This game uses AI text-to-speech for narration. All written content is created by the developer.
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- Mar 18, 2026
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Interactive or runtime AI features disclosed by the developer.
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This game uses AI text-to-speech for narration. All written content is created by the developer.
some images, musics
AI assisted with artistic creation, for example the background and characters.
AI-based tools have been used in editing of some misc. graphics/audio assets.
All assets in this game were created by me, except for the background music, which is currently generated with the help of AI. The music will also be fully composed by me before release, so please stay tuned!
AI was used in the creation of some in-game assets and store materials. AI was not used for music or sounds.
This game uses generative artificial intelligence tools as support in certain creative processes, including visual and/or production elements. All final content has been supervised, edited, and directed by the developer to ensure artistic and narrative coherence.
We used a Text-to-Speech tool to create a voiceover for the game's trailer.
some of the games assets were generated using ai. Almost every time I used ai when making this game I had to tweak something within the image. The code was entirely made by human input.
Live Through Time utilizes the Gemini 2.5 Flash AI model to act as a dynamic, interactive historian. All narrative text, NPC dialogue, character biographies, and world events are generated live in real-time based entirely on player input. The game contains no pre-written scripts; instead, the AI calculates the historical causality of your actions to create a completely unique, unscripted roleplaying experience.
Some of the sprites have been created with generative AI.
Generative AI Disclosure: In the development of PredaDeck, we have utilized generative AI tools to enhance the gaming experience and ensure high-quality content: Visual Assets: Some sprites and environmental art elements were generated or refined using AI to maintain a vibrant and diverse ecosystem. Scripts & Narrative: AI tools assisted in drafting certain gameplay scripts and refining in-game dialogue to ensure consistency and creative depth. Localization & Text: AI was used to assist in translating game text into multiple languages and polishing descriptions to ensure clarity for players worldwide. All AI-generated content has been manually reviewed, edited, and integrated by our team to ensure it meets our creative standards and copyright requirements.
Game logo, headers and game menu logo made with ai software
In the promotional materials, AI was only used to check the correctness of the English text and to assist with minor aspects of character animation in the trailer, such as verifying the spoken dialogue. Some images were also created with the help of AI based on my own sketches.
This game uses generative AI tools during development for limited content assistance, such as text drafting and creative reference. All core gameplay systems, level design, mechanics, and implementation were created and designed by the developer. No AI-generated content is dynamically created during gameplay.
This game uses generative AI (Large Language Models) as its core engine. Every NPC independently makes decisions, engages in dialogue, forms relationships, and creates emergent stories powered by LLM. AI generates text narratives including NPC thoughts, actions, dialogue, combat scenes, and story events in real time during gameplay. Players must provide their own API key to connect to an LLM service of their choice. No AI content is pre-generated or stored by the developer.
Generative AI was used in the creation of art and text. All content has been reviewed and adjusted by the developer.
Some of the UI elements and store assets like header
AI was used for coding and incomplete translations No AI-generated content was used for art
UI translations provided by an LLM.
The game utilizes pre-generated content created with the assistance of Artificial Intelligence (AI). As a solo developer, I used AI tools in the following areas: 2D Graphics: Generation and processing of backgrounds, character portraits (e.g., images of Saints in the notebook), and user interface elements. Coding: Assistance in writing and optimizing scripts within the Godot engine. All generated content has been manually verified, edited, and approved by the author to ensure consistency with the story and values presented in the game.
Two music tracks were sourced from AI music artists. They are currently placeholders and may be replaced during development of the full game.
Some icons and spell effects were assisted by AI tools during SVG code design.
I am a software engineer with over 20 years of professional experience in fields from robotics to AI (writing actual neural networks, not typing prompts) to healthcare. I used some generated content for scaffolding of UI/UX, as well as music and some background VFX, but I am responsible for and able to understand and modify every line of code. The game itself is built on a program I wrote by hand several months ago from time of release.
This game feature a fictional AI entity, and developer of this game uses AI voice acting for this AI entity, although final sound files are heavily edited by the developer for better result.
Some AI generated images and textures
AI Suno Music (Original tracklist by me) AI used as help, to coding some features in Unity
This game uses pre-rendered assets and sound effects created with the assistance of generative AI tools. These tools were used during the development process to create static image sprites and audio files that are included in the final game build. No content is generated live during gameplay, and no external AI services are accessed by the game client.
The store graphic and some portions of the code scaffolding were supported by pregenerative and iterative processes. All content was reviewed and adapted to ensure originality and quality.
Generative AI tools were employed to assist with localization and the creation of some art assets.
AI was used to help with some messages.
Some graphics assets, background music, and portions of the code were created with the assistance of AI-generation tools.
Some early development assets were created with the assistance of generative AI tools, primarily for concept exploration and documentation support. All final in-game content was manually refined and integrated by the developer. The game does not include real-time AI-generated content.
Some graphics (mainly background pictures) were created with help of AI.
A single 3D model in the game was initially generated using an AI-assisted tool during early development. This asset was extensively modified, refined, and finalized manually using 3D software by the developer. No AI is used during gameplay, and the game does not generate any content in real-time.
Parts of the artwork was generated with the help of AI.
Generative AI has been used for translations into certain languages and as support for various aspects of the implementation. Detailed breakdown : https://www.reddit.com/r/incremental_games/comments/1sty0xg/ai_disclosure_on_loopbound/
The game contains AI-generated artwork.
In the production of certain visual assets for this title (including in-game images and store page/promotional images), we have used generative AI as an auxiliary tool. These assets are not used as-is; they undergo content verification and necessary adjustments before implementation.
This game was made entirely with AI. The writing, code, art, music, and deployment were all created using generative AI tools — primarily Claude by Anthropic. That's not a disclaimer, it's the premise. Meet Claude is a satire about AI dependency, built with AI, by someone still figuring out where the line is.
We use AI selectively to generate pre-rendered backgrounds for our games, as well as supporting assets for store page, marketing materials and game assets, while ensuring all content is polished to maintain a consistent artistic style.
This game connects to an AI service during gameplay to dynamically generate weapon mechanisms and game scripts, providing a randomized and evolving experience for the player.
This game uses generative AI tools to create a small number of environmental textures and 3D props. All AI-generated assets were manually reviewed, edited and integrated by the developer.
The accompanying background voice, as well as certain sound effects, background music, and atmospheric audio elements, were created using ElevenLabs (text-to-speech and audio generation). The AI is used exclusively for voice and sound synthesis. No other content (images, models, textures, story, or visual assets) was generated using AI. All other elements are either handcrafted or properly licensed. The developer confirms that the use of AI complies with Steam’s guidelines and does not infringe on any copyrights.
Generative AI is used to create imagery for paintings and notes that the player can interact with.
Images: Partially created with AI assistance, then manually redrawn and refined. Music: A combination of licensed asset packs and AI-assisted production. Text: Localized text translated with AI assistance and manually reviewed for accuracy.
AI is used to create the graffiti textures in the game, which are found on buildings in the streets and sometimes indoors.
In the development of this game, AI tools were used to assist with certain elements that are difficult to fully produce through solo development, such as field and item sprites, as well as background music.
AI-generated art objects
AI tools were used to assist in creating selected promotional store assets. These materials were later edited, refined, and finalized by human creators. In-game videos used for simulating "web cam" or in house cameras are AI generated and than processed by code to get an ASCSII video. Translations of the game into all supported languages were produced with the assistance of large language models
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Lighthouse of Black Salt In-game content audio | This game uses AI text-to-speech for narration. All written content is created by the developer. | Light Source | - | Mar 18, 2026 | |
paraDICE Unclear artaudio | some images, musics | JustGG | - | Mar 18, 2026 | |
The Winter Adventurer In-game content art | AI assisted with artistic creation, for example the background and characters. | Menace Gaming Studios | - | Mar 18, 2026 | |
Dry Meadow In-game content artaudio | AI-based tools have been used in editing of some misc. graphics/audio assets. | Crawdeloch | - | Mar 18, 2026 | |
Dr. Durge's Dental Clinic In-game content audio | All assets in this game were created by me, except for the background music, which is currently generated with the help of AI. The music will also be fully composed by me before release, so please stay tuned! | Soysauceeggrice Studio | - | Mar 18, 2026 | |
Loopician: A Music Making Game In-game content art | AI was used in the creation of some in-game assets and store materials. AI was not used for music or sounds. | Insparrot | - | Mar 18, 2026 | |
ToMyX Unclear art | This game uses generative artificial intelligence tools as support in certain creative processes, including visual and/or production elements.
All final content has been supervised, edited, and directed by the developer to ensure artistic and narrative coherence. | Sinpla | - | Mar 18, 2026 | |
Jesus Take The Wheel In-game content audio | We used a Text-to-Speech tool to create a voiceover for the game's trailer. | Vertex Horizons | 16 | Mar 18, 2026 | |
Evolver In-game content art | some of the games assets were generated using ai. Almost every time I used ai when making this game I had to tweak something within the image. The code was entirely made by human input. | lunatic studios | - | Mar 18, 2026 | |
Live Through Time Live AI text | Live Through Time utilizes the Gemini 2.5 Flash AI model to act as a dynamic, interactive historian. All narrative text, NPC dialogue, character biographies, and world events are generated live in real-time based entirely on player input. The game contains no pre-written scripts; instead, the AI calculates the historical causality of your actions to create a completely unique, unscripted roleplaying experience. | Live Through Time | - | Mar 18, 2026 | |
Zero Bugs Given In-game content art | Some of the sprites have been created with generative AI. | BrokenKnee | - | Mar 18, 2026 | |
PredaDeck In-game content arttext | Generative AI Disclosure:
In the development of PredaDeck, we have utilized generative AI tools to enhance the gaming experience and ensure high-quality content:
Visual Assets: Some sprites and environmental art elements were generated or refined using AI to maintain a vibrant and diverse ecosystem.
Scripts & Narrative: AI tools assisted in drafting certain gameplay scripts and refining in-game dialogue to ensure consistency and creative depth.
Localization & Text: AI was used to assist in translating game text into multiple languages and polishing descriptions to ensure clarity for players worldwide.
All AI-generated content has been manually reviewed, edited, and integrated by our team to ensure it meets our creative standards and copyright requirements. | Eternal Flame | - | Mar 18, 2026 | |
Valkeala Climb Race Store/marketing art | Game logo, headers and game menu logo made with ai software | Valkeala Software | - | Mar 18, 2026 | |
Nori In-game content textart | In the promotional materials, AI was only used to check the correctness of the English text and to assist with minor aspects of character animation in the trailer, such as verifying the spoken dialogue. Some images were also created with the help of AI based on my own sketches. | Nori Game | - | Mar 18, 2026 | |
Michi-Suji Puzzle: Michi Connect In-game content text | This game uses generative AI tools during development for limited content assistance, such as text drafting and creative reference.
All core gameplay systems, level design, mechanics, and implementation were created and designed by the developer.
No AI-generated content is dynamically created during gameplay. | YuruPuz Studio | - | Mar 18, 2026 | |
AI修仙模拟器 - AI Cultivation World Simulator Live AI text | This game uses generative AI (Large Language Models) as its core engine. Every NPC independently makes decisions, engages in dialogue, forms relationships, and creates emergent stories powered by LLM. AI generates text narratives including NPC thoughts, actions, dialogue, combat scenes, and story events in real time during gameplay. Players must provide their own API key to connect to an LLM service of their choice. No AI content is pre-generated or stored by the developer. | Fat Bridge Studio | - | Mar 18, 2026 | |
Spirit Dungeon In-game content arttext | Generative AI was used in the creation of art and text. All content has been reviewed and adjusted by the developer. | Nemora Games | 24 | Mar 18, 2026 | |
Black Box - Hacker Day One Store/marketing art | Some of the UI elements and store assets like header | elevenBytes | - | Mar 18, 2026 | |
Criterion In-game content text | AI was used for coding and incomplete translations
No AI-generated content was used for art | Nouille Studio | - | Mar 18, 2026 | |
Engine Of Chaos In-game content text | UI translations provided by an LLM. | Bitrot Games | - | Mar 18, 2026 | |
The Altar Boy Adventures In-game content artcode | The game utilizes pre-generated content created with the assistance of Artificial Intelligence (AI). As a solo developer, I used AI tools in the following areas:
2D Graphics: Generation and processing of backgrounds, character portraits (e.g., images of Saints in the notebook), and user interface elements.
Coding: Assistance in writing and optimizing scripts within the Godot engine.
All generated content has been manually verified, edited, and approved by the author to ensure consistency with the story and values presented in the game. | KsRybkaStudio | - | Mar 18, 2026 | |
Staged: Open House In-game content audio | Two music tracks were sourced from AI music artists. They are currently placeholders and may be replaced during development of the full game. | Leeding Apps | - | Mar 18, 2026 | |
Vespers Edge In-game content artcode | Some icons and spell effects were assisted by AI tools during SVG code design. | Twitchy Turtle | - | Mar 18, 2026 | |
eethCross In-game content artaudio | I am a software engineer with over 20 years of professional experience in fields from robotics to AI (writing actual neural networks, not typing prompts) to healthcare. I used some generated content for scaffolding of UI/UX, as well as music and some background VFX, but I am responsible for and able to understand and modify every line of code. The game itself is built on a program I wrote by hand several months ago from time of release. | eeth | - | Mar 18, 2026 | |
FLEEING ESCAPE In-game content audio | This game feature a fictional AI entity, and developer of this game uses AI voice acting for this AI entity, although final sound files are heavily edited by the developer for better result. | Skull Drill Studio | - | Mar 18, 2026 | |
Splatsplasm In-game content art | Some AI generated images and textures | PRPVFX Ltd. | - | Mar 18, 2026 | |
Neo Retroad Dev only code | AI Suno Music (Original tracklist by me)
AI used as help, to coding some features in Unity | Ben C-3D Games | - | Mar 18, 2026 | |
Egg-flation In-game content artaudio | This game uses pre-rendered assets and sound effects created with the assistance of generative AI tools. These tools were used during the development process to create static image sprites and audio files that are included in the final game build. No content is generated live during gameplay, and no external AI services are accessed by the game client. | LexicaWorks | - | Mar 18, 2026 | |
Persuasion Store/marketing codeart | The store graphic and some portions of the code scaffolding were supported by pregenerative and iterative processes. All content was reviewed and adapted to ensure originality and quality. | Dementia5 Games | - | Mar 18, 2026 | |
1K-Nights In-game content textart | Generative AI tools were employed to assist with localization and the creation of some art assets. | TokishigeMasaki | - | Mar 18, 2026 | |
Assessment Unclear text | AI was used to help with some messages. | Ignis Byte Studios | - | Mar 18, 2026 | |
Limitless Survivors audiocode | Some graphics assets, background music, and portions of the code
were created with the assistance of AI-generation tools. | Tam Lab | 119 | Mar 18, 2026 | |
PAVLOV23 In-game content arttext | Some early development assets were created with the assistance of generative AI tools, primarily for concept exploration and documentation support. All final in-game content was manually refined and integrated by the developer.
The game does not include real-time AI-generated content. | poligon13studio | - | Mar 18, 2026 | |
Filltopia In-game content art | Some graphics (mainly background pictures) were created with help of AI. | Innopede GmbH | - | Mar 18, 2026 | |
YEKO In-game content art | A single 3D model in the game was initially generated using an AI-assisted tool during early development. This asset was extensively modified, refined, and finalized manually using 3D software by the developer.
No AI is used during gameplay, and the game does not generate any content in real-time. | BEGA Game Studio | 33 | Mar 18, 2026 | |
Roll for Echoes In-game content art | Parts of the artwork was generated with the help of AI. | Viron Games | - | Mar 18, 2026 | |
Loopbound In-game content text | Generative AI has been used for translations into certain languages and as support for various aspects of the implementation.
Detailed breakdown : https://www.reddit.com/r/incremental_games/comments/1sty0xg/ai_disclosure_on_loopbound/ | Escheria | 33 | Mar 18, 2026 | |
Myth Finders 2 In-game content art | The game contains AI-generated artwork. | 8floor ltd | - | Mar 18, 2026 | |
STILL SPINNING In-game content art | In the production of certain visual assets for this title (including in-game images and store page/promotional images), we have used generative AI as an auxiliary tool.
These assets are not used as-is; they undergo content verification and necessary adjustments before implementation. | sakanafurai | - | Mar 18, 2026 | |
Meet Claude In-game content textcodeartaudio | This game was made entirely with AI. The writing, code, art, music, and deployment were all created using generative AI tools — primarily Claude by Anthropic. That's not a disclaimer, it's the premise. Meet Claude is a satire about AI dependency, built with AI, by someone still figuring out where the line is. | Farniente Lab | 10 | Mar 18, 2026 | |
Taco Tuesday In-game content art | We use AI selectively to generate pre-rendered backgrounds for our games, as well as supporting assets for store page, marketing materials and game assets, while ensuring all content is polished to maintain a consistent artistic style. | 24 Studios | - | Mar 18, 2026 | |
Black Box: Infinite Arsenal Live AI code | This game connects to an AI service during gameplay to dynamically generate weapon mechanisms and game scripts, providing a randomized and evolving experience for the player. | Meshy Game Studio | - | Mar 18, 2026 | |
The Silent Expedition Echo Protocol In-game content art | This game uses generative AI tools to create a small number of environmental textures and 3D props.
All AI-generated assets were manually reviewed, edited and integrated by the developer. | Psycho Dream Studio | - | Mar 18, 2026 | |
Playback '94: Post Office In-game content audio | The accompanying background voice, as well as certain sound effects, background music, and atmospheric audio elements, were created using ElevenLabs (text-to-speech and audio generation). The AI is used exclusively for voice and sound synthesis.
No other content (images, models, textures, story, or visual assets) was generated using AI. All other elements are either handcrafted or properly licensed.
The developer confirms that the use of AI complies with Steam’s guidelines and does not infringe on any copyrights. | NULLMIND STUDIOS | - | Mar 18, 2026 | |
Hollowborn In-game content art | Generative AI is used to create imagery for paintings and notes that the player can interact with. | Blackguard | - | Mar 18, 2026 | |
Survivor's Log: N17 Shelter In-game content artaudiotext | Images: Partially created with AI assistance, then manually redrawn and refined.
Music: A combination of licensed asset packs and AI-assisted production.
Text: Localized text translated with AI assistance and manually reviewed for accuracy. | sam32 | - | Mar 18, 2026 | |
Nerobreak: Cult Fall In-game content art | AI is used to create the graffiti textures in the game, which are found on buildings in the streets and sometimes indoors. | Walther Von Crade | - | Mar 18, 2026 | |
The Entrance In-game content artaudio | In the development of this game, AI tools were used to assist with certain elements that are difficult to fully produce through solo development, such as field and item sprites, as well as background music. | Shukurimu | - | Mar 18, 2026 | |
Drive Thru Fast Food Simulator In-game content art | AI-generated art objects | Play Games | - | Mar 18, 2026 | |
I Am Your LLM In-game content arttext | AI tools were used to assist in creating selected promotional store assets. These materials were later edited, refined, and finalized by human creators.
In-game videos used for simulating "web cam" or in house cameras are AI generated and than processed by code to get an ASCSII video. Translations of the game into all supported languages were produced with the assistance of large language models | pressanykey | 19 | Mar 18, 2026 |