Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand.
- Creator
- STANDER Games
- Reviews
- -
- Added
- Sep 22, 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.
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Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand.
SMASH & GRAB uses generative AI for pre-generated content that is reviewed and edited by the team before it ships. Card portraits and their collectible variants, the rival figures and props, the key art, and the store capsules were produced with image and 3D generation tools (Meshy, OpenArt) from our own prompts and references. Voice lines use synthetic voices from ElevenLabs; no real person's voice was cloned. The music beds were generated with ElevenLabs, and the store trailer was assembled from AI-generated clips (Kling via OpenArt). Card names, bios, and other in-game text were drafted with a large language model and edited by the team. Nothing is generated while you play: the game does not create content live.
Generative AI was used to assist in creating some art assets, including backgrounds, prop images, and store promotional images, and in drafting and polishing some written content. The developer selected, edited, and integrated these materials for use in the game and on its store page. The game does not generate AI content during gameplay or connect to external AI services.
During matches, AI characters generate text through our official service, which connects to a third-party AI provider. Players do not need to enter an API key or manage a third-party account. The game includes a limited number of Turing Tickets; creating a match normally uses one. Additional Tickets are planned for purchase through Steam in-game purchases, and some may be earned through gameplay. Generative AI was also used to create promotional illustrations and store artwork. These staged images are not gameplay screenshots.
Generative AI was used during the creation of certain in-game content, such as cutscenes and other visual assets.
Some of the graphics were inspired from AI references
Localisations and localized narrations are done with AI. Some graphical elements and videos are rendered with AI tools.
This game uses generative AI tools in production, under human direction. Part of the 2D art (characters, backgrounds, icons, interface) and part of the text go through these tools, always from direction, references and rules I define, and always reviewed, corrected and approved piece by piece before entering the game. Other art and text in the game were made by hand. All decisions about story, script, scene design, mechanics and art direction are mine. The game has no voice acting, and no AI-generated voice. Nothing is generated while you play: everything the game shows is a fixed file in the package.
AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay.
Some images were created or modified using Gen AI.
Some in-game art assets are AI-generated.
Generative AI was used to brainstorm some character images (but not directly used), and to render some static backgrounds. I also argued with it about coding bugs. It was helpful but not smart.
Generative AI was used to assist in the creation of some in-game graphical assets and to generate or process some voice audio. All AI-assisted content was created and reviewed during development. The game does not generate AI content during gameplay.
Graphics & Concepts: Generative AI was used to design and refine initial concept art, textures, and UI elements. Texts & Dialogues: Portions of the lore, background stories, and dialogue scripts were conceptualized using AI language models and subsequently revised manually. Code & Optimization: AI-assisted tools were utilized to optimize programming code and assist in debugging. Note: All final assets in the game have been thoroughly reviewed, edited, and curated by the developer.
Helped with some art
We used AI for composing music themes for the game, as well as for some graphic elements, like for example the trailer.
Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay.
all the pictures are generated by artificial intelligence.
In terms of art direction, AI was used as a supplementary tool for improvement; it was not a completely automated process from scratch, nor were AI-generated assets used directly. In terms of music, AI generation was used directly.
Generative AI was used to create some of the game's graphics and sound assets.
All textual copy, dialogue, and scripts in this game are entirely handcrafted and written by the developer without the use of AI. The background music and sound effects are licensed from Pixabay under commercial-use terms. Generative AI (Leonardo.ai) was utilized strictly to pre-generate initial CG illustrations and concept art, which were subsequently edited and refined manually by the developer before being built into the game.
Generative AI tools were used during development to create and refine some pre-generated visual and other game assets. All AI-assisted content was reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay.
Some assets in this game were created with the help of generative AI: background and character art, UI and achievement icons, music and sound effects, and promotional material such as the trailer. All of them were selected, edited and checked by hand before use. The script and all in-game text were written by a human. The game performs no AI generation at runtime and connects to no external AI service.
Some art assets, sound effects and narrative materials were pre‑generated with AI tools during development. No AI‑generated content is created in real‑time during gameplay.
all the pictures are generated by artificial intelligence.
sound elements in this game were generated using an AI agent.
The game will connect to an open-source local large language model that is already built into the game upon first launch, and use it during gameplay to generate NPC dialogues, host responses, and reasoning review feedback. Players may also choose to access compatible third‑party large language model APIs. The text generated at runtime is based on player questions and current story data.
Some images are rendered and some music is produced by AI
Our team used AI tools to assist with improving some existing sketches and character elements, creating some background elements, and producing/ improving translations and character voices. The vast majority of the game was created by our team without AI.
I created the vast majority of the images, drawings, and text by hand. However, I did use AI from time to time.
English: This game uses generative AI to create case stories, suspect dialogues, and investigative clues in real time during play. AI is provided by third-party services — you bring your own API key (entered in the in-game settings). No microtransactions.
AI tools were used to assist with localizing the interface text into the game's 11 supported languages. All artwork, music, sound and game design are human-made.
AI has been used to help develop the game's cover art.
Some assets are AI generated
The game uses AI tools to assist in generating background graphics and supporting the artistic process. AI is also used to aid in translation and localization, making the game available in multiple regions and languages.
all the pictures are generated by artificial intelligence.
To improve the game's visual quality and overall player experience, generative AI was used in the creation of some art assets.
Some of the game's art assets were generated with the assistance of AI. All such assets have been carefully reviewed to ensure they do not infringe on third-party rights or violate Steam's policies.
vibe coding
Part of sound design and artwork was created with the support of AI tools.
AI was used on this game: to assist with the programming, and to produce the translations. If a line reads wrong in your language, report it on the Steam community hub.
Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services.
游戏中的部分音乐使用AI辅助生成
Some images
This game uses generative AI-assisted tools for certain visual assets and promotional materials, including some artwork shown in the store page and trailer. All AI-assisted content has been reviewed, selected, edited, and integrated by the developer.
Some UI designs in the game are generated using AI
Assistance with the development of: - Custom procedural 2D animation rig. - Reinforcement learning (RL) layer for player and NPC animations in hand-authored 2D environments. - Base designs for sprites and backgrounds (further iterated by hand using digital editing software like photoshop) No ai tools were used in any capacity for writing or story elements, voice acting, music, or anywhere else.
Generative AI tools were used during development to assist with creating promotional images for the Steam store page, early concept art, and voiceovers for character dialogues. No AI content is generated in real-time during gameplay. All in-game models, code, and environments were manually created, processed, and integrated by the developer.
We’d like to be transparent about the localization of THE WRONG WAY ROUND. Some of the game’s translations have been created with the assistance of AI and then reviewed and adjusted by us. This allows us to make the game available to more players and support more languages than we could otherwise manage. We’re continuously improving the translations and really appreciate any feedback from native speakers.
Dynamic Interrogation Dialogue: Suspicious Minds features an unscripted interrogation engine powered by local Large Language Models (LLMs). Suspect and detective responses, emotional shifts, and conversational directions are generated dynamically in real time based on user inputs, crime scene evidence, and player choices. Voice Recognition & Speech Synthesis: The game utilizes localized speech-to-text engines to analyze spoken player input and real-time text-to-speech models to synthesize natural, expressive character voice outputs during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Doringbult Detective In-game content art | Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand. | STANDER Games | - | Sep 22, 2026 | |
Smash & Grab In-game content artaudiotext | SMASH & GRAB uses generative AI for pre-generated content that is reviewed and edited by the team before it ships. Card portraits and their collectible variants, the rival figures and props, the key art, and the store capsules were produced with image and 3D generation tools (Meshy, OpenArt) from our own prompts and references. Voice lines use synthetic voices from ElevenLabs; no real person's voice was cloned. The music beds were generated with ElevenLabs, and the store trailer was assembled from AI-generated clips (Kling via OpenArt). Card names, bios, and other in-game text were drafted with a large language model and edited by the team. Nothing is generated while you play: the game does not create content live. | Hashbang Games | - | Sep 22, 2026 | |
传家 In-game content arttext | Generative AI was used to assist in creating some art assets, including backgrounds, prop images, and store promotional images, and in drafting and polishing some written content. The developer selected, edited, and integrated these materials for use in the game and on its store page. The game does not generate AI content during gameplay or connect to external AI services. | Paisley | - | Sep 22, 2026 | |
Turing Game Live AI text | During matches, AI characters generate text through our official service, which connects to a third-party AI provider. Players do not need to enter an API key or manage a third-party account. The game includes a limited number of Turing Tickets; creating a match normally uses one. Additional Tickets are planned for purchase through Steam in-game purchases, and some may be earned through gameplay. Generative AI was also used to create promotional illustrations and store artwork. These staged images are not gameplay screenshots. | Mobi Studio | - | Sep 22, 2026 | |
Border Control Together In-game content art | Generative AI was used during the creation of certain in-game content, such as cutscenes and other visual assets. | Peaky Play | - | Sep 22, 2026 | |
PAWSHOT Unclear art | Some of the graphics were inspired from AI references | DenaZ | - | Sep 19, 2026 | |
Sherlock Mysteries: Victorian Investigations In-game content textartaudio | Localisations and localized narrations are done with AI. Some graphical elements and videos are rendered with AI tools. | Socrates Games Studio | - | Sep 19, 2026 | |
Água Suja (Nobody Dies Here) In-game content arttext | This game uses generative AI tools in production, under human direction. Part of the 2D art (characters, backgrounds, icons, interface) and part of the text go through these tools, always from direction, references and rules I define, and always reviewed, corrected and approved piece by piece before entering the game. Other art and text in the game were made by hand. All decisions about story, script, scene design, mechanics and art direction are mine. The game has no voice acting, and no AI-generated voice. Nothing is generated while you play: everything the game shows is a fixed file in the package. | B&B Studios | - | Sep 19, 2026 | |
Christmas Mystery: 100 Hidden Cats Dev only code | AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay. | ArPeaKK Games | - | Sep 19, 2026 | |
unknown.exe Unclear art | Some images were created or modified using Gen AI. | STUDIO KOENJI | - | Sep 19, 2026 | |
モンテ・クリスト:復讐 In-game content art | Some in-game art assets are AI-generated. | WAWE | - | Sep 19, 2026 | |
Taster's Table In-game content artcode | Generative AI was used to brainstorm some character images (but not directly used), and to render some static backgrounds. I also argued with it about coding bugs. It was helpful but not smart. | Michael Balamotis | - | Sep 18, 2026 | |
LOVE COMPANY: A Romance Escape In-game content artaudio | Generative AI was used to assist in the creation of some in-game graphical assets and to generate or process some voice audio. All AI-assisted content was created and reviewed during development. The game does not generate AI content during gameplay. | jbdjgames | - | Sep 18, 2026 | |
Art Fraud In-game content arttextcode | Graphics & Concepts: Generative AI was used to design and refine initial concept art, textures, and UI elements.
Texts & Dialogues: Portions of the lore, background stories, and dialogue scripts were conceptualized using AI language models and subsequently revised manually.
Code & Optimization: AI-assisted tools were utilized to optimize programming code and assist in debugging.
Note: All final assets in the game have been thoroughly reviewed, edited, and curated by the developer. | teaspoonstudios | - | Sep 18, 2026 | |
Horror Stories: Social Problems Unclear art | Helped with some art | YarFunnyStar | - | Sep 18, 2026 | |
Mane, Tekel, Fares In-game content audioart | We used AI for composing music themes for the game, as well as for some graphic elements, like for example the trailer. | Insiters Juliusz Peta | - | Sep 16, 2026 | |
Maze of Thorns In-game content artaudiotext | Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay. | Fire Maple Games | - | Sep 16, 2026 | |
Visual Novel: The Neighbor with My Face In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 15, 2026 | |
Wuju Division In-game content artaudio | In terms of art direction, AI was used as a supplementary tool for improvement; it was not a completely automated process from scratch, nor were AI-generated assets used directly.
In terms of music, AI generation was used directly. | MIRALIM STUDIO | - | Sep 15, 2026 | |
Civilization Alchemy In-game content artaudio | Generative AI was used to create some of the game's graphics and sound assets. | NovaScreen | - | Sep 13, 2026 | |
ToFaYun 2000 In-game content art | All textual copy, dialogue, and scripts in this game are entirely handcrafted and written by the developer without the use of AI. The background music and sound effects are licensed from Pixabay under commercial-use terms. Generative AI (Leonardo.ai) was utilized strictly to pre-generate initial CG illustrations and concept art, which were subsequently edited and refined manually by the developer before being built into the game. | black_goat_studio | - | Sep 13, 2026 | |
SET THEM UP In-game content art | Generative AI tools were used during development to create and refine some pre-generated visual and other game assets. All AI-assisted content was reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay. | Grabanc Games | - | Sep 12, 2026 | |
风从东边来 In-game content artaudiotext | Some assets in this game were created with the help of generative AI: background and character art, UI and achievement icons, music and sound effects, and promotional material such as the trailer. All of them were selected, edited and checked by hand before use. The script and all in-game text were written by a human. The game performs no AI generation at runtime and connects to no external AI service. | Xiaowa | - | Sep 12, 2026 | |
Stellar Office artaudiotext | Some art assets, sound effects and narrative materials were pre‑generated with AI tools during development. No AI‑generated content is created in real‑time during gameplay. | Dissonance Nexus | - | Sep 11, 2026 | |
Visual Novel: DARKENED MIRROR In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 10, 2026 | |
ESC ape, You died? In-game content audio | sound elements in this game were generated using an AI agent. | Salt&Vinegar | - | Sep 10, 2026 | |
海龟汤世界 Live AI text | The game will connect to an open-source local large language model that is already built into the game upon first launch, and use it during gameplay to generate NPC dialogues, host responses, and reasoning review feedback. Players may also choose to access compatible third‑party large language model APIs. The text generated at runtime is based on player questions and current story data. | Xufan Studio | - | Sep 10, 2026 | |
衍算:奈落观测者 In-game content artaudio | Some images are rendered and some music is produced by AI | 祈雪好樱 | - | Sep 10, 2026 | |
Eternity Lost: Mystery of Aurum Collector's Edition In-game content arttextaudio | Our team used AI tools to assist with improving some existing sketches and character elements, creating some background elements, and producing/ improving translations and character voices.
The vast majority of the game was created by our team without AI. | Cateia Games | - | Sep 10, 2026 | |
Lost Phone Dev only arttext | I created the vast majority of the images, drawings, and text by hand. However, I did use AI from time to time. | Théo Rlt | - | Sep 10, 2026 | |
未结案 Live AI text | English: This game uses generative AI to create case stories, suspect dialogues, and investigative clues in real time during play. AI is provided by third-party services — you bring your own API key (entered in the in-game settings). No microtransactions. | Tricky Cat | - | Sep 10, 2026 | |
Catson Files: Wizard Town In-game content text | AI tools were used to assist with localizing the interface text into the game's 11 supported languages. All artwork, music, sound and game design are human-made. | Gazcurit | - | Sep 9, 2026 | |
Chernobyl Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 8, 2026 | |
Adventures of Popatlal In-game content | Some assets are AI generated | tmkocplay | - | Sep 7, 2026 | |
Last Good Festival In-game content arttext | The game uses AI tools to assist in generating background graphics and supporting the artistic process. AI is also used to aid in translation and localization, making the game available in multiple regions and languages. | WelesGames | - | Sep 7, 2026 | |
Visual Novel: EVENING BROADCAST In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 6, 2026 | |
Hist Maker: ReMake In-game content art | To improve the game's visual quality and overall player experience, generative AI was used in the creation of some art assets. | Duke Studio | - | Sep 6, 2026 | |
Artifact Tracer In-game content art | Some of the game's art assets were generated with the assistance of AI. All such assets have been carefully reviewed to ensure they do not infringe on third-party rights or violate Steam's policies. | RabbitHole | - | Sep 6, 2026 | |
Deduction Society Unclear | vibe coding | Dagou Studio | - | Sep 6, 2026 | |
Shitford Cop Simulator In-game content artaudio | Part of sound design and artwork was created with the support of AI tools. | Digital Melody | - | Sep 6, 2026 | |
Ghost in the SQL Data In-game content text | AI was used on this game: to assist with the programming, and to produce the translations. If a line reads wrong in your language, report it on the Steam community hub. | Isaac MENARD | - | Sep 6, 2026 | |
Dead Man's Pass In-game content arttextaudio | Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services. | Ark | - | Sep 4, 2026 | |
Soul Protocol In-game content audio | 游戏中的部分音乐使用AI辅助生成 | 街角制作组 | - | Sep 4, 2026 | |
MEANINGLESS Unclear art | Some images | VIRGO GAMES | - | Sep 4, 2026 | |
Sudoku Solace In-game content art | This game uses generative AI-assisted tools for certain visual assets and promotional materials, including some artwork shown in the store page and trailer. All AI-assisted content has been reviewed, selected, edited, and integrated by the developer. | Bonzeux | - | Sep 4, 2026 | |
雾山古董店 In-game content art | Some UI designs in the game are generated using AI | Sanxian | - | Sep 4, 2026 | |
Graven In-game content art | Assistance with the development of:
- Custom procedural 2D animation rig.
- Reinforcement learning (RL) layer for player and NPC animations in hand-authored 2D environments.
- Base designs for sprites and backgrounds (further iterated by hand using digital editing software like photoshop)
No ai tools were used in any capacity for writing or story elements, voice acting, music, or anywhere else. | Basalt Games | - | Sep 3, 2026 | |
The One Who Store/marketing artaudio | Generative AI tools were used during development to assist with creating promotional images for the Steam store page, early concept art, and voiceovers for character dialogues. No AI content is generated in real-time during gameplay. All in-game models, code, and environments were manually created, processed, and integrated by the developer. | NUMBLINE | - | Sep 3, 2026 | |
The Wrong Way Round In-game content text | We’d like to be transparent about the localization of THE WRONG WAY ROUND.
Some of the game’s translations have been created with the assistance of AI and then reviewed and adjusted by us. This allows us to make the game available to more players and support more languages than we could otherwise manage.
We’re continuously improving the translations and really appreciate any feedback from native speakers. | a2020 Studio | - | Sep 3, 2026 | |
Suspicious Minds: AI driven interrogation simulator Live AI text | Dynamic Interrogation Dialogue: Suspicious Minds features an unscripted interrogation engine powered by local Large Language Models (LLMs). Suspect and detective responses, emotional shifts, and conversational directions are generated dynamically in real time based on user inputs, crime scene evidence, and player choices.
Voice Recognition & Speech Synthesis: The game utilizes localized speech-to-text engines to analyze spoken player input and real-time text-to-speech models to synthesize natural, expressive character voice outputs during gameplay. | Ejder Yurdakul | - | Sep 3, 2026 |