This game utilizes AI for certain design elements and NPC behavior patterns.
- Creator
- Runpath Inc.
- Reviews
- -
- Added
- Mar 18, 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.
This game utilizes AI for certain design elements and NPC behavior patterns.
Some art assets use a private Chinese ink style conversion model
Some components of external promotional art - not inside the game.
I've used AI to help with spell checks / grammer and voice over in the trailer.
Wacky West had some AI art placeholders that were since replaced with hand made assets.
Some art assets were AI-generated.
I am using AI for the NPC and narrator voice. Also some NPC portraits, and a few other 2D elements. Also some of the store assets like the box art.
As a small, two-person startup studio, meeting the full graphical needs of our game is a challenge. To bring our cards to life, we use a combination of original artwork and AI-generated art, ensuring a balance between creativity and efficiency.
AI-generated content has been used and then edited by our team for certain parts of the in-game voices, music, and graphics. This content is included in: ・Some parts of the background signboard textures ・Some parts of the Records images ・Some parts of the InfoCast videos ・Some parts of the voices and music
The images of the story trailer and a few shop icons were generated with the help of AI.
We created our in-game cards through an artificial intelligence-based system that is popular in our world. These cards are created from many people's personal dreams and ideas.
We used AI to optimize the art of the image materials, and the optimization rate was about 30%.
Character portraits were made using AI. The two paintings in the main menu in the background are also AI generated. Intro movie contains AI images.
The intro video was created by reprocessing AI-generated footage. 30% of the English and Chinese translations, excluding Korean, were generated by AI. Other languages were mostly translated by AI.
AI was used for creating painting images for the game's environment.
Use of AI for Artistic Elements: In Z Ops: Deadzone, we use artificial intelligence to generate certain artistic assets, including characters, environments, and icons. AI allows us to explore a wide variety of visual styles and create graphical elements more efficiently. Each AI-generated asset is carefully refined to ensure it aligns with the overall art direction of the game and integrates seamlessly into the game’s universe. This approach helps speed up the creative process while maintaining a consistent and immersive quality.
Mostly AI generated Images
We use AI for capsule image and loading screens.
AI was used to revise, troubleshoot, and enhance code during development, including generating formats and adding logic based on common C# practices. All assets, such as images, sounds, and other content for the game, store page, marketing materials, and community assets, were ethically sourced and created without AI tools.
Our team uses generative AI tools to help develop some in game assets.
In the heart of a captivating murder mystery, 'Quiet on Set' employs advanced AI technology to dynamically craft dialogue in real-time. Immerse yourself in a world of intrigue as you interact with the enigmatic characters, employing natural language input, whether through typing or microphone interaction. Every conversation, every interaction, is a unique piece of the puzzle, offering an unrivaled level of immersion in the suspenseful unraveling of the mystery.
Enhanced Visuals with AI-Generated Art In our game, we've utilized generative AI art to create unique assets that enhance your experience. This includes visually striking loading screens and engaging menu backgrounds, all designed with AI technology for an aesthetically pleasing gaming environment. Simple yet effective, this approach adds a distinctive touch to your gameplay experience.
The game banner was generated with AI based on a screenshot taken from our game. We chose a graphical style different from the one in-game. We also used IA to generate musics for our game.
Development content uses AI for narrative elements (like audio). This is intended to be replaced prior to release.
We used AI service to make chatting with some NPCs in our game more fun and personalized for you. Your chat with the NPCs you can talk to will be periodic. You will have to wait for a while before you can talk to them again.
We use AI in creation of some images of our game and in our Community Items. For example the infamous "Sinner Santa", owes it's image to the AI.
"My game leverages Generative Artificial Intelligence (AI) technologies to dynamically create and enhance several aspects of the visual experience. Specifically, I use AI for: Application Icon: The game's icon is generated with AI, offering a unique and engaging visual that reflects the game's theme and atmosphere. Mouse Cursor Replacement: I've designed AI-generated mouse cursors that adapt to different game environments and contexts, providing a seamless and immersive interaction experience. GUI Sprites: Certain elements of the game's graphical user interface (GUI) are created using AI, allowing for a diverse and dynamic presentation that evolves based on gameplay and player choices. I am committed to ensuring that all AI-generated content adheres to Steam's standard store requirements. To this end, I have implemented robust guardrails to prevent the generation of inappropriate or illegal content within my game. I have conducted thorough testing to ensure that the AI behaves as intended, and I continuously monitor and update my AI systems to maintain the highest standards of content integrity and respect for copyright. Furthermore, I encourage our community to report any instances of inappropriate or unexpected AI-generated content through the Steam Overlay's reporting tools. I am dedicated to addressing any such issues promptly to ensure a positive and respectful gaming environment for all players. My use of AI is aimed at enhancing the visual appeal and interactivity of my game, making each player's experience unique and engaging. I believe that this innovative approach to game design will offer players a fresh and dynamic gaming experience."
I have used AI art generation for some of the game's assets.
Image generation is used for in-game elements such as posters
Alle Sätze der Sprecher im Spiel sind mit einer Text to Speech Software KI generiert.
This game uses generative AI during its development to create a limited number of pre-rendered assets. Specifically, some of the static loading screen art was created with the assistance of AI tools. All of these assets were finalized and reviewed by our team before the game's release to ensure they meet quality standards and adhere to Steam's content policies. There is no live or real-time AI generation of content while the game is running.
We used AI to create the game icon and background image for the main page. Also, we took inspiration from AI for some texts and dialogues.
Some translations are AI-generated.
This game contains works created by use of AI in the creation of dialogue audio for the characters. All AI generated content was created as original works by the developer.
Nothorian is an original work developed by our creative team. Some artwork and promotional text were assisted by AI tools (GPT) during development. No AI content is generated during gameplay, and all content has been carefully reviewed and adapted by humans. We use it as a support tool for some things (as almost everyone does these days), but our team designed the story and the entire game and oversaw everything. There is no crazy or dangerous real-time generation.
We have utilized an AI program to help us generate music within the game and Steam Main Graphics for the game.
AI assistance was utilized in creating the loading screen images, some in-game painting images in Demonsomnia, and some images on the store page.
Angel Guardian was developed with the help of AI tools across our creative pipeline — including story development, dialogue, enemy balancing, difficulty tuning, concept art exploration, animation prototyping, music iteration, and voice experimentation. AI acted as a creative accelerator, allowing us to rapidly test ideas, refine systems, and expand the scope of our world. All content was directed, curated, and finalized by our human development team.
We have used open source LLMs trained on our game's lore and dialogue to generate quests. We have used our own private NeRF systems to generate some 3D models. Some of our marketing materials, game icons, and concept art was generated using art we had designers create under contract for this game. That art was used to train an open source generative system.
During development, our team MAY use assistive AI design tools to support the creation of certain static visual graphic elements, such as logos, graphics, and UI. Any such materials are further refined and shaped by our artists to ensure they align with the creative direction and standards of Method of Entry. These tools allow us to maintain a high level of visual quality for the best experience possible from our small development team.
Artificial intelligence was used only for Store Photos, no content in the game was created or directed by artificial intelligence.
We used generative AI for: art on the store page, and some in-game textures. Each AI-generated content was then manually adjusted by our in-house artist to ensure the presence of human input in the art and high quality of the game.
The game contains portraits and images generated by AI.
There was AI image generation used for creating bases for some environment textures, those bases were heavily modified by hand to fit the game from the original texture spit out by AI.
Note: One UI sprite icon and one wall art in the game was created using AI.
Some distant view images are edited from data output by the image generation AI.
This game uses AI-generated content for: Store capsule artwork All AI content has been reviewed and edited by our development team to ensure quality and appropriateness.
For the MVP of the Development version of the game 3D models, 2D sprites, sound and music are part wise AI generated. These assets will not be used for the release of the game but instead replaced by human-made assets.
Some object textures are AI generated to apparently look AI generated as a commentary, distorted and non human (dreamtexture plugin for Blender with prompts like "AI looking alien food" and such. Pictures of faces have been generated with this-person-does-not-exist.com to look like conventionnaly beautiful but generic portraits, again foreshadowing the idea what a person looks like, from an AI, algorithmically driven system.
We have used AI-generated content for player-selectable BGM and cover images in the game lobby, as well as voice-overs. Among these, all voice-overs have been completely replaced with professional voice actors' recordings in time for the Early Access release. We are currently conducting an internal investigation regarding unconfirmed content, and all confirmed AI-generated assets will be replaced with human-created assets by the official 1.0 release.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Undefined Survivors Live AI arttext | This game utilizes AI for certain design elements and NPC behavior patterns. | Runpath Inc. | - | Mar 18, 2026 | |
新西游记 奇幻同行 - New Journey to the West In-game content art | Some art assets use a private Chinese ink style conversion model | 齐天之子 - Son of Qitian Studio | - | Mar 18, 2026 | |
Mirrorscape In-game content art | Some components of external promotional art - not inside the game. | Mirrorscape, Inc. | 18 | Mar 18, 2026 | |
Monster Hero In-game content textaudio | I've used AI to help with spell checks / grammer and voice over in the trailer. | Tinny Studios | - | Mar 18, 2026 | |
Wacky West Dev only art | Wacky West had some AI art placeholders that were since replaced with hand made assets. | OnlyStuff | 151 | Mar 18, 2026 | |
The Adventures of Bunny and Pig In-game content art | Some art assets were AI-generated. | Li Min | 21 | Mar 18, 2026 | |
Golel In-game content audioart | I am using AI for the NPC and narrator voice.
Also some NPC portraits, and a few other 2D elements.
Also some of the store assets like the box art. | Ofer Rubinstein | - | Mar 18, 2026 | |
The Ultimate Collector In-game content art | As a small, two-person startup studio, meeting the full graphical needs of our game is a challenge. To bring our cards to life, we use a combination of original artwork and AI-generated art, ensuring a balance between creativity and efficiency. | StariStudios | - | Mar 18, 2026 | |
LET IT DIE: INFERNO In-game content artaudio | AI-generated content has been used and then edited by our team for certain parts of the in-game voices, music, and graphics.
This content is included in:
・Some parts of the background signboard textures
・Some parts of the Records images
・Some parts of the InfoCast videos
・Some parts of the voices and music | SUPERTRICK GAMES, Inc. | 746 | Mar 18, 2026 | |
Invaders 360 In-game content art | The images of the story trailer and a few shop icons were generated with the help of AI. | Holo Games GbR | - | Mar 18, 2026 | |
Cardverse In-game content art | We created our in-game cards through an artificial intelligence-based system that is popular in our world. These cards are created from many people's personal dreams and ideas. | Codefirst.io | - | Mar 18, 2026 | |
第九竞技场 Dev only art | We used AI to optimize the art of the image materials, and the optimization rate was about 30%. | NINE CONCHES Studio | - | Mar 18, 2026 | |
Orb Of The Watcher In-game content art | Character portraits were made using AI.
The two paintings in the main menu in the background are also AI generated.
Intro movie contains AI images. | 40 Pound Tiger Studios | - | Mar 18, 2026 | |
Private Military Manager: Tactical Auto Battler Store/marketing textart | The intro video was created by reprocessing AI-generated footage.
30% of the English and Chinese translations, excluding Korean, were generated by AI.
Other languages were mostly translated by AI. | 5minlab Corp. | 284 | Mar 18, 2026 | |
The Intruder In-game content art | AI was used for creating painting images for the game's environment. | Trident | 26 | Mar 18, 2026 | |
Z Ops: DeadZone In-game content art | Use of AI for Artistic Elements:
In Z Ops: Deadzone, we use artificial intelligence to generate certain artistic assets, including characters, environments, and icons. AI allows us to explore a wide variety of visual styles and create graphical elements more efficiently. Each AI-generated asset is carefully refined to ensure it aligns with the overall art direction of the game and integrates seamlessly into the game’s universe. This approach helps speed up the creative process while maintaining a consistent and immersive quality. | Nixorz Games | - | Mar 18, 2026 | |
The Battle of Embers Store/marketing art | Mostly AI generated Images | Ehlingard | - | Mar 18, 2026 | |
Rogue Samurai Store/marketing art | We use AI for capsule image and loading screens. | CO's Entertainment | 60 | Mar 18, 2026 | |
Micro Manager - 90 Days Probation Dev only code | AI was used to revise, troubleshoot, and enhance code during development, including generating formats and adding logic based on common C# practices. All assets, such as images, sounds, and other content for the game, store page, marketing materials, and community assets, were ethically sourced and created without AI tools. | Zayniac Games LLC | - | Mar 18, 2026 | |
Tony Hawk's™ Pro Skater™ 3 + 4 In-game content art | Our team uses generative AI tools to help develop some in game assets. | Iron Galaxy Studios | 1.5k | Mar 18, 2026 | |
Quiet on Set Live AI text | In the heart of a captivating murder mystery, 'Quiet on Set' employs advanced AI technology to dynamically craft dialogue in real-time. Immerse yourself in a world of intrigue as you interact with the enigmatic characters, employing natural language input, whether through typing or microphone interaction. Every conversation, every interaction, is a unique piece of the puzzle, offering an unrivaled level of immersion in the suspenseful unraveling of the mystery. | Northern Dev Studio | 14 | Mar 18, 2026 | |
BattleDrive In-game content art | Enhanced Visuals with AI-Generated Art
In our game, we've utilized generative AI art to create unique assets that enhance your experience. This includes visually striking loading screens and engaging menu backgrounds, all designed with AI technology for an aesthetically pleasing gaming environment. Simple yet effective, this approach adds a distinctive touch to your gameplay experience. | SIA KNK DEVELOP | - | Mar 18, 2026 | |
Escape Hades's jails VR In-game content artaudio | The game banner was generated with AI based on a screenshot taken from our game. We chose a graphical style different from the one in-game.
We also used IA to generate musics for our game. | 1mPaCt' (JSD) | - | Mar 18, 2026 | |
Squat Ops In-game content textaudio | Development content uses AI for narrative elements (like audio). This is intended to be replaced prior to release. | Parasol Corp | - | Mar 18, 2026 | |
Rock Star Life Simulator Live AI text | We used AI service to make chatting with some NPCs in our game more fun and personalized for you. Your chat with the NPCs you can talk to will be periodic. You will have to wait for a while before you can talk to them again. | HOGO Games | 495 | Mar 18, 2026 | |
Storage Hustle In-game content art | We use AI in creation of some images of our game and in our Community Items. For example the infamous "Sinner Santa", owes it's image to the AI. | Broken Clock | 1.5k | Mar 18, 2026 | |
Santaower Defense In-game content art | "My game leverages Generative Artificial Intelligence (AI) technologies to dynamically create and enhance several aspects of the visual experience. Specifically, I use AI for:
Application Icon: The game's icon is generated with AI, offering a unique and engaging visual that reflects the game's theme and atmosphere.
Mouse Cursor Replacement: I've designed AI-generated mouse cursors that adapt to different game environments and contexts, providing a seamless and immersive interaction experience.
GUI Sprites: Certain elements of the game's graphical user interface (GUI) are created using AI, allowing for a diverse and dynamic presentation that evolves based on gameplay and player choices.
I am committed to ensuring that all AI-generated content adheres to Steam's standard store requirements. To this end, I have implemented robust guardrails to prevent the generation of inappropriate or illegal content within my game. I have conducted thorough testing to ensure that the AI behaves as intended, and I continuously monitor and update my AI systems to maintain the highest standards of content integrity and respect for copyright.
Furthermore, I encourage our community to report any instances of inappropriate or unexpected AI-generated content through the Steam Overlay's reporting tools. I am dedicated to addressing any such issues promptly to ensure a positive and respectful gaming environment for all players.
My use of AI is aimed at enhancing the visual appeal and interactivity of my game, making each player's experience unique and engaging. I believe that this innovative approach to game design will offer players a fresh and dynamic gaming experience." | A tempo Games | - | Mar 18, 2026 | |
Deck of Darkness: Infernal Depths In-game content art | I have used AI art generation for some of the game's assets. | Morgan Caraway | - | Mar 18, 2026 | |
MERROR In-game content art | Image generation is used for in-game elements such as posters | TAMAGOSHA | 35 | Mar 18, 2026 | |
Der Anzeigenhauptmeister In-game content text | Alle Sätze der Sprecher im Spiel sind mit einer Text to Speech Software KI generiert. | Skotty Productions | 24 | Mar 18, 2026 | |
Bridge Hunter In-game content art | This game uses generative AI during its development to create a limited number of pre-rendered assets. Specifically, some of the static loading screen art was created with the assistance of AI tools.
All of these assets were finalized and reviewed by our team before the game's release to ensure they meet quality standards and adhere to Steam's content policies. There is no live or real-time AI generation of content while the game is running. | Double Light | 11 | Mar 18, 2026 | |
THEORY In-game content arttext | We used AI to create the game icon and background image for the main page. Also, we took inspiration from AI for some texts and dialogues. | Muhammet Esat BÜYÜKBULUT | 24 | Mar 18, 2026 | |
Sweet Dreams In-game content text | Some translations are AI-generated. | HowWolf | - | Mar 18, 2026 | |
Unfeigned Depths In-game content audio | This game contains works created by use of AI in the creation of dialogue audio for the characters. All AI generated content was created as original works by the developer. | Voidwire Interactive | - | Mar 18, 2026 | |
Nothorian In-game content arttext | Nothorian is an original work developed by our creative team. Some artwork and promotional text were assisted by AI tools (GPT) during development. No AI content is generated during gameplay, and all content has been carefully reviewed and adapted by humans.
We use it as a support tool for some things (as almost everyone does these days), but our team designed the story and the entire game and oversaw everything. There is no crazy or dangerous real-time generation. | Raghnar | 10 | Mar 18, 2026 | |
The Dream Office In-game content audioart | We have utilized an AI program to help us generate music within the game and Steam Main Graphics for the game. | BEPLAYER | 50 | Mar 18, 2026 | |
Demonsomnia In-game content art | AI assistance was utilized in creating the loading screen images, some in-game painting images in Demonsomnia, and some images on the store page. | Demonsomnia Team | 280 | Mar 18, 2026 | |
Angel Guardian In-game content textartaudio | Angel Guardian was developed with the help of AI tools across our creative pipeline — including story development, dialogue, enemy balancing, difficulty tuning, concept art exploration, animation prototyping, music iteration, and voice experimentation.
AI acted as a creative accelerator, allowing us to rapidly test ideas, refine systems, and expand the scope of our world. All content was directed, curated, and finalized by our human development team. | Corgee inc | - | Mar 18, 2026 | |
Abyss In-game content textart | We have used open source LLMs trained on our game's lore and dialogue to generate quests.
We have used our own private NeRF systems to generate some 3D models.
Some of our marketing materials, game icons, and concept art was generated using art we had designers create under contract for this game. That art was used to train an open source generative system. | Old World Labs | 34 | Mar 18, 2026 | |
Method Of Entry In-game content art | During development, our team MAY use assistive AI design tools to support the creation of certain static visual graphic elements, such as logos, graphics, and UI. Any such materials are further refined and shaped by our artists to ensure they align with the creative direction and standards of Method of Entry.
These tools allow us to maintain a high level of visual quality for the best experience possible from our small development team. | Attack Dog Studios™ | - | Mar 18, 2026 | |
Escape Darkness Store/marketing art | Artificial intelligence was used only for Store Photos, no content in the game was created or directed by artificial intelligence. | AkaySoft | - | Mar 18, 2026 | |
Deconstruction Simulator In-game content art | We used generative AI for: art on the store page, and some in-game textures. Each AI-generated content was then manually adjusted by our in-house artist to ensure the presence of human input in the art and high quality of the game. | Games Incubator | 1.3k | Mar 18, 2026 | |
Anonymous Hacker Simulator In-game content art | The game contains portraits and images generated by AI. | Sicarius | 692 | Mar 18, 2026 | |
Deadshot In-game content art | There was AI image generation used for creating bases for some environment textures, those bases were heavily modified by hand to fit the game from the original texture spit out by AI. | v0lt | 10 | Mar 18, 2026 | |
Sky Harvest In-game content art | Note: One UI sprite icon and one wall art in the game was created using AI. | Armored Cat | 68 | Mar 18, 2026 | |
TENSEI In-game content art | Some distant view images are edited from data output by the image generation AI. | Project Pegasus | 49 | Mar 18, 2026 | |
Delivery Dash: Battle Couriers In-game content art | This game uses AI-generated content for:
Store capsule artwork
All AI content has been reviewed and edited by our development team to ensure quality and appropriateness. | Frostweep Games | - | Mar 18, 2026 | |
Testament of Power In-game content artaudio | For the MVP of the Development version of the game 3D models, 2D sprites, sound and music are part wise AI generated. These assets will not be used for the release of the game but instead replaced by human-made assets. | Airburst Studios | - | Mar 18, 2026 | |
Innertial In-game content art | Some object textures are AI generated to apparently look AI generated as a commentary, distorted and non human (dreamtexture plugin for Blender with prompts like "AI looking alien food" and such.
Pictures of faces have been generated with this-person-does-not-exist.com to look like conventionnaly beautiful but generic portraits, again foreshadowing the idea what a person looks like, from an AI, algorithmically driven system. | studio invisible | - | Mar 18, 2026 | |
Pizza Bandit In-game content audioart | We have used AI-generated content for player-selectable BGM and cover images in the game lobby, as well as voice-overs. Among these, all voice-overs have been completely replaced with professional voice actors' recordings in time for the Early Access release. We are currently conducting an internal investigation regarding unconfirmed content, and all confirmed AI-generated assets will be replaced with human-created assets by the official 1.0 release. | JOFSOFT | 177 | Mar 18, 2026 |