Some of game's sound effects, music and textures are AI-generated
- Creator
- Susmers
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 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.
Some of game's sound effects, music and textures are AI-generated
Generative AI was used to create variations of character, UI and background images.
The artwork of the townspeople and the collectible artwork in the "Image Gallery" used generative AI.
Note on voice output: This game uses AI-generated voices for voice output. The dialogues and texts were written by the developers and then set to music using modern text-to-speech systems. The aim is to provide consistent audio quality and make the content accessible to players with different language preferences. Please note that these are not professional voice recordings, but synthetically generated voices.
We used generative AI tools to create code, concept art, pixel art sprites, background environments, and store page graphics. All AI-generated content was reviewed and edited by our team. No AI content is generated during gameplay.
AI was used in the process of creating backgrounds. Please be patient while we hone our digital art skills. Thank you for your understanding!
Some in-game text was initially generated using AI translation tools and later manually reviewed and edited. Additionally, a portion of the plugin code was developed using AI-assisted coding tools. A small number of background music tracks are AI-generated royalty-free assets provided by S_Sleep and are used with permission. No live AI content generation occurs during gameplay.
Part of the art assets were generated using AI tools to create initial concept sketches, which were then manually adjusted and revised by artists. The final work combines AI-generated foundational designs with human artistic revisions. The translation process for languages other than Chinese utilized AI & human revision.
The game is developed solo, and during Early Access I’ve occasionally used AI-generated placeholders — some of which I actually quite like. These are temporary and will likely be replaced over time.
We only use parts of AI-generated voice-overs – the voice samples come from recordings of our developers working on the game.
A limited number of talent icons have been created using AI generation.
When Born In Reverie is released in full, around 5% of the code base will be AI generated snippets. All illustrations, UI elements, soundtracks, dialogue, sprite designs, etc. will be human-created. -AI image generation was used for ideation on a small number of designs. What this actually means in practice is that AI images were created, modified, and then sent to real artists to serve as reference material in their work. The final illustrations and designs, were created by artists. -To improve productivity, the development of Born in Reverie utilized AI tools for coding/programming support, and AI scaling algorithms to up/down sample a small number of human-created assets. Born in Reverie DOES NOT live produce anything in-game via AI generation. -As an indie developer, I am unable to supervise the work of all the freelancers I work with and cannot guarantee their work is entirely AI free. If anyone I work with is found to produce content with significant AI usage, I will be removing their content and credits from the game and replacing their content with proper human artistry. Above all else, Born in Reverie values human artistry and seeks to create something genuine and authentic for players to experience.
I've used AI to help with spell checks / grammer and voice over in the trailer.
Character voices are produced by VOIVEVOX software and licensed by the voice owners. Songs are sung by AI virtual singers of ACE software, and have obtained relevant commercial licenses. The English text of this game is translated by AI Translator, and the translated text is from the game script.
In the game's background drawings, outputs of drawing samples from the Midjourney artificial intelligence were taken, and background drawings were produced by making corrections on those samples.
1001 Nights is a story-crafting game that started development as early as 2020, exploring creative narrative gameplay to bring players novel experiences they've never had before: telling stories and turning those stories into reality.All traditional game art assets are hand-crafted by our talented human artists. This includes character illustrations, scene models, UI elements, and all visual components that form the core aesthetic of our game. The game features an adaptive LLM-based storytelling system that responds to your unique inputs based on a language model called Qwen. Our narrative engine draws from the rich tradition of Persian folklore and our original hand-written story frameworks by paid writers, then dynamically adapts these materials to create personalized experiences based on your inputs. Each playthrough becomes a unique collaboration between you and our narrative system.Our guiding principle has always been to create gaming experiences that were previously impossible - where technology serves as a creative collaborator rather than a replacement for human imagination. The soul of 1001 Nights comes from our human creators, inspired by ancient Persian folklore and brought to life through innovative narrative systems.For technical details about our implementation and the academic research behind our systems, please refer to the in-game introduction, and our published papers available on our official website. We're a small indie team committed to pushing the boundaries of interactive storytelling while respecting both player creativity and artistic integrity.We welcome any questions or feedback about our creative process via adaeden1001[at]gmail[dot]com or through our Discord community. Your input helps us continue improving this unique storytelling experience.
The Dark Cowboy is a solo-developed project created over several years in Unreal Engine. To achieve a cinematic experience as a single creator, AI tools were integrated into the production workflow in a few specific areas. Cinematics & Visuals Generative AI tools assisted in creating visual material for cinematic sequences, as well as static artwork for loading screens and promotional imagery. Audio & Voice Performances Character dialogue is performed using voice models derived from licensed human voice performances, alongside select atmospheric tracks to enhance the game’s immersive soundscape. Writing & Localization Language models assisted with editorial review of scripts and helped produce translations across the game's 14 supported languages. All such elements were carefully directed, manually refined, and integrated by the developer to ensure they fully support the atmosphere and storytelling of The Dark Cowboy.
Generative AI tools have been applied by development team in process of creation of parts of very limited in-game graphic assets and in certain marketing materials with considerable limitations and human overview and input at all times. All core game content has been carefully designed and curated by our team to ensure quality and originality.
The game's art assets and code content were all generated by AI.
A few background concepts were generated with AI that retains respect to artist copyright (Adobe Firefly) but we are still working on reworking these few instances with our art team!
Narrator uses AI voice over work as a placeholder. Currently the final game is slotted to feature 100% human actors for maximum expression. An example of this is the demo's ending cutscene.
South Scrimshaw Part One uses voiced narration synthesized from public domain recordings.
Artificial intelligence was used to speed up the process of drawing rough versions of characters and some backgrounds for illustrations. The initial images and subsequent processing were made by a human. All the final images have been reworked and modified by several artists.
In the game are included images for cinematics, generated with a commercial image generation engine.
We have sections that use AI: 1. On the character selection page of the game, the character's voiceover is created by AI 2. On the character selection page of the game, the first version of the character's sketch is created by AI. Illustrations in the game's "event" system are created by AI.
To enhance the production process and ensure the highest quality of content, our game incorporates images created with the assistance of artificial intelligence. Additionally, we have utilized AI in the editing process of our extensive in-game texts, ensuring linguistic accuracy and the elimination of errors.
We use AI for some of the character portraits in the game.
- AI voice changer applied to some voice acting. - Some in game posters.
All voices for the announcer and the tutorial bot have been generated with AI
Certain voice-overs for the in-game AI companion were produced with the help of generative AI for DLC.
A few background images in the start sequence were generated by AI.
Some promotional artwork is partially generated using A.I.
Texture Upscaling.
Used for Early Access placeholders, and is intended to be replaced with more development time. AI generation was used for some voices and some 2D images within the game. These assets are intended to be replaced with ones created by human artists.
There is one song which uses lyrics we wrote and AI generated music to back it. There are a small number of AI generated images based on our sketches. The one AI character uses an AI generated voice.
As a solo developer, AI has assisted with voice acting, allowing me to bring my vision to life more efficiently and effectively.
The game features a small local language model used to generate dynamic storylines and events based on character traits and relationships. Generative AI is also used to assist in the creation of various 2D textures, marketing materials, portraits and UI elements.
1. We used ChatGPT-4 to make some custom javascript plugins. 2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu.
We want to emphasize that both human-art and AI-generated content are used in the event illustrations. At the time of writing this (pre-beta), some of the illustrations in the game are still early experiments and, as such, treated as placeholders. As artists, we fully understand that AI-generated imagery is a controversial topic at the moment. We felt that by using generated art, in addition to our own art, we could create a much more vivid and immersive experience for the player. We are fully open to discussing this further and elaborating on our approach.
We confirm that AI-assisted tools were used in the development of our game. The specific scope and manner of use are as follows: 1. Type of AI-Generated Content: * Text Content: We used AI text-generation tools to assist in creating initial drafts for some of the in-game copy during the early conceptual stages of development. * This includes content for: * Background stories and design documents for boss characters, frigates, and other units. * Descriptive text for player skills. * Preliminary outlines and descriptions for the game's overall story background. * In-game text such as enemy names and skill descriptions. 2. Our Workflow and Human Oversight (The Key Part): * AI's role was that of an "Assistant Tool": The AI was used solely to generate preliminary, unpolished text drafts and inspiration based on core ideas and directions provided by our producers. * Deep Human Optimization and Review: All AI-generated text underwent strict review, selection, rewriting, and optimization by our producers and development team. We ensured: * Creative Direction: The final design direction and core ideas were entirely determined by the human team. * Content Ownership: We hold full and legal rights to all final content included in the game. The content, after profound human modification and optimization, is no longer a purely AI-generated product but the intellectual property of our team. * Quality and Compliance Control: We ensured all textual content met our quality standards and Steam's distribution rules, containing no infringing, offensive, or inappropriate material. 3. Commitment and Assurance: * We guarantee that the final version of the game does not directly include any unmodified AI-generated output. * We take full responsibility for all content in our game. In Summary: AI was used as a tool for assistance and inspiration during the design phase, but the final generation, approval, and copyright of all game content are the sole responsibility of our human development team.
The voice acting for some characters and some images were created using AI.
This game uses a Large Language Model to help parse out in-game player character data (quests, allied factions, in-game world events, NPCs the player has interacted with, etc.) to customize quest objectives and reword hand written dialogue to fit that particular player character's playthrough.
—Some background images and illustrations —Involving promotional art materials —A small number of image assets, including visual images and page backgrounds —Part of the content of the main promotional image
During the development phase, some placeholder voices and vocal prototypes are generated using AI tools. These are used solely for iteration, testing, and internal production workflows. For the final release, all characters will be voiced by professional voice actors.
I will not directly provide any AI services, but plan to only retain the interface for external AI to take over the game logic in the game. Users can use their own trained language models, and they can only solve problems such as computing power by themselves. I plan to not allow users to enter text in the game, so that users have no chance of inducing language model generation. However, some overfitting language models will ignore the prompts and output nfsw. At the same time, I used two methods: 1. Limit the output length and suppress it from the root. 2. Keyword check to see if nfsw content exists. If someone tries to report it, he should report it to the person who gave him the language model. If the user enables AI, I will change the name of the enabled AI service into a game watermark to prove that it is the user's own problem.
Store capsule art was assisted with generative AI.
We trained an AI that helped us generate base pictures that we then used as source to create illustrations for blessings and some items ingame. All other illustration are original creation made by our artists.
Generation of Textures and Icons offline. Training of Deep Learning Models for Image Generation. LLMs for Coding, Spelling Correction and Translation.
Aura Guidance system delivers generated knowledge based on real Rookie Help questions and answers.
A portion of the Steam community assets and marketing materials are generated using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Space Freighter In-game content audioart | Some of game's sound effects, music and textures are AI-generated | Susmers | - | Mar 18, 2026 | |
Magical Mic Duel: Senpai, Hear My Spell In-game content art | Generative AI was used to create variations of character, UI and background images. | ReLU Games, Inc. | 446 | Mar 18, 2026 | |
Tickle Magnet In-game content art | The artwork of the townspeople and the collectible artwork in the "Image Gallery" used generative AI. | Agency Publishing, Inc. | - | Mar 18, 2026 | |
Statera: Aurum In-game content audio | Note on voice output:
This game uses AI-generated voices for voice output. The dialogues and texts were written by the developers and then set to music using modern text-to-speech systems. The aim is to provide consistent audio quality and make the content accessible to players with different language preferences.
Please note that these are not professional voice recordings, but synthetically generated voices. | jst.games | - | Mar 18, 2026 | |
Blood & Bytes: Kagura In-game content artcode | We used generative AI tools to create code, concept art, pixel art sprites, background environments, and store page graphics. All AI-generated content was reviewed and edited by our team. No AI content is generated during gameplay. | Genoma Games | - | Mar 18, 2026 | |
Rogue Climber Unclear art | AI was used in the process of creating backgrounds. Please be patient while we hone our digital art skills. Thank you for your understanding! | Imaginary Game Studios | - | Mar 18, 2026 | |
Ortho Blaze In-game content textaudio | Some in-game text was initially generated using AI translation tools and later manually reviewed and edited.
Additionally, a portion of the plugin code was developed using AI-assisted coding tools.
A small number of background music tracks are AI-generated royalty-free assets provided by S_Sleep and are used with permission.
No live AI content generation occurs during gameplay. | Paracelsus Team | - | Mar 18, 2026 | |
息风谷战略 In-game content arttext | Part of the art assets were generated using AI tools to create initial concept sketches, which were then manually adjusted and revised by artists. The final work combines AI-generated foundational designs with human artistic revisions.
The translation process for languages other than Chinese utilized AI & human revision. | Xia Start | 1.5k | Mar 18, 2026 | |
Hiraeth Dev only art | The game is developed solo, and during Early Access I’ve occasionally used AI-generated placeholders — some of which I actually quite like. These are temporary and will likely be replaced over time. | Jade Horse | 24 | Mar 18, 2026 | |
Sancticide In-game content audio | We only use parts of AI-generated voice-overs – the voice samples come from recordings of our developers working on the game. | Red Square Games | 57 | Mar 18, 2026 | |
Rain Tactics In-game content art | A limited number of talent icons have been created using AI generation. | Ervya Studios | - | Mar 18, 2026 | |
Born In Reverie In-game content artaudiotextcode | When Born In Reverie is released in full, around 5% of the code base will be AI generated snippets. All illustrations, UI elements, soundtracks, dialogue, sprite designs, etc. will be human-created.
-AI image generation was used for ideation on a small number of designs. What this actually means in practice is that AI images were created, modified, and then sent to real artists to serve as reference material in their work. The final illustrations and designs, were created by artists.
-To improve productivity, the development of Born in Reverie utilized AI tools for coding/programming support, and AI scaling algorithms to up/down sample a small number of human-created assets. Born in Reverie DOES NOT live produce anything in-game via AI generation.
-As an indie developer, I am unable to supervise the work of all the freelancers I work with and cannot guarantee their work is entirely AI free. If anyone I work with is found to produce content with significant AI usage, I will be removing their content and credits from the game and replacing their content with proper human artistry.
Above all else, Born in Reverie values human artistry and seeks to create something genuine and authentic for players to experience. | Axial Escape | - | 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 | |
ヌースジャンプの前奏曲 In-game content audiotext | Character voices are produced by VOIVEVOX software and licensed by the voice owners.
Songs are sung by AI virtual singers of ACE software, and have obtained relevant commercial licenses.
The English text of this game is translated by AI Translator, and the translated text is from the game script. | 蔡承龙 | - | Mar 18, 2026 | |
The Tower Stories Green 1 In-game content art | In the game's background drawings, outputs of drawing samples from the Midjourney artificial intelligence were taken, and background drawings were produced by making corrections on those samples. | Seals and Equilibria | - | Mar 18, 2026 | |
1001 Nights Live AI text | 1001 Nights is a story-crafting game that started development as early as 2020, exploring creative narrative gameplay to bring players novel experiences they've never had before: telling stories and turning those stories into reality.All traditional game art assets are hand-crafted by our talented human artists. This includes character illustrations, scene models, UI elements, and all visual components that form the core aesthetic of our game. The game features an adaptive LLM-based storytelling system that responds to your unique inputs based on a language model called Qwen. Our narrative engine draws from the rich tradition of Persian folklore and our original hand-written story frameworks by paid writers, then dynamically adapts these materials to create personalized experiences based on your inputs. Each playthrough becomes a unique collaboration between you and our narrative system.Our guiding principle has always been to create gaming experiences that were previously impossible - where technology serves as a creative collaborator rather than a replacement for human imagination. The soul of 1001 Nights comes from our human creators, inspired by ancient Persian folklore and brought to life through innovative narrative systems.For technical details about our implementation and the academic research behind our systems, please refer to the in-game introduction, and our published papers available on our official website. We're a small indie team committed to pushing the boundaries of interactive storytelling while respecting both player creativity and artistic integrity.We welcome any questions or feedback about our creative process via adaeden1001[at]gmail[dot]com or through our Discord community. Your input helps us continue improving this unique storytelling experience. | Ada Eden | - | Mar 18, 2026 | |
The Dark Cowboy In-game content artaudiotext | The Dark Cowboy is a solo-developed project created over several years in Unreal Engine. To achieve a cinematic experience as a single creator, AI tools were integrated into the production workflow in a few specific areas.
Cinematics & Visuals
Generative AI tools assisted in creating visual material for cinematic sequences, as well as static artwork for loading screens and promotional imagery.
Audio & Voice Performances
Character dialogue is performed using voice models derived from licensed human voice performances, alongside select atmospheric tracks to enhance the game’s immersive soundscape.
Writing & Localization
Language models assisted with editorial review of scripts and helped produce translations across the game's 14 supported languages.
All such elements were carefully directed, manually refined, and integrated by the developer to ensure they fully support the atmosphere and storytelling of The Dark Cowboy. | Valezart | - | Mar 18, 2026 | |
Pixel Gun 3D: PC Edition In-game content art | Generative AI tools have been applied by development team in process of creation of parts of very limited in-game graphic assets and in certain marketing materials with considerable limitations and human overview and input at all times.
All core game content has been carefully designed and curated by our team to ensure quality and originality. | Cubic Games Studio | 23.5k | Mar 18, 2026 | |
焚鸾:误红妆 In-game content artcode | The game's art assets and code content were all generated by AI. | Villain Role | - | Mar 18, 2026 | |
Symbol of Sacrifice Unclear art | A few background concepts were generated with AI that retains respect to artist copyright (Adobe Firefly) but we are still working on reworking these few instances with our art team! | Umbrella Labs | - | Mar 18, 2026 | |
Veil: Alter Unknown In-game content audio | Narrator uses AI voice over work as a placeholder.
Currently the final game is slotted to feature 100% human actors for maximum expression. An example of this is the demo's ending cutscene. | Peter Lantz | - | Mar 18, 2026 | |
South Scrimshaw Part One In-game content audio | South Scrimshaw Part One uses voiced narration synthesized from public domain recordings. | Nathan O. Marsh | 1.5k | Mar 18, 2026 | |
HOPE: Winter Tale In-game content art | Artificial intelligence was used to speed up the process of drawing rough versions of characters and some backgrounds for illustrations. The initial images and subsequent processing were made by a human. All the final images have been reworked and modified by several artists. | PanelkaGames | 72 | Mar 18, 2026 | |
Kay's Destiny In-game content art | In the game are included images for cinematics, generated with a commercial image generation engine. | KayThePianist | - | Mar 18, 2026 | |
Hero of Fate In-game content audioart | We have sections that use AI:
1. On the character selection page of the game, the character's voiceover is created by AI
2. On the character selection page of the game, the first version of the character's sketch is created by AI.
Illustrations in the game's "event" system are created by AI. | Planescape Game Studio | 483 | Mar 18, 2026 | |
SCP Operations In-game content arttext | To enhance the production process and ensure the highest quality of content, our game incorporates images created with the assistance of artificial intelligence. Additionally, we have utilized AI in the editing process of our extensive in-game texts, ensuring linguistic accuracy and the elimination of errors. | LUXO Interactive | 83 | Mar 18, 2026 | |
Astonishing Basketball Manager In-game content art | We use AI for some of the character portraits in the game. | Studio Zero Inc. | 13 | Mar 18, 2026 | |
By Grit Alone In-game content audioart | - AI voice changer applied to some voice acting.
- Some in game posters. | Crooks Peak | - | Mar 18, 2026 | |
Brains n' Bullets In-game content audio | All voices for the announcer and the tutorial bot have been generated with AI | gamelynk.io | - | Mar 18, 2026 | |
Shatterline In-game content audio | Certain voice-overs for the in-game AI companion were produced with the help of generative AI for DLC. | Frag Lab LLC | 16 | Mar 18, 2026 | |
Curvature In-game content art | A few background images in the start sequence were generated by AI. | Pawel Lossew | - | Mar 18, 2026 | |
SCP: Directive Nine Store/marketing art | Some promotional artwork is partially generated using A.I. | Patchwork Games | - | Mar 18, 2026 | |
INCLOSED Unclear art | Texture Upscaling. | Amir Dayyef | - | Mar 18, 2026 | |
Leviathan In-game content audioart | Used for Early Access placeholders, and is intended to be replaced with more development time. AI generation was used for some voices and some 2D images within the game. These assets are intended to be replaced with ones created by human artists. | Dream Foundry Games | 23 | Mar 18, 2026 | |
Last Chance Market In-game content audioart | There is one song which uses lyrics we wrote and AI generated music to back it. There are a small number of AI generated images based on our sketches. The one AI character uses an AI generated voice. | Dark Premonition Games | - | Mar 18, 2026 | |
Tundralia In-game content audio | As a solo developer, AI has assisted with voice acting, allowing me to bring my vision to life more efficiently and effectively. | JSquared Games | - | Mar 18, 2026 | |
Fall of an Empire Live AI arttext | The game features a small local language model used to generate dynamic storylines and events based on character traits and relationships. Generative AI is also used to assist in the creation of various 2D textures, marketing materials, portraits and UI elements. | JG Games | 68 | Mar 18, 2026 | |
Star Shift Rebellion In-game content artcode | 1. We used ChatGPT-4 to make some custom javascript plugins.
2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu. | Psychronic Game Studios | 29 | Mar 18, 2026 | |
Great Houses of Calderia In-game content art | We want to emphasize that both human-art and AI-generated content are used in the event illustrations. At the time of writing this (pre-beta), some of the illustrations in the game are still early experiments and, as such, treated as placeholders. As artists, we fully understand that AI-generated imagery is a controversial topic at the moment. We felt that by using generated art, in addition to our own art, we could create a much more vivid and immersive experience for the player. We are fully open to discussing this further and elaborating on our approach. | Resistance Games | 407 | Mar 18, 2026 | |
FlyingUniverse In-game content text | We confirm that AI-assisted tools were used in the development of our game. The specific scope and manner of use are as follows:
1. Type of AI-Generated Content:
* Text Content: We used AI text-generation tools to assist in creating initial drafts for some of the in-game copy during the early conceptual stages of development.
* This includes content for:
* Background stories and design documents for boss characters, frigates, and other units.
* Descriptive text for player skills.
* Preliminary outlines and descriptions for the game's overall story background.
* In-game text such as enemy names and skill descriptions.
2. Our Workflow and Human Oversight (The Key Part):
* AI's role was that of an "Assistant Tool": The AI was used solely to generate preliminary, unpolished text drafts and inspiration based on core ideas and directions provided by our producers.
* Deep Human Optimization and Review: All AI-generated text underwent strict review, selection, rewriting, and optimization by our producers and development team. We ensured:
* Creative Direction: The final design direction and core ideas were entirely determined by the human team.
* Content Ownership: We hold full and legal rights to all final content included in the game. The content, after profound human modification and optimization, is no longer a purely AI-generated product but the intellectual property of our team.
* Quality and Compliance Control: We ensured all textual content met our quality standards and Steam's distribution rules, containing no infringing, offensive, or inappropriate material.
3. Commitment and Assurance:
* We guarantee that the final version of the game does not directly include any unmodified AI-generated output.
* We take full responsibility for all content in our game.
In Summary: AI was used as a tool for assistance and inspiration during the design phase, but the final generation, approval, and copyright of all game content are the sole responsibility of our human development team. | Gold Orange Studio | - | Mar 18, 2026 | |
Hail to the Rainbow In-game content audioart | The voice acting for some characters and some images were created using AI. | Носков Сергей | 342 | Mar 18, 2026 | |
The Wayward Realms Live AI text | This game uses a Large Language Model to help parse out in-game player character data (quests, allied factions, in-game world events, NPCs the player has interacted with, etc.) to customize quest objectives and reword hand written dialogue to fit that particular player character's playthrough. | OnceLost Games | - | Mar 18, 2026 | |
接线员的使命 Store/marketing art | —Some background images and illustrations
—Involving promotional art materials
—A small number of image assets, including visual images and page backgrounds
—Part of the content of the main promotional image | 让我睡个好觉 | - | Mar 18, 2026 | |
Shadow Strings In-game content audio | During the development phase, some placeholder voices and vocal prototypes are generated using AI tools. These are used solely for iteration, testing, and internal production workflows.
For the final release, all characters will be voiced by professional voice actors. | hybrisgames | - | Mar 18, 2026 | |
新世界 general | I will not directly provide any AI services, but plan to only retain the interface for external AI to take over the game logic in the game. Users can use their own trained language models, and they can only solve problems such as computing power by themselves. I plan to not allow users to enter text in the game, so that users have no chance of inducing language model generation. However, some overfitting language models will ignore the prompts and output nfsw. At the same time, I used two methods: 1. Limit the output length and suppress it from the root. 2. Keyword check to see if nfsw content exists. If someone tries to report it, he should report it to the person who gave him the language model. If the user enables AI, I will change the name of the enabled AI service into a game watermark to prove that it is the user's own problem. | ZIWord Soft | - | Mar 18, 2026 | |
Dread Store/marketing art | Store capsule art was assisted with generative AI. | WeSummonDemons! | - | Mar 18, 2026 | |
Isles of Krom In-game content art | We trained an AI that helped us generate base pictures that we then used as source to create illustrations for blessings and some items ingame. All other illustration are original creation made by our artists. | Floppy Goat Inc. | - | Mar 18, 2026 | |
StaudSoft's Synthetic World In-game content artcodetext | Generation of Textures and Icons offline.
Training of Deep Learning Models for Image Generation.
LLMs for Coding, Spelling Correction and Translation. | StaudSoft | 14 | Mar 18, 2026 | |
EVE Online Live AI text | Aura Guidance system delivers generated knowledge based on real Rookie Help questions and answers. | Fenris Creations | 23k | Mar 18, 2026 | |
An Amazing Wizard Store/marketing art | A portion of the Steam community assets and marketing materials are generated using AI. | Tiny Goblins | 96 | Mar 18, 2026 |