, and to assist with structuring the game's programming framework. All AI-assisted content has been reviewed, heavily modified, and manually integrated by the developer to match the game's specific artistic vision and mechanics.
This game utilizes AI-assisted text localization.
Texture generation, upscaling, and store page capsules.
Some 3D assets were created using AI generation tools (Meshy) as a starting point and manually refined for use in the game.
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
Character portraits, world objects, and background artwork utilize generative AI as a foundational base. However, every visual asset undergoes heavy, manual editing and refinement through multiple iterations by myself to achieve the game's specific art style.
all portrait photos were ai generated
Generative AI has been used to generate images, and part of the game's code.
AI tools were used to assist with text editing, translation, illustrations, and marketing materials. Game concept, writing, music direction, and narrative structure were created by a human.
The game uses artificial intelligence solely as a support tool for correcting and assisting in text localization.
Radio voiceovers were made using AI.
Note: this game used AI to make some parts like map image, etc., please don't call us for it as it's not something serious, like code
Generative AI was used to create the game's cover art.
The background image for the store page art and the in-game menu have been generated by AI.
This game only uses AI-generated sound effects in partial content. All AI materials have been manually reviewed and modified, with no real-time AI content generated during gameplay.
AI is used for code writing and capsule art.
AI tools were used for minor elements in promotional artwork.
This game uses pre-generated AI content for its Steam store capsules and some in-game audio elements. These tools were used to support the creative process and maintain the game's aesthetic consistency.
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.
Our game uses pre-generated AI content exclusively for audio production. Specifically, we utilize generative AI tools to assist in the creation of our background music tracks and to generate voice-over (VO) dialogue for characters. All AI-assisted audio is pre-rendered during development and baked into the final game files. We do not use live-generated AI at runtime, and we do not use generative AI for visual artwork, 3D models, code, or the written narrative.
AI-assisted tools were used in the creation of some background images included in the game. AI-assisted translation was also used for the English and Korean localization. The translated text was reviewed and adjusted during development. There is no content generated by AI in real time during gameplay.
The game uses AI voice generation tools to create audio voiceovers for partial narrative texts and dialogue. All underlying text and story are originally created by the developer.
AI tools including ChatGPT, Gemini, Meshy, Tripo, and Fish AI were used to assist in generating some concepts, translations, voiceovers, and distant model processing.
AI-generated references are used for models, as well as some images.
I used AI tools (such as ChatGPT) to assist in writing scripts and optimizing the game code, which helped bridge the technical gap as an individual developer. Additionally, AI was used for English translation and proofreading to ensure a natural and high-quality narrative for global players.
Necromancer's Army uses generative AI to assist with portions of the in-game soundtrack and certain Steam store marketing assets (such as capsule art and banners). Localization for the game's 8 supported languages was created using AI-assisted translation and reviewed and refined by our team for overall accuracy and quality. All in-game visuals are procedurally generated through deterministic algorithms and do not use machine learning or AI techniques. All narrative writing is fully authored by our team. If the game finds its audience, we plan to replace these AI-assisted assets with original work commissioned from human artists, and have the localization reviewed by native speakers prior to full release.
The soundtracks for No Register were composed by humans and generated with the help of artificial intelligence.
Some assets creation might have been progressed with association of AI
This game includes some pre-generated images, textures, and videos, as well as AI-assisted translation of dialogue, created using AI tools during development.
a part of main logo. edited then by hand
Haunt & Hide uses generative AI for two pre-production assets that ship in the final game: 1. The game logo was created using ChatGPT / DALL-E image generation tools. It appears in menus, loading screens, and promotional materials. 2. Background music tracks were generated using Producer.ai (a generative AI music tool) and pre-rendered as standard audio files that ship with the game. All other content is human-created: game code (C#/Unity), 3D assets (Synty Studios asset packs used under license), level design, game mechanics, UI layout, voice chat content (player-driven at runtime), and written text. No generative AI is used at runtime — the game does not call any AI services during gameplay. All AI-generated assets were reviewed and integrated by the developer.
This game contains assets created by generative ai.
Some visual or written content in this game may have been assisted by AI tools during development. All content has been reviewed and finalized by the developer.
AI was used to generate the initial rough 3D base for the characters in the game. All further work, including detailing, texturing, and custom animations, was done completely by hand.
Some background images and translations in this game were created using AI.
Some of the abnormal phenomena in this game include AI-generated content.
This game uses AI-generated content in some images.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Otpisani: Nightingale In-game content text | It uses small amount of AI for localization. | Pr0py | - | May 23, 2026 | |
Single Note Dev only code | Generative AI tools were used to assist with writing, reviewing, and improving parts of the game's code.
All models, textures, images, sounds, and music used in Single Note are created through human work. The game does not use AI-generated visual assets, audio assets, music, or 3D models.
Single Note is developed by a small independent studio, and AI tools were used as development assistance during production. All final implementation decisions, testing, integration, and creative direction are handled by Fanjoy Studio. The game does not use live-generated AI content during gameplay. | Fanjoy Studio | - | May 23, 2026 | |
Miles To Nowhere In-game content art | Artificial intelligence tools were used solely for the creation of marketing materials and specific 2D visual assets, such as the game's capsule art and promotional banners. Please note that all core gameplay mechanics, coding, level design, and narrative elements of Miles to Nowhere have been developed manually without the use of AI. Our use of AI is limited to enhancing the game's visual presentation on the Steam storefront to better reflect the intended atmosphere. | Devilooper_Studios | - | May 23, 2026 | |
Encroaching Shadows In-game content codetext | AI was used to help with programming and localization.
There are no AI generated art, sound or music assets. | Azure Scorpion | - | May 23, 2026 | |
MUTS NO TYPO In-game content audio | This game uses generative AI tools during development.
All voice-over audio is generated using AI tools.
The game does not use live generative AI during gameplay. | Half-Baked Cake | - | May 23, 2026 | |
Judgment: Ankara 01 In-game content audio | Some music tracks in the game were created using generative AI tools. | Syrion Interactive | - | May 23, 2026 | |
Fearia Clicker In-game content art | Note: The game uses human-made digital artwork inspired by designs developed by AI including designs that have been made digitally and edited digitally using only inspiration from AI-created designs, and elements enhanced or developed by the help of AI ideas and input.
The usage of AI in the Game is purely for efficiency purposes; the Game is made with passion. | Fearia | - | May 23, 2026 | |
SCREAM you LOSE In-game content artaudio | Some 3D models, sound assets, textures, and UI elements in this game were created or assisted using generative AI tools. | Burg Game Studio | - | May 23, 2026 | |
Memo R.I.P. In-game content audioarttext | This game uses generative AI to create some of its audio, visual, and localization content. The music was generated with AI tools, certain sound effects were produced using AI-based audio synthesis, and some in‑game images and artwork were created with the assistance of generative AI. Part of the game's translations were also assisted by AI. All content has been manually reviewed, edited, and adapted to maintain the artistic and narrative coherence of the project. | Divine Magic Games | - | May 23, 2026 | |
Knock Again In-game content art | Some non-essential visual assets (such as certain textures or illustrative images) were partially generated using AI tools and subsequently edited before being included in the game. | Fancy Dog Games | - | May 23, 2026 | |
Don't Feed the Boss! In-game content artaudiocode | Sound, art, and programming logic were generated using AI tools and were subsequently hand-polished and manually adjusted. | Cinderbun | - | May 23, 2026 | |
Bound By A Curse Store/marketing art | - Capsule Images were AI generated and later tweaked. | Maiku_Dev | - | May 23, 2026 | |
Operation Paranoia In-game content audiotext | This game use AI to generate Text, Text To Speak and Translations. | Patryk Basa | - | May 23, 2026 | |
RETRIEVAL In-game content artcode | The developer utilized AI tools to assist in the development process. AI was used to help generate concept art, some minor 2D environmental textures/UI elements, and to assist with structuring the game's programming framework. All AI-assisted content has been reviewed, heavily modified, and manually integrated by the developer to match the game's specific artistic vision and mechanics. | RuiRui Games | - | May 23, 2026 | |
The Abyss Below In-game content text | This game utilizes AI-assisted text localization. | Broken Relay | 39 | May 23, 2026 | |
The Lakeview Orb 2: Consequences In-game content art | Texture generation, upscaling, and store page capsules. | A-Grand HT | - | May 23, 2026 | |
Infinite Backrooms In-game content art | Some 3D assets were created using AI generation tools (Meshy) as a starting point and manually refined for use in the game. | ww_azevedo | 17 | May 23, 2026 | |
Hitchhiking to Hell In-game content art | AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | May 23, 2026 | |
Soulwoven Princess In-game content art | Character portraits, world objects, and background artwork utilize generative AI as a foundational base. However, every visual asset undergoes heavy, manual editing and refinement through multiple iterations by myself to achieve the game's specific art style. | Past Tense GO | - | May 23, 2026 | |
Missing: A Kid(s)Nap Store/marketing art | all portrait photos were ai generated | Sebastian Strahler | - | May 23, 2026 | |
Eyes Wide Open In-game content artcode | Generative AI has been used to generate images, and part of the game's code. | Fallen Horse Entertainment | - | May 23, 2026 | |
The Ultra Realistic Accurate Farmer Simulator Store/marketing textart | AI tools were used to assist with text editing, translation, illustrations, and marketing materials.
Game concept, writing, music direction, and narrative structure were created by a human. | CGCFSS | - | May 23, 2026 | |
Dark Solitude In-game content text | The game uses artificial intelligence solely as a support tool for correcting and assisting in text localization. | Innkeeper | - | May 23, 2026 | |
Signs Of Devourer In-game content audio | Radio voiceovers were made using AI. | Chill Room Games | - | May 23, 2026 | |
Liminality: Chapter 1 In-game content art | Note: this game used AI to make some parts like map image, etc., please don't call us for it as it's not something serious, like code | PanDevStudios | - | May 23, 2026 | |
Drive To Meet Store/marketing art | Generative AI was used to create the game's cover art. | make sense | - | May 23, 2026 | |
Dark DieMansion In-game content art | The background image for the store page art and the in-game menu have been generated by AI. | Tempus Rift Games | - | May 23, 2026 | |
The Frontrooms In-game content audio | This game only uses AI-generated sound effects in partial content. All AI materials have been manually reviewed and modified, with no real-time AI content generated during gameplay. | Carbonated Rabbit | - | May 23, 2026 | |
The Butler's Manison Store/marketing codeart | AI is used for code writing and capsule art. | Unleashed Seal Studio LLC | - | May 23, 2026 | |
Not My Son Store/marketing art | AI tools were used for minor elements in promotional artwork. | Antantic | - | May 23, 2026 | |
Night Record: Thin Walls In-game content artaudio | This game uses pre-generated AI content for its Steam store capsules and some in-game audio elements. These tools were used to support the creative process and maintain the game's aesthetic consistency. | Althera Studio | - | May 23, 2026 | |
How Much for the Body in the Freezer 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 | 212 | May 23, 2026 | |
Titanic Escape Simulator™ In-game content audio | Our game uses pre-generated AI content exclusively for audio production. Specifically, we utilize generative AI tools to assist in the creation of our background music tracks and to generate voice-over (VO) dialogue for characters. All AI-assisted audio is pre-rendered during development and baked into the final game files. We do not use live-generated AI at runtime, and we do not use generative AI for visual artwork, 3D models, code, or the written narrative. | magicprostudio | 223 | May 23, 2026 | |
春はあけぼの、我はバケモノ - Spring at Dawn, I Am a Monster In-game content arttext | AI-assisted tools were used in the creation of some background images included in the game.
AI-assisted translation was also used for the English and Korean localization. The translated text was reviewed and adjusted during development.
There is no content generated by AI in real time during gameplay. | CHARON | 50 | May 23, 2026 | |
Legacy Code: Relic Restorer In-game content audiotext | The game uses AI voice generation tools to create audio voiceovers for partial narrative texts and dialogue. All underlying text and story are originally created by the developer. | ZENG ZIZHAO | - | May 23, 2026 | |
Silent Wreckage|寂靜沉輪 textaudioart | AI tools including ChatGPT, Gemini, Meshy, Tripo, and Fish AI
were used to assist in generating some concepts, translations,
voiceovers, and distant model processing. | DeepEcho | - | May 23, 2026 | |
Echoes of the Mind In-game content art | AI-generated references are used for models, as well as some images. | TSG Games | - | May 23, 2026 | |
The Shaman: What's in Your House? Dev only codetext | I used AI tools (such as ChatGPT) to assist in writing scripts and optimizing the game code, which helped bridge the technical gap as an individual developer. Additionally, AI was used for English translation and proofreading to ensure a natural and high-quality narrative for global players. | Myosi | - | May 23, 2026 | |
Necromancer's Army In-game content audiotextart | Necromancer's Army uses generative AI to assist with portions of the in-game soundtrack and certain Steam store marketing assets (such as capsule art and banners).
Localization for the game's 8 supported languages was created using AI-assisted translation and reviewed and refined by our team for overall accuracy and quality.
All in-game visuals are procedurally generated through deterministic algorithms and do not use machine learning or AI techniques. All narrative writing is fully authored by our team.
If the game finds its audience, we plan to replace these AI-assisted assets with original work commissioned from human artists, and have the localization reviewed by native speakers prior to full release. | Wander & Wilt Studios | - | May 23, 2026 | |
No Register In-game content audio | The soundtracks for No Register were composed by humans and generated with the help of artificial intelligence. | Dinity Studios | - | May 23, 2026 | |
The Murder Of Yesterday Unclear art | Some assets creation might have been progressed with association of AI | Next Month Entertainment | - | May 23, 2026 | |
Re:Re:Re:Respawn In-game content arttext | This game includes some pre-generated images, textures, and videos, as well as AI-assisted translation of dialogue, created using AI tools during development. | Studio非 | - | May 23, 2026 | |
Backrooms: Into the Hole Store/marketing art | a part of main logo. edited then by hand | Skmaestro | - | May 23, 2026 | |
Haunt & Hide In-game content artaudio | Haunt & Hide uses generative AI for two pre-production assets that ship in the final game:
1. The game logo was created using ChatGPT / DALL-E image generation tools. It appears in menus, loading screens, and promotional materials.
2. Background music tracks were generated using Producer.ai (a generative AI music tool) and pre-rendered as standard audio files that ship with the game.
All other content is human-created: game code (C#/Unity), 3D assets (Synty Studios asset packs used under license), level design, game mechanics, UI layout, voice chat content (player-driven at runtime), and written text. No generative AI is used at runtime — the game does not call any AI services during gameplay. All AI-generated assets were reviewed and integrated by the developer. | devOMAR | - | May 23, 2026 | |
Woke Up In a Dark Nightmare In-game content art | This game contains assets created by generative ai. | GameDevMkss | - | May 23, 2026 | |
The Matron of Ashes Unclear arttext | Some visual or written content in this game may have been assisted by AI tools during development. All content has been reviewed and finalized by the developer. | Wyrmfang Forge | - | May 23, 2026 | |
Metro Anomaly In-game content art | AI was used to generate the initial rough 3D base for the characters in the game. All further work, including detailing, texturing, and custom animations, was done completely by hand. | KEXO | - | May 23, 2026 | |
The Last Student : Showa-Era Radio room In-game content arttext | Some background images and translations in this game were created using AI. | ZipanGames | - | May 23, 2026 | |
Japan Stigmatized Property3 -日本事故物件監視協会- In-game content | Some of the abnormal phenomena in this game include AI-generated content. | 日本事故物件監視協会 | 85 | May 23, 2026 | |
The Observation Exit In-game content art | This game uses AI-generated content in some images. | Kappatau Games | - | May 23, 2026 |