This game uses AI-generated voice acting for its characters.
- Creator
- Batu
- Reviews
- -
- Added
- Jul 3, 2026
Public Steam disclosure research 25,394 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.
This game uses AI-generated voice acting for its characters.
Generative artificial intelligence has been used to create and assist with pre-rendered graphic assets included in the final product. Specifically, it was employed to generate loading screen illustrations, the cover art design (acting as a filter), and sprites for certain enemies and minor environmental elements. All content was reviewed, edited, and statically packaged prior to distribution and use in the game.
English (AI Disclosure) This game includes AI-assisted NPC dialogue and text generation to create dynamic conversations and world events. AI-generated text is reviewed and integrated by the developer before release. The game does not generate images, audio, or code on the player's device. AI is used to enhance dialogue variety and immersive world interactions while core gameplay, progression, and game systems are designed by the developer.
Generative AI tools, including ChatGPT, were used solely for translating in-game subtitles and text into multiple languages.
This game used AI for certain paintings of the penthouse.
This game employs AI-generated materials to enhance overall development efficiency. Every asset has been manually reviewed, checked, and revised by our team.
Generative AI was used during the development of Slippery to assist in creating certain static visual assets, including [store page artwork / background images / character concepts / UI elements]. All AI-generated content was reviewed, modified, and integrated by hand to match the game's overall visual style. The game does not generate any AI content in real-time during gameplay.
This game uses pre-generated AI-assisted visual assets and background music. These assets were created before release, manually selected, edited, integrated, and reviewed for use in the shipped build and store materials. The game does not include live generative AI, user-facing AI prompts, AI chat, or dynamically generated content during gameplay.
商店页面的视频首页图,宣传图,使用了AI生成的图片。
AI-assisted creation was used for some scenes, plot effects, UI, language localization, and sound effects.
AI tools are used only as internal support during the development process, such as checking dialogue for typos, missing words, and the correctness of text-effect tags, as well as providing programming support.
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
Some visual assets in the game (such as background elements and sprites) were created with the assistance of generative AI tools. Some localizations were produced using AI-assisted translation. AI tools may also be used for some promotional and store page materials.
All visual assets in this game are pre-generated by artificial intelligence (AI).
A Note on AI in This Game Almost all of the visuals and music you'll experience in this game were created with the help of generative AI tools. These AI-generated assets were curated, refined, and integrated by me to bring the game's world to life. I believe in being upfront with my players — AI was a creative tool in my process, not a replacement for the care and intention I put into making this experience for you.
Some pre-generated visual and audio assets were created or assisted with generative AI tools and then selected, edited, integrated, and reviewed by the developer. The game does not use live generative AI to create content during gameplay.
This game is made by a solo developer. To create a rich variety of cards on a small budget, AI was used to generate art assets for the game. All artwork was carefully reviewed and edited to achieve a consistent and high quality aesthetic.
The new Steam capsule and library images were created using AI.
The new Steam capsule and library images were created using AI.
Some of the game's artwork was created with the assistance of AI tools. This game contains a neural network model.
Some of this game's store-page and marketing art (capsule and key art) was created with generative AI image tools, then reviewed and edited by the developer. The game itself contains no generative-AI content: all in-game art and text are hand-authored, and the audio is procedurally synthesized rather than AI-generated. No AI content is generated during gameplay.
Generative AI was used during development to assist with the creation of some background art elements and early drafts of certain dialogue. All generated content was substantially modified, edited, and integrated into the final game by the developer.
游戏内的场景和人物以及一些藏品配图使用夸克AI生成,人物经过二次修改后才投入使用。
本次部分角色視覺更新,依然由遊戲美術團隊負責整體風格設計與監修,部分製作流程導入輔助工具,以協助草圖發想與細節製作,而最終成品皆由美術團隊逐一修正與確認。我們始終重視角色原有的魅力與系列累積的美術風格,希望在保留大家熟悉情感的同時,透過新的表現手法,為玩家帶來更豐富、更細膩的視覺體驗。
Generative AI tools were used during development to assist with the creation of some pre-generated visual assets, audio, written content, and localization. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate content during gameplay.
Main Steam Page graphics
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
Generative AI was used only for limited enhancements to marketing visuals, texture edits, and selected SFX. Gameplay systems and mechanics do not rely on AI-generated content. All generated assets are owned and licensed by us.
AI-generated images have been modified and retouched before use.
This game uses curated, pre-generated AI-assisted artwork and audio. These assets are created before release, then reviewed, edited, processed, and integrated by the developer as fixed in-game images, ambience, and related store or marketing materials.
Approximately 90% of Haunted House's content (art, text, narrative, game design, and code) is AI-generated, using ComfyUI / Stable Diffusion with custom LoRA, LLMs, and AI coding assistants. All AI outputs are reviewed, edited, and integrated by Hoppy, the sole developer. Music and sound effects are licensed, not AI-generated. No voice acting. Final creative direction and decisions are by Hoppy.
AI was used as a tool to assist in creation
Dither Paradox is created and directed by Michał Kita. The game's final pixel art, animation, and visual design are made by hand, and every artistic and creative decision is made by people. We use generative AI as a production tool that supports - but does not replace - this work. In the visual layer, AI is sometimes used during the concept and iteration stage - to explore ideas and variations - while the final art assets that ship in the game are made by hand. AI also assists in producing music and voiceover, which are then curated, edited, and approved by the team, as well as some promotional materials. AI lets us reach a higher level of polish in less time, but authorship, art direction, and final responsibility for everything players see and hear remain with the people who make the game.
Generative AI was used to create initial art assets (which were then manually retouched), assist with programming, and generate audio elements.
Store description and promotional graphics generated using AI tools.
Arcadia Unbound does not use AI-generated artwork, music, sound effects, voice acting, story content, quests, localization, or character dialogue. Arcadia Unbound uses a locally running language model as part of the AURA Framework to interpret player speech during specific conversation sequences. The model analyzes player intent and conversational context, and then selects from developer-authored dialogue responses and narrative outcomes. All artwork, music, voice acting, story content, character dialogue, and gameplay content presented to players are created and curated by the development team and performed by professional voice actors where applicable. No AI system generates any type of dialogue, story events, artwork, audio, or player-facing content.
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
Generative AI tools were used in the creation of some visual and textual content used in marketing materials and certain in-game assets. All core gameplay design and systems were developed independently.
We don't use Generative AI for code and development itself but we use it for Voice Overs and as a research helper
本作では、開発プロセスの効率化およびアートワークの制作補助として、画像生成AIを使用しています。 具体的には、ゲーム内に登場するイベント画像(背景やアイテム)、ゲームオーバー/クリア時のロード画面のイラスト、およびUI背景などの2Dアセットの一部において、AIによってプリレンダリング(事前生成)された画像を加工して使用しています。ゲームプレイ中にAIがリアルタイムでライブ生成するコンテンツはありません。また、生成された画像はすべてレトログラフィックに加工して使用しており、著作権を侵害する素材は含まれていません。
Some background illustrations were created with generative AI and edited/selected by the developer.
NULL//REBORN was built with agentic AI as a creative partner throughout the entire pipeline. I designed the vision, story outline, musical direction, and game logic — then used AI to bring each piece to life: - generating the art, - fleshing out the script, - composing the music, and writing the code. Every element was guided by human intent and shaped by AI execution.
Sounds, cutscenes, few images.
OST is AI-Generated
一部BGMやTexture
This game was made with the help of generative AI tools. During development, AI was used to help create some of the content that ships with the game — including its writing and dialogue, its English and Turkish text, and its 2D art and UI (such as icons, product sprites, achievement badges, and store images). All of this content was directed, reviewed, and curated by the developer. The game does not generate any AI content while you play, and does not connect to any AI service during gameplay.
This game uses generative AI tools to help create certain music, voice, and audio elements. Additional sound effects and audio assets are sourced from commercially licensed asset libraries.
Some assets in this game were assisted by generative AI tools during development, including parts of the audio and other elements.
We used advanced AI language models (Claude and Gemini) to help translate SERVICE DESK SIM into 8 languages: French, German, Spanish, Italian, Hindi, Urdu, Japanese, and English (UK). The AI handled the initial translation of all in-game text from UI menus to dialogue, story sequences, and thousands of unique support tickets. Every translation was then carefully reviewed and tested by humans to ensure quality and cultural accuracy across all languages.
AI-generated 3D models are used in the final scene of the game. AI-generated 2D artwork is used in the backstory scenes.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Night Shift In-game content audio | This game uses AI-generated voice acting for its characters. | Batu | - | Jul 3, 2026 | |
Los Cuentos de Frox In-game content art | Generative artificial intelligence has been used to create and assist with pre-rendered graphic assets included in the final product. Specifically, it was employed to generate loading screen illustrations, the cover art design (acting as a filter), and sprites for certain enemies and minor environmental elements. All content was reviewed, edited, and statically packaged prior to distribution and use in the game. | Cristian Verdú Perulero | - | Jul 2, 2026 | |
GEKOKUJO: Vagrant Crown Live AI text | English (AI Disclosure)
This game includes AI-assisted NPC dialogue and text generation to create dynamic conversations and world events. AI-generated text is reviewed and integrated by the developer before release.
The game does not generate images, audio, or code on the player's device. AI is used to enhance dialogue variety and immersive world interactions while core gameplay, progression, and game systems are designed by the developer. | Shirokuro Games | - | Jul 2, 2026 | |
The Door In-game content text | Generative AI tools, including ChatGPT, were used solely for translating in-game subtitles and text into multiple languages. | star2020 | - | Jul 2, 2026 | |
Purefire Life Stream In-game content art | This game used AI for certain paintings of the penthouse. | NYTRAX | - | Jul 2, 2026 | |
朱元璋模拟器 In-game content artaudiocodetext | This game employs AI-generated materials to enhance overall development efficiency. Every asset has been manually reviewed, checked, and revised by our team. | 库兰游戏 | - | Jul 2, 2026 | |
Slippery In-game content art | Generative AI was used during the development of Slippery to assist in creating certain static visual assets, including [store page artwork / background images / character concepts / UI elements]. All AI-generated content was reviewed, modified, and integrated by hand to match the game's overall visual style. The game does not generate any AI content in real-time during gameplay. | Artem Hnidobor | - | Jul 2, 2026 | |
After-Rain Bookmark In-game content artaudio | This game uses pre-generated AI-assisted visual assets and background music. These assets were created before release, manually selected, edited, integrated, and reviewed for use in the shipped build and store materials. The game does not include live generative AI, user-facing AI prompts, AI chat, or dynamically generated content during gameplay. | Sun Panpan | - | Jul 1, 2026 | |
MV幻想冒险 Store/marketing art | 商店页面的视频首页图,宣传图,使用了AI生成的图片。 | 枫梅工作室 | - | Jul 1, 2026 | |
花满楼 In-game content arttextaudio | AI-assisted creation was used for some scenes, plot effects, UI, language localization, and sound effects. | 初域游戏 | 1.5k | Jul 1, 2026 | |
Lily Fantasia In-game content textcode | AI tools are used only as internal support during the development process, such as checking dialogue for typos, missing words, and the correctness of text-effect tags, as well as providing programming support. | Wiseye Studio Co., ltd. | - | Jul 1, 2026 | |
The Farm of the Living In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jul 1, 2026 | |
Luck & Tactics In-game content arttext | Some visual assets in the game (such as background elements and sprites) were created with the assistance of generative AI tools. Some localizations were produced using AI-assisted translation. AI tools may also be used for some promotional and store page materials. | Frostbyte Forge | - | Jul 1, 2026 | |
Huiyu AI Trip In-game content art | All visual assets in this game are pre-generated by artificial intelligence (AI). | Huiyu | - | Jun 30, 2026 | |
Mistwoods In-game content artaudio | A Note on AI in This Game
Almost all of the visuals and music you'll experience in this game were created with the help of generative AI tools. These AI-generated assets were curated, refined, and integrated by me to bring the game's world to life.
I believe in being upfront with my players — AI was a creative tool in my process, not a replacement for the care and intention I put into making this experience for you. | RazorRay Productions | - | Jun 30, 2026 | |
Wildborn Football Cup In-game content artaudio | Some pre-generated visual and audio assets were created or assisted with generative AI tools and then selected, edited, integrated, and reviewed by the developer. The game does not use live generative AI to create content during gameplay. | Wildborn Studios | - | Jun 30, 2026 | |
Amalgam In-game content art | This game is made by a solo developer. To create a rich variety of cards on a small budget, AI was used to generate art assets for the game. All artwork was carefully reviewed and edited to achieve a consistent and high quality aesthetic. | Virtual Maker | - | Jun 30, 2026 | |
The Legend of Sebb Linus Store/marketing art | The new Steam capsule and library images were created using AI. | Christian Bommert | - | Jun 30, 2026 | |
The Soldiers Factory Store/marketing art | The new Steam capsule and library images were created using AI. | Christian Bommert | - | Jun 30, 2026 | |
BCI: A Telepathic Romance In-game content art | Some of the game's artwork was created with the assistance of AI tools.
This game contains a neural network model. | XieXing Game | - | Jun 30, 2026 | |
Gas Snacks & Tears Store/marketing art | Some of this game's store-page and marketing art (capsule and key art) was created with generative AI image tools, then reviewed and edited by the developer. The game itself contains no generative-AI content: all in-game art and text are hand-authored, and the audio is procedurally synthesized rather than AI-generated. No AI content is generated during gameplay. | Gas Snacks Games | - | Jun 30, 2026 | |
Wound Man In-game content arttext | Generative AI was used during development to assist with the creation of some background art elements and early drafts of certain dialogue. All generated content was substantially modified, edited, and integrated into the final game by the developer. | Aspidochelone Studios | 59 | Jun 30, 2026 | |
致经济下行的我们 In-game content art | 游戏内的场景和人物以及一些藏品配图使用夸克AI生成,人物经过二次修改后才投入使用。 | 汪景航 | - | Jun 30, 2026 | |
女神:守護之約(Norn Saber : The Guardian's Oath) In-game content art | 本次部分角色視覺更新,依然由遊戲美術團隊負責整體風格設計與監修,部分製作流程導入輔助工具,以協助草圖發想與細節製作,而最終成品皆由美術團隊逐一修正與確認。我們始終重視角色原有的魅力與系列累積的美術風格,希望在保留大家熟悉情感的同時,透過新的表現手法,為玩家帶來更豐富、更細膩的視覺體驗。 | Chinesegamer | - | Jun 30, 2026 | |
N-OS: Desktop Story In-game content artaudiotext | Generative AI tools were used during development to assist with the creation of some pre-generated visual assets, audio, written content, and localization. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate content during gameplay. | Andrii Danchuk | - | Jun 29, 2026 | |
NETBREAK Store/marketing art | Main Steam Page graphics | Splice | - | Jun 29, 2026 | |
Wild Story: Primal Secrets In-game content art | In our project, AI was used to partially create art assets, helping our artists bring some ideas to life. | Do Games Limited | - | Jun 29, 2026 | |
Forsaken Fleet In-game content artaudio | Generative AI was used only for limited enhancements to marketing visuals, texture edits, and selected SFX.
Gameplay systems and mechanics do not rely on AI-generated content.
All generated assets are owned and licensed by us. | Zakym s. r. o. | - | Jun 28, 2026 | |
Scary Stories: Grotesque In-game content art | AI-generated images have been modified and retouched before use. | Game Museum | - | Jun 28, 2026 | |
Jigsaw Diorama: The Alchemist and the Eclipse In-game content artaudio | This game uses curated, pre-generated AI-assisted artwork and audio. These assets are created before release, then reviewed, edited, processed, and integrated by the developer as fixed in-game images, ambience, and related store or marketing materials. | Base Metal Games Inc. | - | Jun 28, 2026 | |
除靈館 In-game content arttextcode | Approximately 90% of Haunted House's content (art, text, narrative, game design, and code) is AI-generated, using ComfyUI / Stable Diffusion with custom LoRA, LLMs, and AI coding assistants. All AI outputs are reviewed, edited, and integrated by Hoppy, the sole developer. Music and sound effects are licensed, not AI-generated. No voice acting. Final creative direction and decisions are by Hoppy. | 改變娛樂工作室 | - | Jun 28, 2026 | |
Smashville Detective Agency Unclear | AI was used as a tool to assist in creation | Puffy Pup Games | - | Jun 28, 2026 | |
Dither Paradox In-game content artaudio | Dither Paradox is created and directed by Michał Kita. The game's final pixel art, animation, and visual design are made by hand, and every artistic and creative decision is made by people.
We use generative AI as a production tool that supports - but does not replace - this work. In the visual layer, AI is sometimes used during the concept and iteration stage - to explore ideas and variations - while the final art assets that ship in the game are made by hand. AI also assists in producing music and voiceover, which are then curated, edited, and approved by the team, as well as some promotional materials.
AI lets us reach a higher level of polish in less time, but authorship, art direction, and final responsibility for everything players see and hear remain with the people who make the game. | Negative Prompt Studio | - | Jun 28, 2026 | |
Nosteria In-game content artaudiocode | Generative AI was used to create initial art assets (which were then manually retouched), assist with programming, and generate audio elements. | YONDER JUMP | - | Jun 28, 2026 | |
Zombuffoonery Store/marketing art | Store description and promotional graphics generated using AI tools. | ZERO5GAMES | - | Jun 28, 2026 | |
Arcadia Unbound Live AI text | Arcadia Unbound does not use AI-generated artwork, music, sound effects, voice acting, story content, quests, localization, or character dialogue.
Arcadia Unbound uses a locally running language model as part of the AURA Framework to interpret player speech during specific conversation sequences. The model analyzes player intent and conversational context, and then selects from developer-authored dialogue responses and narrative outcomes.
All artwork, music, voice acting, story content, character dialogue, and gameplay content presented to players are created and curated by the development team and performed by professional voice actors where applicable. No AI system generates any type of dialogue, story events, artwork, audio, or player-facing content. | Immersion Games Inc. | - | Jun 28, 2026 | |
Odyssey Bridge Quest In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 28, 2026 | |
LOCKOUT In-game content arttext | Generative AI tools were used in the creation of some visual and textual content used in marketing materials and certain in-game assets. All core gameplay design and systems were developed independently. | MS Productions | - | Jun 28, 2026 | |
The Unseeing In-game content audio | We don't use Generative AI for code and development itself but we use it for Voice Overs and as a research helper | AgniGames | - | Jun 28, 2026 | |
Hills Cry In-game content art | 本作では、開発プロセスの効率化およびアートワークの制作補助として、画像生成AIを使用しています。
具体的には、ゲーム内に登場するイベント画像(背景やアイテム)、ゲームオーバー/クリア時のロード画面のイラスト、およびUI背景などの2Dアセットの一部において、AIによってプリレンダリング(事前生成)された画像を加工して使用しています。ゲームプレイ中にAIがリアルタイムでライブ生成するコンテンツはありません。また、生成された画像はすべてレトログラフィックに加工して使用しており、著作権を侵害する素材は含まれていません。 | 愚の衆 | - | Jun 28, 2026 | |
Naomi’s End In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jun 28, 2026 | |
NULL//REBORN In-game content arttextaudiocode | NULL//REBORN was built with agentic AI as a creative partner throughout the entire pipeline.
I designed the vision, story outline, musical direction, and game logic — then used AI to bring each piece to life:
- generating the art,
- fleshing out the script,
- composing the music, and writing the code.
Every element was guided by human intent and shaped by AI execution. | SlothByte Games | - | Jun 28, 2026 | |
Breadwalk Unclear artaudio | Sounds, cutscenes, few images. | ElvenNeko | 22 | Jun 28, 2026 | |
Comfort Food: A Taste of Courage In-game content audio | OST is AI-Generated | Horrorverse | - | Jun 28, 2026 | |
夏まつり零 Unclear audioart | 一部BGMやTexture | MeteorWing | - | Jun 28, 2026 | |
Labeloop In-game content textart | This game was made with the help of generative AI tools. During development, AI was used to help create some of the content that ships with the game — including its writing and dialogue, its English and Turkish text, and its 2D art and UI (such as icons, product sprites, achievement badges, and store images). All of this content was directed, reviewed, and curated by the developer. The game does not generate any AI content while you play, and does not connect to any AI service during gameplay. | YB Studio | - | Jun 28, 2026 | |
Doors of Illusion In-game content audio | This game uses generative AI tools to help create certain music, voice, and audio elements. Additional sound effects and audio assets are sourced from commercially licensed asset libraries. | Paggart Studio | - | Jun 28, 2026 | |
Cues From The Past In-game content audio | Some assets in this game were assisted by generative AI tools during development, including parts of the audio and other elements. | Zrmdov | - | Jun 28, 2026 | |
Service Desk Sim text | We used advanced AI language models (Claude and Gemini) to help translate
SERVICE DESK SIM into 8 languages: French, German, Spanish, Italian, Hindi,
Urdu, Japanese, and English (UK). The AI handled the initial translation of
all in-game text from UI menus to dialogue, story sequences, and thousands
of unique support tickets. Every translation was then carefully reviewed and
tested by humans to ensure quality and cultural accuracy across all languages. | ReproDev Games | - | Jun 28, 2026 | |
Lune 13 In-game content art | AI-generated 3D models are used in the final scene of the game.
AI-generated 2D artwork is used in the backstory scenes. | Saphielle | - | Jun 28, 2026 |