I used AI helped me to design the main character; however, the final looking is vastly different then the AI generated. I also plan to use Ai to generate background music for my game.
- Creator
- Utterly Useless
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,882 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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I used AI helped me to design the main character; however, the final looking is vastly different then the AI generated. I also plan to use Ai to generate background music for my game.
Several placeholder 2D art pieces are generated using Stable Diffusion. In the Early Access version these are marked with the word "Placeholder" in the bottom right corner of the image and will be replaced by artist drawings during the Early Access process.
Generative AI was used during the development process to assist in the creation of game code and scripting. Additionally, AI tools were used to draft narrative text and dialogue, and generate 2D assets and UI elements. These were then subsequently edited and refined by humans to ensure quality and coherence. No AI is used to live-generate content during gameplay; all assets are pre-rendered and static.
Prime Protocol used generative AI tools during development to assist with drafting and iterating on code and to create some pre-rendered marketing imagery. All content is reviewed and integrated by the developer. No generative AI is used during gameplay; the game does not live-generate text, images, audio, or code, and players cannot input prompts.
Some image mockups and prototype code have been generated using AI
Game logo was created by AI.
Some visual assets on the store page and parts of the in-game art were created with the assistance of generative AI tools and then curated, edited, and integrated by the developer (Cag). Portions of the store page text and the game’s music were created with the assistance of generative AI tools.
AI tools were used as general assistance for drafting and translating text for in-game content and the store page. All text was reviewed, corrected, and approved by the developer.
Musical support. Dialogues.
The screenshots were upscaled using AI. Banners were partially created using AI.
Only with certain images
使用AI生成的游戏内容,包括所有图像和声音。 All images and sounds in the game are generated by AI.
This game uses Generative AI to create some image assets.
This game and its promotional video utilize AI-generated images created with Adobe Firefly.
create icon with ai
AI was used to generate pre-rendered visual content, text and voice overs for the game.
This game uses generative AI tools during development to create certain pre-rendered visual assets. These include some in-game visual elements such as icons, UI-related graphics, and visual assets, as well as store page and promotional materials. No generative AI is used during gameplay. The game does not generate content, visuals, text, audio, or code in real time using AI. All gameplay logic, behavior, and systems are fully authored and deterministic.
Some of the background concept art images are AI-generated. Examples include the character background on the right side of the main interface and the background of the puzzle mini-game.
AI is only used to accelerate development
literally only the logo is generative ai.
Some visual assets such as UI elements, icons, and promotional images were created or assisted using generative AI tools. All assets were reviewed, edited, and implemented by the developer. No copyrighted material was intentionally replicated.
This game uses generative AI during development to assist with the creation of visual assets and music. AI was also used to assist with certain marketing materials (e.g., trailer and store assets). All AI-assisted content is reviewed and edited by the developer before release. The game does not generate content from player inputs at runtime, and no player data is used to train AI models.
Ai-generated voice lines Ai-generated sound effects
Some textures in the game were created with the help of generative AI.
This game used generated AI to help with the art and art direction.
The screenshots were upscaled using AI. The logo was created using AI.
The screenshots were upscaled using AI. The logo was created using AI.
本游戏的部分资源采用了AI生成技术。
Generative AI tools were used to assist with placeholder music and art assets during early development.
Generative AI tools were used during development exclusively at auxiliary stages of production. Some visual elements for the game’s Steam store page, as well as certain interface elements, were created using AI generation and then manually refined and integrated. AI is not used in gameplay, game logic, character behavior, or decision-making systems. All mechanics, balance, and interactions in the game are developed by the author and function independently of AI.
AI was used to enhance some of the images and texts in the game.
The game does not contain AI-generated content. AI-generated content is used just for Steam Images.
Our team utilizes Generative AI technologies in the development of certain in-game elements.
Most of the images in the game, as well as marketing materials, have been generated through AI or have had AI filters applied to them for the sake of a consistent art style. Some of the game's text has also been AI-generated, though to a much lesser extent. All of it has been manually reviewed and has had corrections applied where needed.
The original version of this game was created in Japanese. Translations into other languages were initially drafted with AI assistance, then carefully revised by hand for clarity and natural flow.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
AI tools were used during development for certain visual cutscenes. All AI-generated content was reviewed, edited, and integrated by the developer. No AI systems are used during gameplay.
AI tools were used to generate initial drafts for some character and background assets. However, all AI-generated assets were manually retouched, edited, and finalized by the developer to ensure a consistent art style and quality.
This game does not contain any AI-generated visual or audio assets. I only used AI as a tool for: - Assistance with translations and wording
AI was used as a tool to support the creative and technical process, not as a replacement for design, implementation, or artistic decision-making. AI was used to assist with programming tasks, such as problem-solving, code structuring, and iteration during development. All final code was reviewed, adapted, and integrated manually by the developer. AI was also used to generate early visual concepts and rough art sketches. These assets were not used directly in the final game; instead, they served as references and inspiration. All final visuals were manually reviewed, refined, and adjusted to fit the game’s art direction and technical constraints.
Nekruba used artificial intelligence tools as support during the creative and technical development process, particularly for prototyping, code assistance, and idea exploration. All final decisions and all published content were defined and executed by the developers.
ChatGPT was used to create trophies for the trophy case. All in-game art was created myself using Photoshop. The splash page was created by my part-time artist. She bought imagery from istockphoto, and asked me to generate the 3D aircraft renderings, which I did using Unity3D. To the very best of my knowledge, AI was ONLY used to generate the 20 trophies.
I used generative AI tools to create various 2D art assets used in the game, including character concepts, background textures, and UI elements. Additionally, the store page assets, such as the capsule images and library artwork, were generated using AI and then manually edited/refined to fit the game's theme.
Generating some of the children's drawings used in the game. Generating sound effects (SFX). Supporting localization, including the translation of in-game text into multiple languages. AI was not used for modeling or software development; the entire design process is original and created by the team.
Some npcs have very basic ai
Since this game is older than “Reflection Of Sin”, I was inexperienced when it came to finding good ambient music. For this reason, I used AI to create ambient music in only a few levels.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Stinky Cat In-game content artaudio | I used AI helped me to design the main character; however, the final looking is vastly different then the AI generated. I also plan to use Ai to generate background music for my game. | Utterly Useless | - | Mar 18, 2026 | |
RiffHammer In-game content art | Several placeholder 2D art pieces are generated using Stable Diffusion. In the Early Access version these are marked with the word "Placeholder" in the bottom right corner of the image and will be replaced by artist drawings during the Early Access process. | Thorsten Masuch | - | Mar 18, 2026 | |
Niji Protocol In-game content arttextcode | Generative AI was used during the development process to assist in the creation of game code and scripting. Additionally, AI tools were used to draft narrative text and dialogue, and generate 2D assets and UI elements. These were then subsequently edited and refined by humans to ensure quality and coherence. No AI is used to live-generate content during gameplay; all assets are pre-rendered and static. | Crispy Fried Tofu Studios | - | Mar 18, 2026 | |
Prime Protocol Store/marketing codeart | Prime Protocol used generative AI tools during development to assist with drafting and iterating on code and to create some pre-rendered marketing imagery. All content is reviewed and integrated by the developer. No generative AI is used during gameplay; the game does not live-generate text, images, audio, or code, and players cannot input prompts. | Prime Protocol Interactive | - | Mar 18, 2026 | |
Soundscapes Dev only artcode | Some image mockups and prototype code have been generated using AI | Fresh Coast Game Studio | - | Mar 18, 2026 | |
Boom Buddies Store/marketing art | Game logo was created by AI. | Nightloop | - | Mar 18, 2026 | |
Princess Khalifa: Legacy of Wrath In-game content arttextaudio | Some visual assets on the store page and parts of the in-game art were created with the assistance of generative AI tools and then curated, edited, and integrated by the developer (Cag).
Portions of the store page text and the game’s music were created with the assistance of generative AI tools. | Cag | - | Mar 18, 2026 | |
Harmonic Drift In-game content text | AI tools were used as general assistance for drafting and translating text for in-game content and the store page. All text was reviewed, corrected, and approved by the developer. | OldCopperMug | - | Mar 18, 2026 | |
KharkivVision 2035 In-game content audiotext | Musical support.
Dialogues. | One Human Games | - | Mar 18, 2026 | |
Rogventure Store/marketing art | The screenshots were upscaled using AI. Banners were partially created using AI. | PikantoPizzaGames | - | Mar 18, 2026 | |
Little Toys Store/marketing art | Only with certain images | YLRG Entertainment | - | Mar 18, 2026 | |
规则怪谈:幸存者游戏 In-game content artaudio | 使用AI生成的游戏内容,包括所有图像和声音。
All images and sounds in the game are generated by AI. | MYSTERY CROWN | - | Mar 18, 2026 | |
Glyph Chess In-game content art | This game uses Generative AI to create some image assets. | Mad Dog & Chef | - | Mar 18, 2026 | |
Nightmare World In-game content art | This game and its promotional video utilize AI-generated images created with Adobe Firefly. | Sharanra | - | Mar 18, 2026 | |
LUMOLISH Unclear art | create icon with ai | Liu polun | - | Mar 18, 2026 | |
Gem Tales 2: Crystal Dragon In-game content arttextaudio | AI was used to generate pre-rendered visual content, text and voice overs for the game. | Ironcode Gaming | - | Mar 18, 2026 | |
Cursed Ghost In-game content art | This game uses generative AI tools during development to create certain pre-rendered visual assets.
These include some in-game visual elements such as icons, UI-related graphics, and visual assets, as well as store page and promotional materials.
No generative AI is used during gameplay. The game does not generate content, visuals, text, audio, or code in real time using AI.
All gameplay logic, behavior, and systems are fully authored and deterministic. | Tugay Studios | - | Mar 18, 2026 | |
Game Company Simulator In-game content art | Some of the background concept art images are AI-generated. Examples include the character background on the right side of the main interface and the background of the puzzle mini-game. | Lonely Gamer | - | Mar 18, 2026 | |
Void Breach Dev only | AI is only used to accelerate development | fp32.ai LLC | - | Mar 18, 2026 | |
Laser Boy Store/marketing art | literally only the logo is generative ai. | Talecraft | - | Mar 18, 2026 | |
Dead Rush art | Some visual assets such as UI elements, icons,
and promotional images were created or assisted
using generative AI tools. All assets were reviewed,
edited, and implemented by the developer.
No copyrighted material was intentionally replicated. | Sefa Game Studio | - | Mar 18, 2026 | |
Last State In-game content artaudio | This game uses generative AI during development to assist with the creation of visual assets and music. AI was also used to assist with certain marketing materials (e.g., trailer and store assets). All AI-assisted content is reviewed and edited by the developer before release. The game does not generate content from player inputs at runtime, and no player data is used to train AI models. | Miroslav Sendlai | - | Mar 18, 2026 | |
Chamber One In-game content audio | Ai-generated voice lines
Ai-generated sound effects | Forysium Games | - | Mar 18, 2026 | |
Wittengrad is no more In-game content art | Some textures in the game were created with the help of generative AI. | Faynogames | 18 | Mar 18, 2026 | |
Brewmatics In-game content art | This game used generated AI to help with the art and art direction. | Nova Makes Games | - | Mar 18, 2026 | |
Stop Right There Store/marketing art | The screenshots were upscaled using AI. The logo was created using AI. | StopMasterTgames | - | Mar 18, 2026 | |
Outworld Defence Store/marketing art | The screenshots were upscaled using AI. The logo was created using AI. | ParadGamesDevelop | - | Mar 18, 2026 | |
东方厄神路 In-game content art | 本游戏的部分资源采用了AI生成技术。 | 液氮盒子 | - | Mar 18, 2026 | |
Lichworks In-game content audioart | Generative AI tools were used to assist with placeholder music and art assets during early development. | Rune Logic | - | Mar 18, 2026 | |
Life.exe Store/marketing art | Generative AI tools were used during development exclusively at auxiliary stages of production. Some visual elements for the game’s Steam store page, as well as certain interface elements, were created using AI generation and then manually refined and integrated.
AI is not used in gameplay, game logic, character behavior, or decision-making systems. All mechanics, balance, and interactions in the game are developed by the author and function independently of AI. | EasyDev | - | Mar 18, 2026 | |
The Honest Little Fisher In-game content arttext | AI was used to enhance some of the images and texts in the game. | Kiene & Sohn | - | Mar 18, 2026 | |
Sushi Simulator Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images. | C51 Games | 32 | Mar 18, 2026 | |
Hardware Simulator In-game content | Our team utilizes Generative AI technologies in the development of certain in-game elements. | Monarch Games | - | Mar 18, 2026 | |
Double Agenda - Inspired by True Events In-game content arttext | Most of the images in the game, as well as marketing materials, have been generated through AI or have had AI filters applied to them for the sake of a consistent art style. Some of the game's text has also been AI-generated, though to a much lesser extent.
All of it has been manually reviewed and has had corrections applied where needed. | ANDESTRAT | - | Mar 18, 2026 | |
Text Dungeon: The Ring of Life In-game content text | The original version of this game was created in Japanese. Translations into other languages were initially drafted with AI assistance, then carefully revised by hand for clarity and natural flow. | Tawashi Works | - | Mar 18, 2026 | |
Memory alteration In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007 | - | Mar 18, 2026 | |
DIY AI Perfect Girlfriend In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | LIN YIPENG | - | Mar 18, 2026 | |
ShotSun Man & His Beauties In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007b | - | Mar 18, 2026 | |
Sexy female ghost love me In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0006 | - | Mar 18, 2026 | |
Beauties love my quantum entanglement wine In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0001b | - | Mar 18, 2026 | |
Whispers of Appalachia In-game content art | AI tools were used during development for certain visual cutscenes. All AI-generated content was reviewed, edited, and integrated by the developer. No AI systems are used during gameplay. | Hidden Frame Interactive | - | Mar 18, 2026 | |
Jom Mat Taeng In-game content art | AI tools were used to generate initial drafts for some character and background assets. However, all AI-generated assets were manually retouched, edited, and finalized by the developer to ensure a consistent art style and quality. | Upeum | - | Mar 18, 2026 | |
Empire at Risk In-game content text | This game does not contain any AI-generated visual or audio assets. I only used AI as a tool for:
- Assistance with translations and wording | BaroxxTech | - | Mar 18, 2026 | |
Chesscent Dev only codeart | AI was used as a tool to support the creative and technical process, not as a replacement for design, implementation, or artistic decision-making.
AI was used to assist with programming tasks, such as problem-solving, code structuring, and iteration during development. All final code was reviewed, adapted, and integrated manually by the developer.
AI was also used to generate early visual concepts and rough art sketches. These assets were not used directly in the final game; instead, they served as references and inspiration. All final visuals were manually reviewed, refined, and adjusted to fit the game’s art direction and technical constraints. | Alex did it | - | Mar 18, 2026 | |
Nekruba Dev only code | Nekruba used artificial intelligence tools as support during the creative and technical development process, particularly for prototyping, code assistance, and idea exploration. All final decisions and all published content were defined and executed by the developers. | Lecubenaranja | - | Mar 18, 2026 | |
Approach Control: Remastered In-game content art | ChatGPT was used to create trophies for the trophy case. All in-game art was created myself using Photoshop. The splash page was created by my part-time artist. She bought imagery from istockphoto, and asked me to generate the 3D aircraft renderings, which I did using Unity3D. To the very best of my knowledge, AI was ONLY used to generate the 20 trophies. | Big Fat Simulations Inc. | - | Mar 18, 2026 | |
BlockShot In-game content art | I used generative AI tools to create various 2D art assets used in the game, including character concepts, background textures, and UI elements. Additionally, the store page assets, such as the capsule images and library artwork, were generated using AI and then manually edited/refined to fit the game's theme. | Key | - | Mar 18, 2026 | |
Up to the top! In-game content artaudiotext | Generating some of the children's drawings used in the game.
Generating sound effects (SFX).
Supporting localization, including the translation of in-game text into multiple languages.
AI was not used for modeling or software development; the entire design process is original and created by the team. | We Grow Old | - | Mar 18, 2026 | |
Golf RP Live AI text | Some npcs have very basic ai | Super Direct | - | Mar 18, 2026 | |
Liminal:Escape Route In-game content audio | Since this game is older than “Reflection Of Sin”, I was inexperienced when it came to finding good ambient music. For this reason, I used AI to create ambient music in only a few levels. | Threshold Interactive | 16 | Mar 18, 2026 |