AI tools were used to create the music for the store page and in-game soundtrack.
- Creator
- BrainFog Studios
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,383 disclosures tracked
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Code help, debugging and other development work.
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Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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AI tools were used to create the music for the store page and in-game soundtrack.
Fictional character portraits used in the game's default database were hand-drawn by the developer, then colored and aged using a customized AI workflow.
The game has AI rendered pictures for the NPC characters.
This game uses generative AI for dynamic dialogue and narrative progression with the main character, "Lily." Instead of relying on pre-set options, this technology allows the character to generate natural responses and take appropriate actions based on the specific context of the player's real-time voice input.
This product uses artificial intelligence to generate in real time the language, voice, actions and other content of the character(s).
As a two-person team creating our first game, we used AI tools to assist with certain non-core production tasks to improve efficiency. All content that directly shapes your experience — including character art, CGs, and story — has been manually created, reviewed, and refined by us. We believe the heart of our game lies in the human touch we bring to it, and we hope that shines through in the final experience.
Some of the videos used in the game were produced using AI-generated images.
We only used AI-generated content for Steam capsule images.
AI tools may assist with early concepts. All final content is created by our development team.
Some visual, audio, and text elements were created using generative AI tools and were later edited and refined by the developer.
主に制作作業のアシスタント、パッケージの制作補助。
This game uses GeminiAPI for conversations and features some photorealistic images.
Some of the Material Textures
Statement Regarding the Use of AI in Development We maintain a strict and transparent policy regarding the use of AI in our creative process: 【100% Original Human Artistry】 Every character illustration and original soundtrack (BGM) in the game is handcrafted and composed by our development team. These core assets are created "stroke by stroke" and "note by note," with absolutely no AI generation involved. 【Precision Application of AI Technology】 The use of AI is strictly limited to "Game Backgrounds." To ensure a consistent artistic style across diverse real-world locations, we utilize AI solely for stylistic harmonization and animation processing. 【From Reality to Virtual Worlds】 Every background is rooted in reality. Our team personally traveled to each location for on-site photography. These original photos serve as the foundation, which are then stylized via AI to ensure a seamless blend between real-world scenery and our hand-drawn characters. Players can view the original reference photos in the in-game Media Library.
Some localization and code were generated via AI
I got help from artificial intelligence to create some fictional in-game images.
AI is used to create some in-game visuals。
All assets in this project are handcrafted, the only usage of generative AI is locally run LLM (Large Language Models), TTS (Text To Speech), and STT (Speech To Text) systems used for the optional feature of live conversation with the user created character.
AI coding tools were used during development. All visual assets, music, writing, and narrative content are human-made. An alternative wireframe visual mode is also available.
AI-generated art objects
Generative AI tools were used to assist in the creation of some in-game textures and visual assets. All AI-assisted content was reviewed and modified by the developer.
AI-generated art objects
Music and some visual assets used in this experience were AI generated
AI generated music
Agraria is a solo-developed project, and we're upfront that we used Ai as part of our workflow. AI tools were used as part of the production process for some art assets, music, and code assistance, with human design, creation, direction, editing, integration, and final implementation throughout. If that’s a deal-breaker for you, we totally understand!
Generative AI was used to create several pre-generated assets within the game, including: - Environmental assets such as in-game posters. - Character face textures. - Voice-over audio for English and Chinese languages. These assets were generated during the development process and are included as static files in the game build. No AI content is generated in real-time during gameplay.
Some visual assets were generated with the assistance of AI tools, and OpenClaw has been integrated as the underlying logic framework for the NPC companion system.
Generative AI tools, including ChatGPT, were used as development assistance for programming support, debugging, design iteration, writing assistance, and workflow planning. All final implementation, integration, testing, and creative decisions were manually reviewed and assembled by the developer. SKYOS does not use live generative AI during gameplay, and players cannot generate AI content in-game.
Generative AI tools were used during the development of this game to create some of the 2D visual assets, such as background art and certain environmental textures. All AI-generated content has been reviewed and manually edited by the development team to ensure quality and consistency with the game's overall artistic style.
My Music Label leverages generative artificial intelligence to enhance your gaming experience. All in-game images, music-related assets, and even parts of the code are generated using AI technology.
Certain assets (such as images or audio) were partially generated using AI tools and further refined by the development team.
The only use of AI in this game was to create the images of the athletes.
Some of the in-game images and audio, store page assets, and translations were created with assistance from AI tools.
AI was used to localize the user interface to improve player comprehension.
translation etc
Some events in the game generated with AI assistance
We used some AI for brainstorming copy and art direction ideas. Models used in the game were all produced by humans.
Certain 2D visual assets, character portraits and voice communications in the game were created with the assistance of AI tools during the development process. All AI-generated content is static; the game does not feature any real-time or live AI-generated interactions.
"Some of the character images were generated by AI, but then edited in photo editors."
Marketing assets (store capsules) created with AI assistance. Game code assisted by AI tools.
AI has been used to help develop the game's cover art.
God is not scripted. Every conversation is generated in real time by Claude, Anthropic's large language model — the same technology behind some of the most advanced AI assistants in the world. No two playthroughs are ever the same. All AI interactions are governed by Anthropic's strict safety guidelines and an additional in-game moderation layer. Visual elements crafted with generative tools.
There is AI-generated audio used within the game. All AI-generated content is pre-rendered and static. No AI is used to generate visuals, gameplay content, or content at runtime.
During the development of this game, generative AI was used to create some user interface (UI) assets and for text translation. Please note that the main character illustrations were created by human artists.
Some videos and images in this game are generated using artificial intelligence. AI tools were used to enhance visual effects and create unique scenes, carefully aligned with the game's art style.
本ゲームでは、ストアページの画像素材、ゲーム本編のグラフィック素材、およびプログラムの一部にAIによる生成ツールを活用しています。
Some background music tracks, 2D images, and 3D assets in the game were generated using AI tools.
Due to its independent development, this game makes limited use of AI to generate images and model materials
What parts AI applied to are: pictures like icon, button, background; language translation. And no more other visual elements like, objects rendering, model, post process effect have used AI.
ome inventory icons, the in-game orientation map, and a few images used for signs and notes were created with AI assistance. The world itself, level design, gameplay systems, buildings, ruins, enemy placement, and environments are manually built, edited, and refined. Every mesh is placed by hand, and the world layout does not use procedural generation.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SIGKILL In-game content audio | AI tools were used to create the music for the store page and in-game soundtrack. | BrainFog Studios | - | May 23, 2026 | |
Studio Sim In-game content art | Fictional character portraits used in the game's default database were hand-drawn by the developer, then colored and aged using a customized AI workflow. | PrattDesign | - | May 23, 2026 | |
NODE: PROTOCOL In-game content art | The game has AI rendered pictures for the NPC characters. | Device | - | May 23, 2026 | |
Call into the Hollow : [ 2300 ] Live AI text | This game uses generative AI for dynamic dialogue and narrative progression with the main character, "Lily." Instead of relying on pre-set options, this technology allows the character to generate natural responses and take appropriate actions based on the specific context of the player's real-time voice input. | RunGround Works | - | May 23, 2026 | |
星夜颂歌 Celestial Reverie Live AI textaudioart | This product uses artificial intelligence to generate in real time the language, voice, actions and other content of the character(s). | SingularDance | - | May 23, 2026 | |
StellarUniversity:FurryHearts In-game content arttext | As a two-person team creating our first game, we used AI tools to assist with certain non-core production tasks to improve efficiency. All content that directly shapes your experience — including character art, CGs, and story — has been manually created, reviewed, and refined by us. We believe the heart of our game lies in the human touch we bring to it, and we hope that shines through in the final experience. | Lukkabear studio | - | May 23, 2026 | |
Locked in love : The Office In-game content art | Some of the videos used in the game were produced using AI-generated images. | Inster | - | May 23, 2026 | |
Monstera Store/marketing art | We only used AI-generated content for Steam capsule images. | Mu Co | - | May 23, 2026 | |
AetherCycle Dev only | AI tools may assist with early concepts. All final content is created by our development team. | DEEP INTERACTIVE | - | May 23, 2026 | |
Crown & Spores In-game content artaudiotext | Some visual, audio, and text elements were created using generative AI tools and were later edited and refined by the developer. | SpruceWood Games | - | May 23, 2026 | |
黄泉園(Yomi no Sono) Dev only | 主に制作作業のアシスタント、パッケージの制作補助。 | Karam Works | - | May 23, 2026 | |
Digital Anima: Virtual Lifeform Care Kit Live AI textart | This game uses GeminiAPI for conversations and features some photorealistic images. | dankhearts | 19 | May 23, 2026 | |
Mystery Egg Shop Simulator - Prologue Unclear art | Some of the Material Textures | Rocinante Games | 28 | May 23, 2026 | |
我們的蜂狂人生 In-game content art | Statement Regarding the Use of AI in Development
We maintain a strict and transparent policy regarding the use of AI in our creative process:
【100% Original Human Artistry】
Every character illustration and original soundtrack (BGM) in the game is handcrafted and composed by our development team. These core assets are created "stroke by stroke" and "note by note," with absolutely no AI generation involved.
【Precision Application of AI Technology】
The use of AI is strictly limited to "Game Backgrounds." To ensure a consistent artistic style across diverse real-world locations, we utilize AI solely for stylistic harmonization and animation processing.
【From Reality to Virtual Worlds】
Every background is rooted in reality. Our team personally traveled to each location for on-site photography. These original photos serve as the foundation, which are then stylized via AI to ensure a seamless blend between real-world scenery and our hand-drawn characters. Players can view the original reference photos in the in-game Media Library. | 陳政傑 | - | May 23, 2026 | |
Hardware Tycoon In-game content textcode | Some localization and code were generated via AI | NordCode | 24 | May 23, 2026 | |
Smoke & Lottery Simulator In-game content art | I got help from artificial intelligence to create some fictional in-game images. | EdenStudio | 47 | May 23, 2026 | |
Core Defense 2099 In-game content art | AI is used to create some in-game visuals。 | Core Volume Engine | - | May 23, 2026 | |
Confide Live AI text | All assets in this project are handcrafted, the only usage of generative AI is locally run LLM (Large Language Models), TTS (Text To Speech), and STT (Speech To Text) systems used for the optional feature of live conversation with the user created character. | Osfoor | - | May 23, 2026 | |
Stella Nova Dev only codeart | AI coding tools were used during development. All visual assets, music, writing, and narrative content are human-made. An alternative wireframe visual mode is also available. | Dave | - | May 23, 2026 | |
Mom Life Simulator In-game content art | AI-generated art objects | RioverseGames | - | May 23, 2026 | |
Blow The Cover In-game content art | Generative AI tools were used to assist in the creation of some in-game textures and visual assets. All AI-assisted content was reviewed and modified by the developer. | Tushar Inani | - | May 23, 2026 | |
Noire Police Detective: Gangster Drama Simulator In-game content art | AI-generated art objects | Meraki Tech | - | May 23, 2026 | |
Esqapes Voyages In-game content audioart | Music and some visual assets used in this experience were AI generated | AVCV | - | May 23, 2026 | |
The Worlds of Narayana VR In-game content audio | AI generated music | Anantasrushti Private Limited | - | May 23, 2026 | |
Agraria In-game content artaudio | Agraria is a solo-developed project, and we're upfront that we used Ai as part of our workflow. AI tools were used as part of the production process for some art assets, music, and code assistance, with human design, creation, direction, editing, integration, and final implementation throughout. If that’s a deal-breaker for you, we totally understand! | Possibly Huge | - | May 23, 2026 | |
Rabbits Hunt In-game content artaudio | Generative AI was used to create several pre-generated assets within the game, including:
- Environmental assets such as in-game posters.
- Character face textures.
- Voice-over audio for English and Chinese languages.
These assets were generated during the development process and are included as static files in the game build. No AI content is generated in real-time during gameplay. | Usagi Lab | - | May 23, 2026 | |
Kichi: Focus Together In-game content art | Some visual assets were generated with the assistance of AI tools, and OpenClaw has been integrated as the underlying logic framework for the NPC companion system. | Kichi Studio | - | May 23, 2026 | |
SkyOs In-game content codetext | Generative AI tools, including ChatGPT, were used as development assistance for programming support, debugging, design iteration, writing assistance, and workflow planning.
All final implementation, integration, testing, and creative decisions were manually reviewed and assembled by the developer.
SKYOS does not use live generative AI during gameplay, and players cannot generate AI content in-game. | SkyOS Labs | - | May 23, 2026 | |
Best Streamer In-game content art | Generative AI tools were used during the development of this game to create some of the 2D visual assets, such as background art and certain environmental textures. All AI-generated content has been reviewed and manually edited by the development team to ensure quality and consistency with the game's overall artistic style. | Tamga Games | - | May 23, 2026 | |
My Music Label In-game content artaudiocode | My Music Label leverages generative artificial intelligence to enhance your gaming experience. All in-game images, music-related assets, and even parts of the code are generated using AI technology. | Tristan Glowa | - | May 23, 2026 | |
Prison Life Sim 2026 - Survival In-game content artaudio | Certain assets (such as images or audio) were partially generated using AI tools and further refined by the development team. | Great Escape Games Publishing | - | May 23, 2026 | |
Sports Card Collector Simulator In-game content art | The only use of AI in this game was to create the images of the athletes. | ColeThePole | - | May 23, 2026 | |
Cafe Revolution In-game content artaudiotext | Some of the in-game images and audio, store page assets, and translations were created with assistance from AI tools. | Apache Gunner Games | - | May 23, 2026 | |
Drift In-game content text | AI was used to localize the user interface to improve player comprehension. | Shinobi Man | - | May 23, 2026 | |
Held Unclear text | translation etc | Sense of Games Inc. | - | May 23, 2026 | |
芝士财商 CheeseMoney In-game content | Some events in the game generated with AI assistance | Liang ZhiYa | 13 | May 23, 2026 | |
The Anomaly Department In-game content textart | We used some AI for brainstorming copy and art direction ideas. Models used in the game were all produced by humans. | Buder Games | - | May 23, 2026 | |
Race Performance Manager In-game content artaudio | Certain 2D visual assets, character portraits and voice communications in the game were created with the assistance of AI tools during the development process. All AI-generated content is static; the game does not feature any real-time or live AI-generated interactions. | Neon Studio | - | May 23, 2026 | |
Infinite Crosswalk In-game content art | "Some of the character images were generated by AI, but then edited in photo editors." | S.P.G | - | May 23, 2026 | |
SCAMMER `99 Store/marketing codeart | Marketing assets (store capsules) created with AI assistance. Game code assisted by AI tools. | KONTORA Indie | - | May 23, 2026 | |
Barman Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
9 MINUTES AND 59 SECONDS TO HEAVEN Live AI textart | God is not scripted. Every conversation is generated in real time by Claude, Anthropic's large language model — the same technology behind some of the most advanced AI assistants in the world. No two playthroughs are ever the same. All AI interactions are governed by Anthropic's strict safety guidelines and an additional in-game moderation layer. Visual elements crafted with generative tools. | Fake Carbonara | - | May 23, 2026 | |
DONT LOOK In-game content audio | There is AI-generated audio used within the game. All AI-generated content is pre-rendered and static. No AI is used to generate visuals, gameplay content, or content at runtime. | Angel | - | May 23, 2026 | |
CoinDecker ~Deck Building Pusher~ In-game content arttext | During the development of this game, generative AI was used to create some user interface (UI) assets and for text translation.
Please note that the main character illustrations were created by human artists. | PastelFox | - | May 23, 2026 | |
Blind Box Shop Simulator In-game content art | Some videos and images in this game are generated using artificial intelligence. AI tools were used to enhance visual effects and create unique scenes, carefully aligned with the game's art style. | NovaraGames | 182 | May 23, 2026 | |
鉄道運行管理シミュレーション In-game content artcode | 本ゲームでは、ストアページの画像素材、ゲーム本編のグラフィック素材、およびプログラムの一部にAIによる生成ツールを活用しています。 | たでぃまる | - | May 23, 2026 | |
Pizzeria: The Pizza Restaurant Sim In-game content audioart | Some background music tracks, 2D images, and 3D assets in the game were generated using AI tools. | BFBulut | - | May 23, 2026 | |
PlayZone In-game content art | Due to its independent development, this game makes limited use of AI to generate images and model materials | MagicBox魔盒 | - | May 23, 2026 | |
Snooker Billiard In-game content arttext | What parts AI applied to are: pictures like icon, button, background; language translation. And no more other visual elements like, objects rendering, model, post process effect have used AI. | DotStudio | - | May 23, 2026 | |
Travelers In-game content art | ome inventory icons, the in-game orientation map, and a few images used for signs and notes were created with AI assistance. The world itself, level design, gameplay systems, buildings, ruins, enemy placement, and environments are manually built, edited, and refined. Every mesh is placed by hand, and the world layout does not use procedural generation. | coolgamingcompany | - | May 23, 2026 |