We use genAI to help with translations, coding, and help develop concept art not used in the final game.
- Creator
- Half Concept
- Reviews
- -
- Added
- Aug 22, 2026
Public Steam disclosure research 26,831 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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We use genAI to help with translations, coding, and help develop concept art not used in the final game.
We use generative AI tools to assist in creating visual artwork. All content was reviewed and edited by the developer.
Ebru Artist Simulator uses generative AI-assisted artwork for a small number of textures and UI icons. AI is not used in any other aspect of the game, and we are currently working to replace these AI-assisted visuals before the full release.
本作では、一部のアートワークの制作に生成AIツール(ChatGPT / OpenAI)を使用しています。 対象は武将の立ち絵、シナリオのキャッチ画像、および天候エフェクト画像で、いずれも 開発時に事前生成した静的な画像です。ゲームプレイ中に生成AIが呼び出されることはありません。 音楽・効果音・地図素材・フォントには生成AIを使用していません。
Generative AI was used during development to assist with the creation of some visual assets, including concept exploration, initial image generation, and partial redraws. All such assets were reviewed, edited, integrated, and finalized by the developer. The game does not use generative AI at runtime and does not generate any content live.
Generative AI was used to create some of the image and sound assets used in the game. These include character illustrations, card artwork, design elements, and some sound assets. All AI-generated content was reviewed and edited as necessary by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services.
We use generative AI tools in the following ways: - In-game art: Loading screen images and some in-game UI artwork were produced with the assistance of generative AI image tools, then reviewed and edited by our art team before shipping. - Localization: In-game text for supported languages other than English is translated using machine translation (AI) tools. - Store assets: Some store page images and marketing artwork are created using generative AI image tools. No AI content is generated live during gameplay. All AI-assisted content is pre-generated and reviewed before release.
Art, textures, and sounds use both human work and AI generation.
This game uses generative AI as part of its development process. AI-assisted tools were used to help create and refine some visual assets, UI elements, icons, text drafts, and localization drafts. These materials were reviewed, edited, and integrated by the developer before being included in the game. The game does not generate new AI content in real time during gameplay. All content shown to players is pre-made, reviewed, and included as part of the game build.
YOU IN? uses pre-generated instrumental music created with Suno for its title, stage, and boss tracks. Generative AI is also used to create promotional artwork for the Steam store page, including capsule artwork, and to assist with portions of the store-page and marketing text. All AI-assisted material is directed, selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
a note on AI: this game is one bloke working very closely with AI tools. the store art and achievement icons are AI-generated images. the code, the procedural music, and the scripts that build the 3D models were written in hands-on AI-assisted sessions. everything is hand-curated - every asset, mechanic and line got reviewed, redone or binned by the developer, usually several times. the robot is never left to its own devices. nothing is generated by AI while you play.
Some textures and audio assets within this game are AI‑generated.
MoChat's free-form chat replies and some everyday messages are generated during play by AI. By default, a local language model runs on the player's PC, and chat content is not sent to external servers for AI generation. Optionally, Windows players can connect their own API key from OpenAI, Anthropic (Claude), Google (Gemini) or xAI (Grok) in Settings instead. Only while this option is on, the player's chat messages, recent chat history, saved chat memories and the character's profile are sent directly from the player's PC to the selected provider to generate replies, under that provider's terms (for example, Google may use chats sent through Gemini's free tier to improve its products), and usage is billed to the player's own account. The key is encrypted by Windows and stored only on the player's PC. It is never sent to WhyDuck Studio. Players can delete the key or switch back to the local model at any time. Characters are designed to follow developer-written personalities and content safety rules intended for all-ages conversations, whichever model is used. AI generates chat text only. Generative AI was also used to create some visual assets. These assets are not generated live during play.
I used an AI tool to generate the game's music.
The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations. The programming code of the game is generated using AI.
I used AI to help with the coding since I’m not much of a coder myself, no disrespect intended to the skilled programmers out there!
Generative AI was used to create a small number of 3D models and art assets. All game code, design, and gameplay systems were created without the use of Generative AI.
I use a coding agent when writing code for the game itself.
Generative AI was used to create some of the graphical assets used on the Steam Store page and promotional materials. The game itself does not use generative AI during gameplay.
This game uses generative AI to create part of its visual content. Specifically, AI tools were used as part of the graphics workflow to generate concept and source material for sprites and artwork, which were then manually reworked, adjusted, and integrated into the final game using Affinity Designer.
Generative AI was used to create two logo graphics used in the game's branding, user interface, and marketing materials.
Generative AI tools were used during development to assist with programming and implementation. The developer created the original game and codebase, with AI assistance used to modify and expand portions of the code, including implementation of the graphics and other visual/gameplay elements.
Some of the art assets in TETWORD were created with the help of generative AI tools. Certain textures and 2D artwork were produced using AI image-generation tools, and some 3D models were generated using Meshy AI. Generative AI assistants (ChatGPT and Claude) were also used during development. All AI-assisted assets were reviewed, edited, and curated by the developer before being included in the game. The game's design, code, gameplay, and word content were created by the developer.
Some 2D artwork in the game and store assets (island background images, UI icons, and the logo/key art) was pre-generated with AI image tools, then manually reviewed, curated and edited by the developer. No AI content is generated live at runtime. The game contains no AI-generated code, text or audio dialogue.
Commentary was generated via ElevenLabs scripts.
The game does not contain AI-generated content. AI-generated content is used just for Steam cover.
Generative AI tools were used during development to assist with visual artwork and programming. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion in the game. No generative AI content is created during gameplay.
This game uses generative AI tools in parts of its production. - Some 3D models: generated with AI tools as a base. Shape edits, UV unwrapping, texturing, rigging, animation and facial setup are done by the developer. - Some image assets such as textures: generated with AI tools, then applied and adjusted by the developer. - English text: machine-translated from the Japanese original and reviewed by the developer. Game design, systems, and gameplay tuning are all done by the developer.
Artificial intelligence was used to aim the creation of the game's certain art assets.
Generative AI was used for in-game text localization with human supervision.
The shop page features marketing images generated using AI
Most of the video materials, audio materials and some music for this game are generated by AI software.
No AI was used to create the artwork, animation, or sound effects. All of it is made by human hands. The game's English text is almost completely written by my hand. The other supported languages are partially AI-translated from my English source. Native-speaker review is ongoing, and corrected translations ship in updates. The soundtrack is original music that I've written over the last 30 years. I used AI to produce the final compositions.
Generative AI was used during development to assist in creating some of the pre-generated visual assets. All such assets were manually selected, modified, and integrated by the developers. The game does not generate content in real-time during gameplay, nor does it connect to external AI services.
Generative AI tools were used to assist in creating certain pre-rendered 2D assets, including achievement icons. These assets are static, were manually reviewed and edited before inclusion, and do not involve any live generation during gameplay. The game does not send player information to generative AI services.
AI tools were used to assist in writing, optimizing, and debugging code scripts during development. All game mechanics were manually implemented and tested
CardCrafter uses generative AI to create some of the content shipped with the game: • Art: card illustrations, character and enemy portraits, icons, currencies and background scenes are created primarily with generative image models, then curated, post-processed and integrated by human. • Audio: some sound effects and background music are created with generative AI tools. • Text & localization: In-game text such as card descriptions is drafted with AI assistance and edited by hand; the Simplified Chinese and English localizations are machine-translated first, then human-proofread. All of this content is pre-generated during development and baked into the game. The game does not generate any AI content at runtime, and never sends player input to an AI. Everything produced with AI is reviewed and selected by human before inclusion.
A small portion of art assets were created with AI assistance. All AI-generated outputs were manually reviewed, modified, and refined before use.
AI tools were used during the development of this game, primarily to assist with coding and programming.
We use AI to create frames that resemble feature phones. You can choose to show or hide the frames using the options.
AI was used to create references and/or original textures and sounds.
OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service.
There are several AI generated models, and their textures. Which will likely continue to be the only AI use in the game, other than the use of AI for coding help. But this game is far from "vibe coded." There is no AI generated text, and will never be. There are currently no AI generated sounds, there may be a few added depending on achievability without. The text will always and forever be written by a human, me, Andrew Labreck. As the story is the driving factor for me making this entire game. Likely, the music will continue to be human produced as well.
Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game.
Generative AI was used for some of the game's 2D artwork and for localizing in-game and store text into 8 languages, all reviewed by the developer.No content is generated by AI while you play.
The game uses a wide variety of artificial intelligence products in the art creation process. Ranging from 3d model generation to 2D art, music and sound effects.
AI generates a few images and icons, reviewed manually.
Our team uses generative AI tools to help develop some in game assets
This game uses artificial intelligence to create some images and music.
Generative AI tools were used during development to create some pre-generated 2D visual assets, including 102 high-value loot icons. The outputs were selected, manually cleaned, cropped, edited, and reviewed before inclusion in the game. No content is generated during gameplay, and the game makes no runtime connection to external generative-AI services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Swarmdle Dev only textcodeart | We use genAI to help with translations, coding, and help develop concept art not used in the final game. | Half Concept | - | Aug 22, 2026 | |
Desk Top Racer In-game content art | We use generative AI tools to assist in creating visual artwork. All content was reviewed and edited by the developer. | BRHP | 258 | Aug 22, 2026 | |
Ebru Artist Simulator In-game content art | Ebru Artist Simulator uses generative AI-assisted artwork for a small number of textures and UI icons. AI is not used in any other aspect of the game, and we are currently working to replace these AI-assisted visuals before the full release. | Stillwater Studio | - | Aug 22, 2026 | |
Worldline Simulator In-game content art | 本作では、一部のアートワークの制作に生成AIツール(ChatGPT / OpenAI)を使用しています。
対象は武将の立ち絵、シナリオのキャッチ画像、および天候エフェクト画像で、いずれも
開発時に事前生成した静的な画像です。ゲームプレイ中に生成AIが呼び出されることはありません。
音楽・効果音・地図素材・フォントには生成AIを使用していません。 | TANUKICODE | - | Aug 22, 2026 | |
Puttiverse In-game content art | Generative AI was used during development to assist with the creation of some visual assets, including concept exploration, initial image generation, and partial redraws. All such assets were reviewed, edited, integrated, and finalized by the developer.
The game does not use generative AI at runtime and does not generate any content live. | ColdGoats | - | Aug 22, 2026 | |
Survival Fund Manager In-game content artaudio | Generative AI was used to create some of the image and sound assets used in the game. These include character illustrations, card artwork, design elements, and some sound assets. All AI-generated content was reviewed and edited as necessary by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services. | MrMetheus | - | Aug 22, 2026 | |
Havfun In-game content arttext | We use generative AI tools in the following ways:
- In-game art: Loading screen images and some in-game UI artwork were
produced with the assistance of generative AI image tools, then reviewed
and edited by our art team before shipping.
- Localization: In-game text for supported languages other than English is
translated using machine translation (AI) tools.
- Store assets: Some store page images and marketing artwork are created
using generative AI image tools.
No AI content is generated live during gameplay. All AI-assisted content is
pre-generated and reviewed before release. | NURIWORKS | - | Aug 22, 2026 | |
Vesper Observatory In-game content artaudio | Art, textures, and sounds use both human work and AI generation. | Vesper Stellar Games | - | Aug 22, 2026 | |
혼돈의 기록 -한국편- In-game content arttext | This game uses generative AI as part of its development process.
AI-assisted tools were used to help create and refine some visual assets, UI elements, icons, text drafts, and localization drafts. These materials were reviewed, edited, and integrated by the developer before being included in the game.
The game does not generate new AI content in real time during gameplay. All content shown to players is pre-made, reviewed, and included as part of the game build. | Sixstone Games | - | Aug 22, 2026 | |
YOU IN? In-game content audioarttext | YOU IN? uses pre-generated instrumental music created with Suno for its title, stage, and boss tracks. Generative AI is also used to create promotional artwork for the Steam store page, including capsule artwork, and to assist with portions of the store-page and marketing text. All AI-assisted material is directed, selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services. | We Are Cute | - | Aug 22, 2026 | |
ur round In-game content artaudiocode | a note on AI: this game is one bloke working very closely with AI tools. the store art and achievement icons are AI-generated images. the code, the procedural music, and the scripts that build the 3D models were written in hands-on AI-assisted sessions. everything is hand-curated - every asset, mechanic and line got reviewed, redone or binned by the developer, usually several times. the robot is never left to its own devices. nothing is generated by AI while you play. | ur developer | - | Aug 22, 2026 | |
Food delivery: I’m the top dog, making two hundred a day audio | Some textures and audio assets within this game are AI‑generated. | 桐哥仔 | - | Aug 22, 2026 | |
Idle Pixel Maids Live AI textart | MoChat's free-form chat replies and some everyday messages are generated during play by AI. By default, a local language model runs on the player's PC, and chat content is not sent to external servers for AI generation.
Optionally, Windows players can connect their own API key from OpenAI, Anthropic (Claude), Google (Gemini) or xAI (Grok) in Settings instead. Only while this option is on, the player's chat messages, recent chat history, saved chat memories and the character's profile are sent directly from the player's PC to the selected provider to generate replies, under that provider's terms (for example, Google may use chats sent through Gemini's free tier to improve its products), and usage is billed to the player's own account. The key is encrypted by Windows and stored only on the player's PC. It is never sent to WhyDuck Studio. Players can delete the key or switch back to the local model at any time.
Characters are designed to follow developer-written personalities and content safety rules intended for all-ages conversations, whichever model is used. AI generates chat text only. Generative AI was also used to create some visual assets. These assets are not generated live during play. | WhyDuck Studio | - | Aug 22, 2026 | |
SmallHero Maze 3D In-game content audio | I used an AI tool to generate the game's music. | Manuel Hauss | - | Aug 22, 2026 | |
裁员审核中 In-game content artcode | The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations.
The programming code of the game is generated using AI. | Sheng Danjie | - | Aug 22, 2026 | |
Bastards Dev only code | I used AI to help with the coding since I’m not much of a coder myself, no disrespect intended to the skilled programmers out there! | Tomorrow Software | - | Aug 22, 2026 | |
Outerstellar Aura In-game content art | Generative AI was used to create a small number of 3D models and art assets. All game code, design, and gameplay systems were created without the use of Generative AI. | Strange Horizons | - | Aug 22, 2026 | |
Fly&Goal Dev only code | I use a coding agent when writing code for the game itself. | Otameshi | - | Aug 22, 2026 | |
Escape The Construction Site In-game content art | Generative AI was used to create some of the graphical assets used on the Steam Store page and promotional materials. The game itself does not use generative AI during gameplay. | loa33game | - | Aug 22, 2026 | |
S.A.C.K. - Survive and Choose Knowledge In-game content art | This game uses generative AI to create part of its visual content. Specifically, AI tools were used as part of the graphics workflow to generate concept and source material for sprites and artwork, which were then manually reworked, adjusted, and integrated into the final game using Affinity Designer. | Christian Schilling | - | Aug 22, 2026 | |
After Work In-game content art | Generative AI was used to create two logo graphics used in the game's branding, user interface, and marketing materials. | Wenvio | - | Aug 22, 2026 | |
Aussie Rules Legend In-game content codeart | Generative AI tools were used during development to assist with programming and implementation. The developer created the original game and codebase, with AI assistance used to modify and expand portions of the code, including implementation of the graphics and other visual/gameplay elements. | GDR Software | - | Aug 22, 2026 | |
TETWORD In-game content art | Some of the art assets in TETWORD were created with the help of generative AI tools. Certain textures and 2D artwork were produced using AI image-generation tools, and some 3D models were generated using Meshy AI. Generative AI assistants (ChatGPT and Claude) were also used during development. All AI-assisted assets were reviewed, edited, and curated by the developer before being included in the game. The game's design, code, gameplay, and word content were created by the developer. | BrainGymGames | - | Aug 22, 2026 | |
Jamaican Ludi Store/marketing art | Some 2D artwork in the game and store assets (island background images, UI icons, and the logo/key art) was pre-generated with AI image tools, then manually reviewed, curated and edited by the developer. No AI content is generated live at runtime. The game contains no AI-generated code, text or audio dialogue. | Hemiogenic Interactive | - | Aug 22, 2026 | |
Pro Strategy Football 2027 In-game content audio | Commentary was generated via ElevenLabs scripts. | Kerry Batts | - | Aug 22, 2026 | |
Sim builder Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam cover. | SimSam | - | Aug 22, 2026 | |
Freewake In-game content artcode | Generative AI tools were used during development to assist with visual artwork and programming. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion in the game. No generative AI content is created during gameplay. | Oakshore Studios | - | Aug 22, 2026 | |
Dungeon Wanderers In-game content arttext | This game uses generative AI tools in parts of its production.
- Some 3D models: generated with AI tools as a base. Shape edits, UV unwrapping, texturing, rigging, animation and facial setup are done by the developer.
- Some image assets such as textures: generated with AI tools, then applied and adjusted by the developer.
- English text: machine-translated from the Japanese original and reviewed by the developer.
Game design, systems, and gameplay tuning are all done by the developer. | Yamakraft | - | Aug 22, 2026 | |
Pickup Station Simulator In-game content art | Artificial intelligence was used to aim the creation of the game's certain art assets. | BlazinFinity | - | Aug 22, 2026 | |
電脳防衛戦記 In-game content text | Generative AI was used for in-game text localization with human supervision. | HiPe Studio | - | Aug 22, 2026 | |
Proxxy Store/marketing art | The shop page features marketing images generated using AI | Applaunch | - | Aug 22, 2026 | |
Black Pyramid In-game content artaudio | Most of the video materials, audio materials and some music for this game are generated by AI software. | HANGZHOU MOSHAN TECHNOLOGY CO.,LTD. | - | Aug 22, 2026 | |
8bit Salvage In-game content audiotext | No AI was used to create the artwork, animation, or sound effects. All of it is made by human hands.
The game's English text is almost completely written by my hand. The other supported languages are partially AI-translated from my English source. Native-speaker review is ongoing, and corrected translations ship in updates.
The soundtrack is original music that I've written over the last 30 years. I used AI to produce the final compositions. | Fertile Soil Productions | - | Aug 22, 2026 | |
查无此人 In-game content art | Generative AI was used during development to assist in creating some of the pre-generated visual assets. All such assets were manually selected, modified, and integrated by the developers. The game does not generate content in real-time during gameplay, nor does it connect to external AI services. | CopyCat.Studio | - | Aug 22, 2026 | |
Esperitz Quest In-game content art | Generative AI tools were used to assist in creating certain pre-rendered 2D assets, including achievement icons. These assets are static, were manually reviewed and edited before inclusion, and do not involve any live generation during gameplay. The game does not send player information to generative AI services. | LoboCor Systems | - | Aug 22, 2026 | |
HalfyHalfy Dev only code | AI tools were used to assist in writing, optimizing, and debugging code scripts during development. All game mechanics were manually implemented and tested | Agusia | - | Aug 22, 2026 | |
鑄牌匠心 In-game content artaudiotext | CardCrafter uses generative AI to create some of the content shipped with the game:
• Art: card illustrations, character and enemy portraits, icons, currencies and background scenes are created primarily with generative image models, then curated, post-processed and integrated by human.
• Audio: some sound effects and background music are created with generative AI tools.
• Text & localization: In-game text such as card descriptions is drafted with AI assistance and edited by hand; the Simplified Chinese and English localizations are machine-translated first, then human-proofread.
All of this content is pre-generated during development and baked into the game. The game does not generate any AI content at runtime, and never sends player input to an AI. Everything produced with AI is reviewed and selected by human before inclusion. | FunPlay Tech | - | Aug 22, 2026 | |
On The Hook In-game content art | A small portion of art assets were created with AI assistance.
All AI-generated outputs were manually reviewed, modified, and refined before use. | TrueEnding | - | Aug 22, 2026 | |
Cointopia Dev only code | AI tools were used during the development of this game, primarily to assist with coding and programming. | NOYEA | - | Aug 22, 2026 | |
Bravest!2 In-game content art | We use AI to create frames that resemble feature phones. You can choose to show or hide the frames using the options. | nazenaninadesico | - | Aug 22, 2026 | |
AVIK In-game content artaudio | AI was used to create references and/or original textures and sounds. | MaxWinGames | - | Aug 22, 2026 | |
The Override Protocol In-game content artaudio | OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service. | Ruppel GmbH | - | Aug 22, 2026 | |
Andrew Labreck's Eden Within In-game content artcode | There are several AI generated models, and their textures. Which will likely continue to be the only AI use in the game, other than the use of AI for coding help. But this game is far from "vibe coded."
There is no AI generated text, and will never be. There are currently no AI generated sounds, there may be a few added depending on achievability without.
The text will always and forever be written by a human, me, Andrew Labreck. As the story is the driving factor for me making this entire game.
Likely, the music will continue to be human produced as well. | Elbreck Games | - | Aug 22, 2026 | |
Bancet In-game content artaudio | Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game. | Arcerus | - | Aug 22, 2026 | |
Football Agent In-game content arttext | Generative AI was used for some of the game's 2D artwork and for localizing in-game and store text into 8 languages, all reviewed by the developer.No content is generated by AI while you play. | ATERO GAMES | 125 | Aug 22, 2026 | |
Oil Sheik: Dominion In-game content artaudio | The game uses a wide variety of artificial intelligence products in the art creation process. Ranging from 3d model generation to 2D art, music and sound effects. | Reliq | - | Aug 22, 2026 | |
Galactic Simulator 3 In-game content art | AI generates a few images and icons, reviewed manually. | PcZ Games | - | Aug 22, 2026 | |
Call of Duty®: Modern Warfare® 4 - Beta In-game content art | Our team uses generative AI tools to help develop some in game assets | Infinity Ward | 1.7k | Aug 22, 2026 | |
After 9:59 In-game content artaudio | This game uses artificial intelligence to create some images and music. | Blackcell Productions | - | Aug 22, 2026 | |
撤离公司 In-game content art | Generative AI tools were used during development to create some pre-generated 2D visual assets, including 102 high-value loot icons. The outputs were selected, manually cleaned, cropped, edited, and reviewed before inclusion in the game. No content is generated during gameplay, and the game makes no runtime connection to external generative-AI services. | drowsycatstudio | - | Aug 22, 2026 |