Used AI to generate text in different languages
- Creator
- VortexStudio
- 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.
Used AI to generate text in different languages
No AI has been used to generate game art or code. Some marketing materials use generated textures.
This game is the result of individual development. AI was used as a supportive tool for brainstorming, as well as for experimentation in programming, graphics, and music. No AI-generated content was included in the game without modification: every element was revised, edited, and manually refined for the final version.
AI was used to help clean up logos and descriptions.
Some visual assets used on the store page (such as promotional key art and background elements) were initially created with the assistance of generative AI tools and then manually refined and edited by our art team. No in-game content is generated using AI during gameplay. Some early drafts of marketing texts were generated using AI and later reviewed and edited by a human.
Code formatting assisted by Grok.
I personally feel the final artwork reflects my own creative input as I used original images and applied manual edits without any AI tools during the post-processing phase, however Steam’s requirement is based on the origin of the asset, not the amount of human editing afterward. AI was involved in the initial generation of the capsule art, and other images on the store page. AI is not used for live generation or code during gameplay.
AI was used to create reference images. One scene features several AI-generated images. All other content was created manually.
Translate Store page
Some in game textures are AI generated, and parts of the steam page images.
Some graphical assets were generated with AI assistance.
Space Mantlet uses AI to generate in game voices and translation text in game and in the store. Voice Synthesis Powered by: Coqui TTS – Mozilla Public License 2.0 Model: tts_models/en/vctk/vits (based on the VCTK corpus)
ai is used to put things into words i couldn't otherwise because of my autism and for editing images and content
I just made two paintings for the left wall of the hub world because I wanted to make something pretty myself but didn't have the artistic skills to draw it, although insignificant, I chose to check this box to avoid any problems.
Visual backgrounds and illustrations were partially generated using AI and then manually refined to meet artistic and technical requirements. Some voice lines were also generated using neural voice models, followed by manual editing and final polishing.
Some of the 3D models and images were created using generative AI.
No art, code or anything related to the game has used generative AI. If AI was used at all, it was to optimize repetitive tasks.
By building a Retrieval-augmented generation (RAG) pipeline against the included local model LLM, it is possible to generate response statements that better meet user needs.
Some images and icons in the game were generated with AI and post-processed manually. In-game music and voice-overs are AI generated. More details on my use of AI in my devlog: https://lemuria.org/devlogs/ta-07/
Voices are generated using a text-to-speech model.
I’m a solo dev running a creative experiment: every texture, model, sound, music loop and even code started life in generative AI tools that I run locally, before the build ships. No marketplace packs, no outsourcing. Nothing is generated while you play and the game never sends data outside your PC. Crimson System is my proof-of-concept for how far one person (plus a few neural nets) can push a retro FPS.
部分美术资源使用AI辅助
Our game uses AI to create dynamic NPC dialogues based on player prompts. All inputs are filtered by OpenAI’s moderation model, and generated content stays inside the game.
This game was made by a solo developer aka human being. Some visual and audio assets were built with AI support, then refined, edited and animated by hand. Also, code analysis and debugging (no pun intended) was done with the support of AI.
All in-game content is developed in-house by the developer. For certain in-game content, when newly acquiring retro game cartridges, installation videos generated by AI and post-processed are played.
Cinematic, images for marketing
99% of the code, references, music and some textures are generated by neural networks
The speech of the NPCs is pre-rendered using AI. No in-game AI usage.
本ゲームでは、以下のAI技術を一部活用しています。 GPT-4o, DALL-E:敵キャラクターのビジュアルアート(2D画像)、およびUIアイコンの一部生成に使用しています。 これらのAIツールは開発段階で使用されており、プレイヤーの個人情報やゲームプレイデータがAIに送信されることは一切ありません。AIはゲーム内のクリエイティブな要素の制作補助として利用されています。
AI assisted development was used to enhance visual effects, polish animations, and streamline design workflow helping deliver a smoother, more visually dynamic experience for players. No gameplay decisions or in-game character behavior are controlled by AI.
Generated game art including in game art, market elements, and music
Generate more realistic artwork
I used AI to help create this game, but I draw and I'm a graphic designer. Every image was drawn and colored by hand before being processed through AI software. My goal was truly to take inspiration from series like Love, Death & Robots or Secret Level. None of the stories were created with AI — all narratives were entirely written by hand !!
Some store assets are put together by human hands but use images generated by AI. All in-game assets, screenshots, and videos are human-made with love. Some in-game assets are purchased from artists on itch.io, the rest are handmade.
一部インゲーム背景コンテンツ制作にAI生成を利用しています。
For basic images, Ai is used. In addition, most of the programs used in the game use programs generated in Ai.
Some visual, narrative, and conceptual elements in Protocol Aegirum were developed with the assistance of generative AI tools, such as ChatGPT, during the design and pre-production phases. All AI-generated content was curated, edited, and integrated by the development team to ensure originality, coherence, and quality.
Contain some Ai voice over
Some visual assets were created using AI tools under human supervision. No AI is used in the game itself.
I used AI-assisted tools during development to help create some visual elements. All AI-generated assets were used as a base and were optimized and refined to fit the visual style and comply with copyright standards.
During the development process, I may use procedural and AI-based tools to assist with content creation. In all cases, the final product reflects my own creativity and expression.
In order to better showcase the future elements of the game, the "loading page" in the game is AI generated content.
This game uses AI to assist with the creation of certain visual and audio elements, such as icons, sound effects, and music. AI was utilized to enhance production speed and development efficiency, but it does not generate content in real time during gameplay. All AI use is limited to pre-release asset creation to improve overall quality.
Used for image processing
Character and Icon
During loading screens, the game displays abstract, AI-generated artwork. These visuals are separate from the in-game graphics and are not meant to depict actual gameplay. Much like the stylized, cartoon-like imagery used in other games during loading sequences, their sole purpose is to add visual interest while the game loads. Additionally, the logo featured on the store page and the in-game menu was partially created with help of AI-generated design elements.
Pre-rendered assets and some development assistance code/text were generated using AI tools.
This game used generative AI tools during development to have early placeholder UI/2D Art Assets. No generative AI is used during gameplay, and all final in-game assets were manually reviewed to ensure quality and originality.
Voice of game characters and theme song.
AI is used for the store page and in some places in-game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Gravity In-game content text | Used AI to generate text in different languages | VortexStudio | - | Mar 18, 2026 | |
Flux Commander In-game content art | No AI has been used to generate game art or code. Some marketing materials use generated textures. | Semiterrestrial | - | Mar 18, 2026 | |
Block_Blaster_Pinball In-game content textcodeartaudio | This game is the result of individual development. AI was used as a supportive tool for brainstorming, as well as for experimentation in programming, graphics, and music. No AI-generated content was included in the game without modification: every element was revised, edited, and manually refined for the final version. | Nobody Nothing | - | Mar 18, 2026 | |
Super Rush! Delivery Store/marketing arttext | AI was used to help clean up logos and descriptions. | Mr. Indigo | - | Mar 18, 2026 | |
Rescue Team: Lights. Camera. Outer Space Store/marketing arttext | Some visual assets used on the store page (such as promotional key art and background elements) were initially created with the assistance of generative AI tools and then manually refined and edited by our art team. No in-game content is generated using AI during gameplay.
Some early drafts of marketing texts were generated using AI and later reviewed and edited by a human. | Game Mixer | 11 | Mar 18, 2026 | |
Hyperspace Hub Manager Dev only code | Code formatting assisted by Grok. | Uncanny Mercantile | - | Mar 18, 2026 | |
Agents 4 Hire Store/marketing art | I personally feel the final artwork reflects my own creative input as I used original images and applied manual edits without any AI tools during the post-processing phase, however Steam’s requirement is based on the origin of the asset, not the amount of human editing afterward.
AI was involved in the initial generation of the capsule art, and other images on the store page.
AI is not used for live generation or code during gameplay. | aa5k | - | Mar 18, 2026 | |
30 minutes until my brain dies In-game content art | AI was used to create reference images. One scene features several AI-generated images. All other content was created manually. | WanderKokos | - | Mar 18, 2026 | |
Dead World Tales general | Translate Store page | Demiurgames | - | Mar 18, 2026 | |
Colloblast: Kingdoms of Cosmos In-game content art | Some in game textures are AI generated, and parts of the steam page images. | Wintergrim Entertainment | - | Mar 18, 2026 | |
MegaFactory Tycoon In-game content art | Some graphical assets were generated with AI assistance. | Brian Strack Jensen | - | Mar 18, 2026 | |
Space Mantlet In-game content audiotext | Space Mantlet uses AI to generate in game voices and translation text in game and in the store. Voice Synthesis Powered by: Coqui TTS – Mozilla Public License 2.0 Model: tts_models/en/vctk/vits (based on the VCTK corpus) | game_gland | - | Mar 18, 2026 | |
Gemspire: Incremental Invasion Unclear textart | ai is used to put things into words i couldn't otherwise because of my autism and for editing images and content | freshfocusgames | - | Mar 18, 2026 | |
Proxy Project Ouroboros Dev only art | I just made two paintings for the left wall of the hub world because I wanted to make something pretty myself but didn't have the artistic skills to draw it, although insignificant, I chose to check this box to avoid any problems. | Ricardo Vindas | - | Mar 18, 2026 | |
The Axolotl Cycle In-game content artaudio | Visual backgrounds and illustrations were partially generated using AI and then manually refined to meet artistic and technical requirements. Some voice lines were also generated using neural voice models, followed by manual editing and final polishing. | STREMOUSOV | - | Mar 18, 2026 | |
Instant Anastasia In-game content art | Some of the 3D models and images were created using generative AI. | 727 Not Hound | 45 | Mar 18, 2026 | |
Gridiron Remastered Dev only | No art, code or anything related to the game has used generative AI. If AI was used at all, it was to optimize repetitive tasks. | 1336 Studios Inc. | - | Mar 18, 2026 | |
My AI Pal Unclear | By building a Retrieval-augmented generation (RAG) pipeline against the included local model LLM, it is possible to generate response statements that better meet user needs. | MIDLANDSTORY Inc. | - | Mar 18, 2026 | |
Trade Anchor In-game content artaudio | Some images and icons in the game were generated with AI and post-processed manually.
In-game music and voice-overs are AI generated.
More details on my use of AI in my devlog: https://lemuria.org/devlogs/ta-07/ | Lemuria | - | Mar 18, 2026 | |
Septaluna In-game content audio | Voices are generated using a text-to-speech model. | blazingtorch | - | Mar 18, 2026 | |
Crimson System: VɅΔ Protocol In-game content artaudiocode | I’m a solo dev running a creative experiment: every texture, model, sound, music loop and even code started life in generative AI tools that I run locally, before the build ships. No marketplace packs, no outsourcing. Nothing is generated while you play and the game never sends data outside your PC. Crimson System is my proof-of-concept for how far one person (plus a few neural nets) can push a retro FPS. | Slamert Games | - | Mar 18, 2026 | |
Sound of Zen In-game content art | 部分美术资源使用AI辅助 | LingVision Games | - | Mar 18, 2026 | |
EchoShell Live AI text | Our game uses AI to create dynamic NPC dialogues based on player prompts.
All inputs are filtered by OpenAI’s moderation model, and generated content stays inside the game. | Microfeel Team | - | Mar 18, 2026 | |
MechsNBugs In-game content artaudiocode | This game was made by a solo developer aka human being.
Some visual and audio assets were built with AI support, then refined, edited and animated by hand.
Also, code analysis and debugging (no pun intended) was done with the support of AI. | Purple Tortoise | - | Mar 18, 2026 | |
Retroid: Cartridge Protocol In-game content art | All in-game content is developed in-house by the developer.
For certain in-game content, when newly acquiring retro game cartridges, installation videos generated by AI and post-processed are played. | Zero1Play | - | Mar 18, 2026 | |
Operation Purge Store/marketing art | Cinematic, images for marketing | StellarGamesStudio | - | Mar 18, 2026 | |
Scooter Slayer In-game content codeaudioart | 99% of the code, references, music and some textures are generated by neural networks | Kulix Games | - | Mar 18, 2026 | |
Skylorn: Bound Together In-game content audio | The speech of the NPCs is pre-rendered using AI. No in-game AI usage. | Rudolf Herdt | - | Mar 18, 2026 | |
NIGHTRAVEL In-game content art | 本ゲームでは、以下のAI技術を一部活用しています。
GPT-4o, DALL-E:敵キャラクターのビジュアルアート(2D画像)、およびUIアイコンの一部生成に使用しています。
これらのAIツールは開発段階で使用されており、プレイヤーの個人情報やゲームプレイデータがAIに送信されることは一切ありません。AIはゲーム内のクリエイティブな要素の制作補助として利用されています。 | Yoshida Gakuen | - | Mar 18, 2026 | |
C4 Clicker: First Mint Dev only art | AI assisted development was used to enhance visual effects, polish animations, and streamline design workflow helping deliver a smoother, more visually dynamic experience for players. No gameplay decisions or in-game character behavior are controlled by AI. | Capital Caps | 21 | Mar 18, 2026 | |
Flanker - Call of the Ghost In-game content artaudio | Generated game art including in game art, market elements, and music | Just the Tip | - | Mar 18, 2026 | |
Battle Of Aces Unclear art | Generate more realistic artwork | CiB Development Sdn Bhd | - | Mar 18, 2026 | |
US Visual Novel In-game content arttext | I used AI to help create this game, but I draw and I'm a graphic designer.
Every image was drawn and colored by hand before being processed through AI software.
My goal was truly to take inspiration from series like Love, Death & Robots or Secret Level.
None of the stories were created with AI — all narratives were entirely written by hand !! | Us Studio | - | Mar 18, 2026 | |
Harwell In-game content art | Some store assets are put together by human hands but use images generated by AI. All in-game assets, screenshots, and videos are human-made with love.
Some in-game assets are purchased from artists on itch.io, the rest are handmade. | Caleb Houlding | - | Mar 18, 2026 | |
CODE::LUX In-game content art | 一部インゲーム背景コンテンツ制作にAI生成を利用しています。 | すやすやファクトリー | 17 | Mar 18, 2026 | |
Raptor In-game content art | For basic images, Ai is used. In addition, most of the programs used in the game use programs generated in Ai. | Genmu | - | Mar 18, 2026 | |
Protocol Aegirum In-game content arttext | Some visual, narrative, and conceptual elements in Protocol Aegirum were developed with the assistance of generative AI tools, such as ChatGPT, during the design and pre-production phases. All AI-generated content was curated, edited, and integrated by the development team to ensure originality, coherence, and quality. | Nacho Riquelme | - | Mar 18, 2026 | |
Wukong 2088 In-game content audio | Contain some Ai voice over | Uto88 | - | Mar 18, 2026 | |
New Space Age Store/marketing art | Some visual assets were created using AI tools under human supervision. No AI is used in the game itself. | NT7 Studio | - | Mar 18, 2026 | |
Project: V.I.R.A. In-game content art | I used AI-assisted tools during development to help create some visual elements. All AI-generated assets were used as a base and were optimized and refined to fit the visual style and comply with copyright standards. | Anton Sharipov | - | Mar 18, 2026 | |
梦壳 Unclear | During the development process, I may use procedural and AI-based tools to assist with content creation. In all cases, the final product reflects my own creativity and expression. | SuperPixelBo | - | Mar 18, 2026 | |
Ark of Trisolar (三体方舟) In-game content art | In order to better showcase the future elements of the game, the "loading page" in the game is AI generated content. | Binary Studio | 14 | Mar 18, 2026 | |
Rift Survivors In-game content artaudio | This game uses AI to assist with the creation of certain visual and audio elements, such as icons, sound effects, and music.
AI was utilized to enhance production speed and development efficiency, but it does not generate content in real time during gameplay.
All AI use is limited to pre-release asset creation to improve overall quality. | A Team Games | - | Mar 18, 2026 | |
Kawaii Girls Panic Unclear art | Used for image processing | 17Studio | - | Mar 18, 2026 | |
超光速小队 art | Character and Icon | Bulletproof Pudding Studio | - | Mar 18, 2026 | |
Interstellar Nomad In-game content art | During loading screens, the game displays abstract, AI-generated artwork. These visuals are separate from the in-game graphics and are not meant to depict actual gameplay. Much like the stylized, cartoon-like imagery used in other games during loading sequences, their sole purpose is to add visual interest while the game loads.
Additionally, the logo featured on the store page and the in-game menu was partially created with help of AI-generated design elements. | Metadarkverse | - | Mar 18, 2026 | |
Diceeee In-game content arttextcode | Pre-rendered assets and some development assistance code/text were generated using AI tools. | packnrollgames | - | Mar 18, 2026 | |
Riftborn In-game content art | This game used generative AI tools during development to have early placeholder UI/2D Art Assets. No generative AI is used during gameplay, and all final in-game assets were manually reviewed to ensure quality and originality. | MoonRift LLC | - | Mar 18, 2026 | |
Ko-Archie: Eeny Meeny Miny Moe In-game content audio | Voice of game characters and theme song. | Artwork Game Studio | - | Mar 18, 2026 | |
Train Manager general | AI is used for the store page and in some places in-game. | Trophy Games | - | Mar 18, 2026 |