Used for creating the game banner
- Creator
- VR-WRG
- Reviews
- 235
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Used for creating the game banner
AI-generated and modified imagery for backgrounds and gameplay elements
For the beta test, the user will be able to interact (chat) with AI Characters with personalities they can customize themselves!
Generation of pictures.
AI generated artwork
We received support from artificial intelligence in developing some visuals in the game.
Use generative AI to forge your own unique fighter!
Our game leverages generative AI during development to create visually rich and immersive environments, character designs, and narrative elements. AI tools have been used to assist in crafting unique pre-rendered assets, such as artwork and animations, ensuring a high-quality experience while adhering to copyright and ethical guidelines. However, the game does not use AI to generate live content or code during gameplay. All in-game interactions and mechanics are pre-designed and curated by our team, ensuring a consistent and controlled gaming experience. By incorporating AI responsibly, we aim to deliver a creative and engaging experience while maintaining transparency and safeguarding user trust.
Due to the meta-narrative about corporate greed, GPT-models and the regurgitation of modern media, AI was used as a tool for various in-game graphics and marketing phrases, to keep consistent with the theming of the game. The actual story content, audio, gameplay and visual design does NOT use AI generated content.
We used AI to translate the game and the store page. We then had everything proofread and corrected by native speakers for each language.
This is a creative application, meant for users to piece together an AI character bot for use in VR Social Chat Platforms, social media, and streaming services. It let's users use various models and services of their choice to create an AI Companion.
1001 Nights is a story-crafting game that started development as early as 2020, exploring creative narrative gameplay to bring players novel experiences they've never had before: telling stories and turning those stories into reality.All traditional game art assets are hand-crafted by our talented human artists. This includes character illustrations, scene models, UI elements, and all visual components that form the core aesthetic of our game. The game features an adaptive LLM-based storytelling system that responds to your unique inputs based on a language model called Qwen. Our narrative engine draws from the rich tradition of Persian folklore and our original hand-written story frameworks by paid writers, then dynamically adapts these materials to create personalized experiences based on your inputs. Each playthrough becomes a unique collaboration between you and our narrative system.Our guiding principle has always been to create gaming experiences that were previously impossible - where technology serves as a creative collaborator rather than a replacement for human imagination. The soul of 1001 Nights comes from our human creators, inspired by ancient Persian folklore and brought to life through innovative narrative systems.For technical details about our implementation and the academic research behind our systems, please refer to the in-game introduction, and our published papers available on our official website. We're a small indie team committed to pushing the boundaries of interactive storytelling while respecting both player creativity and artistic integrity.We welcome any questions or feedback about our creative process via adaeden1001[at]gmail[dot]com or through our Discord community. Your input helps us continue improving this unique storytelling experience.
There is no AI generated content in this game. All artwork and scenes were made by me or asset creators on the marketplace without the use of AI generated content.
部分人物头像为AI生成
Our game leverages sophisticated artificial intelligence to create an immersive and unpredictable gameplay experience. Each citizen is powered by AI, enabling them to exhibit distinct personalities, react dynamically to player actions, and contribute uniquely to the mystery. This AI integration not only enhances the realism of the city environment but also ensures that no two playthroughs are the same, providing a fresh challenge every time.
Some of the original art designs in the game referenced AI-generated content.
Traditionally, NPCs (non-player characters) do not play active roles in video games. However, with the use of AI, they become the main characters of the game. Players can communicate with NPCs verbally through a microphone, and it is the AI that responds
Metaheuristic allows you to interact with LLM in convenient way. Metaheuristic isn't reselling LLM generated content, user must obtains its own API key for using external LLM service. Right now, there is only one allowed LLM - OpenAI's ChatGPT
The game contains portraits and images generated by AI.
As a small independent development team with limited resources, we used AI-based tools to assist with certain aspects of content creation, including textures, audio, and in-game video elements (such as VHS-style footage). All final content was carefully reviewed, refined, and manually reworked by the development team including additional re-texturing to ensure it reflects our creative vision.
Quest Machina uses generative AI combined with your input to create a unique world just for you. Story, descriptions, and dialog are generated using OpenAI. Character portraits, planet sprites, and location art are generated using Leonardo.ai.
Out of a total of 12 music tracks, 9 were produced using AI. A total of 25 villager profile pictures were generated with AI. All languages except German, French, Polish, Brazilian Portuguese, and Turkish were translated using AI. AI was used in the creation of the Steam capsule logo.
We use AI to generate dialogs in game, all characters have their own personality thanks to AI.
Sign design
ChatWaifu does not include any large language models by default but supports importing custom large language model files by user. When interacting with the 3D character on the desktop via voice or keyboard input, ChatWaifu utilizes these models to generate and vocalize the conversation text.
The game is a research project into how the use of AI would affect game production, so AI has been used for images, voiceovers, code, dialogue and other areas as much as possible. Just to see what sort of results it provides.
Some textures contain AI generated imagery
FACEMINER is a concept-driven game that directly engages with the ethics of AI. For thematic purposes, the game features faces which have been generated by a GAN (Generative Adversarial Network) trained on the FFHQ dataset, a research dataset released by NVIDIA that is the backbone of many real-world facial recognition applications. Per NVIDIA, only images under permissive licenses were collected. The 'AI training' in this game is fictional and has been simulated for entertainment purposes. The game can be interpreted as a critique of AI specifically relating to the ecological impact of mass data hoarding, surveillance concerns, and way it is used to compound corporate power.
AI was used to generate the images in the game. I'm a solo developer. I can't afford to hire artists, and I depend on this income to pay the rent and buy food. Please be considerate. I hope you enjoy the game.
This game includes dialogues generated with the help of a conversational AI and may not be appropriate for all audiences.
I have not used AI to generate any graphics, however, I have used ready art assets, which might, or might not have been made using AI. At least Main Menu shows strong signs of having been created with AI. I have used AI to come up with story ideas, and also used it for text. Text used in game is not directly from AI, except for one exception, spell-checking. Process is that I either ask AI some funny ideas, or give him the ideas myself. Then I see what AI comes with, tell it to do again and again and again to come up with better/different versions of some things. In the end I myself write the stuff based upon what AI have given me. As a final step, I put the whole text to AI and tell it to do the spell-check. When AI gives the Spell-checked version of the text, that is only time I am actually copy-pasting AIs whole answer directly. Otherwise the text is a combination of me and AI.
To create a unique art style, I employed various technical methods during development, including the use of AI-generated tools to assist in producing some of the materials. These tools significantly streamlined my workflow as a solo developer, allowing me to focus more on core gameplay and detailed refinement. This approach ultimately delivers a richer and more immersive post-apocalyptic world for players. All content has been carefully curated, refined, and integrated to ensure it aligns with the game’s overall quality and artistic vision, while also complying with applicable copyright regulations.
Some voice-over lines are AI generated.
Project Electric Sheep uses generative AI to create character conversations inspired by your dream prompts, as well as to tailor dream worlds to your chosen topics. Below is some more information about which generative AI services we're using in PES, and how: 1. We use ChatGPT to generate NPC dialogue when dream worlds are created and when you reply to an NPC. We use AWS to generate voices for our NPCs. 2. We also use ChatGPT to write in-game world building details, such as graffiti and advertisements, as well as to create the dream description that displays on the dream loading screen. 3. We use DALL·E 2 to paint in-game murals inspired by your dream prompt. 4. Lastly, during the dream generation phase, we use ChatGPT to make creative decisions about world design based on the given dream prompt.
Players can create and modify games using text prompts. The game uses AI (LLM) to understand the player's request and then uses LLM to construct the game using a pre-defined asset library.
The AI generates answers to your text inputs in real time.
All voices for the announcer and the tutorial bot have been generated with AI
If your ingame choices are inconsistent or raise moral questions, you’ll have to justify them in writing. An AI will read your defense and decide whether it counts as a solution. Convince it — because its verdict carries real consequences in the game.
Airtaxi Coach is an AI trained game character called Diana that is trained on the latest flight manuals, as well as the latest industry knowledge on airtaxis, flying cars and the future of mobility. You can ask her any question about the game Metapilot or flight in general, and she will help you navigate the game as well as help you to earn tokens in the game and earn cool perks! Metapilot perks include invited to events, tokens you can spend on our website, and even the chance to get training to become a real airtaxi pilot!
The Logo art was created with A.I tools.
We employ generative AI during the creation of some art assets. Usually, this will be to create basic images reference, that are then modified by hand. All generated content is reviewed and modified by the artist, and it remains a minor part of the total expression created by the artist.
AI was used to create place-holder assets as well as certain icons.
This game heavily uses AI to live-generate in-game content such as text, images, and sound effects. It also uses AI to make a variety of game mechanics decisions in real time.
Generative AI has been used for no other purpose than to provide background imagery for store artwork and marketing.
AI was used to reduce time investment in illustration art. The AI art can be seen in various UI elements where illustrations are present. Please note, all of the AI art you see wasn't merely generated and thrown into the game, it obviously needed a fairly extensive degree of retouching.
We use AI-based tools to assist in the creation of specific static User Interface (UI) assets. This includes inventory icons, status effect indicators (such as hunger and panic alerts), and the background artwork for the 'Quit Game' confirmation screen. All AI-generated assets were manually reviewed, edited, and integrated to fit the game's overall aesthetic. The core game environments and character models are human-created
A very few in-game assets (in game image and less than 5 icons) were ai-generated first and then reworked by a human to match with Seven Cities lore.
AI was used to generate some in-game images.
Some audio assets and store/marketing visuals were generated or assisted using AI during development. All gameplay content is static — no AI content is generated at runtime.
We use licensed artificial intelligence graphics software for some of the 2D images in the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Space Accident VR Store/marketing art | Used for creating the game banner | VR-WRG | 235 | Mar 18, 2026 | |
Galaxy Legion: Apotheosis In-game content art | AI-generated and modified imagery for backgrounds and gameplay elements | Eris Media | - | Mar 18, 2026 | |
Ememe Live AI text | For the beta test, the user will be able to interact (chat) with AI Characters with personalities they can customize themselves! | Ememe Inc. | - | Mar 18, 2026 | |
Aussie Rules Coach Unclear art | Generation of pictures. | Raymond Heaton | - | Mar 18, 2026 | |
GrindFest Unclear art | AI generated artwork | Sorcerer on the Rocks | 44 | Mar 18, 2026 | |
God Of Death In-game content art | We received support from artificial intelligence in developing some visuals in the game. | IRun | 11 | Mar 18, 2026 | |
Street Flicker 3 Unclear | Use generative AI to forge your own unique fighter! | Alphane | - | Mar 18, 2026 | |
Sunset Motel In-game content arttext | Our game leverages generative AI during development to create visually rich and immersive environments, character designs, and narrative elements. AI tools have been used to assist in crafting unique pre-rendered assets, such as artwork and animations, ensuring a high-quality experience while adhering to copyright and ethical guidelines.
However, the game does not use AI to generate live content or code during gameplay. All in-game interactions and mechanics are pre-designed and curated by our team, ensuring a consistent and controlled gaming experience.
By incorporating AI responsibly, we aim to deliver a creative and engaging experience while maintaining transparency and safeguarding user trust. | Efkey Studios | 700 | Mar 18, 2026 | |
The Black Signal In-game content arttext | Due to the meta-narrative about corporate greed, GPT-models and the regurgitation of modern media, AI was used as a tool for various in-game graphics and marketing phrases, to keep consistent with the theming of the game.
The actual story content, audio, gameplay and visual design does NOT use AI generated content. | ERMedia | - | Mar 18, 2026 | |
Pure Badminton In-game content text | We used AI to translate the game and the store page. We then had everything proofread and corrected by native speakers for each language. | DS SOFT | 278 | Mar 18, 2026 | |
AI Com Live AI text | This is a creative application, meant for users to piece together an AI character bot for use in VR Social Chat Platforms, social media, and streaming services. It let's users use various models and services of their choice to create an AI Companion. | Studio JAW | - | Mar 18, 2026 | |
1001 Nights Live AI text | 1001 Nights is a story-crafting game that started development as early as 2020, exploring creative narrative gameplay to bring players novel experiences they've never had before: telling stories and turning those stories into reality.All traditional game art assets are hand-crafted by our talented human artists. This includes character illustrations, scene models, UI elements, and all visual components that form the core aesthetic of our game. The game features an adaptive LLM-based storytelling system that responds to your unique inputs based on a language model called Qwen. Our narrative engine draws from the rich tradition of Persian folklore and our original hand-written story frameworks by paid writers, then dynamically adapts these materials to create personalized experiences based on your inputs. Each playthrough becomes a unique collaboration between you and our narrative system.Our guiding principle has always been to create gaming experiences that were previously impossible - where technology serves as a creative collaborator rather than a replacement for human imagination. The soul of 1001 Nights comes from our human creators, inspired by ancient Persian folklore and brought to life through innovative narrative systems.For technical details about our implementation and the academic research behind our systems, please refer to the in-game introduction, and our published papers available on our official website. We're a small indie team committed to pushing the boundaries of interactive storytelling while respecting both player creativity and artistic integrity.We welcome any questions or feedback about our creative process via adaeden1001[at]gmail[dot]com or through our Discord community. Your input helps us continue improving this unique storytelling experience. | Ada Eden | - | Mar 18, 2026 | |
Within the Unknown general | There is no AI generated content in this game. All artwork and scenes were made by me or asset creators on the marketplace without the use of AI generated content. | Charles Margroff | - | Mar 18, 2026 | |
大宋英雄传(SongHeros) In-game content art | 部分人物头像为AI生成 | LazyManGameStudio | 159 | Mar 18, 2026 | |
Case Closed Live AI text | Our game leverages sophisticated artificial intelligence to create an immersive and unpredictable gameplay experience. Each citizen is powered by AI, enabling them to exhibit distinct personalities, react dynamically to player actions, and contribute uniquely to the mystery. This AI integration not only enhances the realism of the city environment but also ensures that no two playthroughs are the same, providing a fresh challenge every time. | Otso | - | Mar 18, 2026 | |
伪神的弃牌 In-game content art | Some of the original art designs in the game referenced AI-generated content. | Night Owl Games | 69 | Mar 18, 2026 | |
Felon-E Live AI text | Traditionally, NPCs (non-player characters) do not play active roles in video games. However, with the use of AI, they become the main characters of the game. Players can communicate with NPCs verbally through a microphone, and it is the AI that responds | Jumbo Mana | - | Mar 18, 2026 | |
Metaheuristic Unclear | Metaheuristic allows you to interact with LLM in convenient way.
Metaheuristic isn't reselling LLM generated content, user must obtains its own API key for using external LLM service.
Right now, there is only one allowed LLM - OpenAI's ChatGPT | Metaheuristic | - | Mar 18, 2026 | |
Anonymous Hacker Simulator In-game content art | The game contains portraits and images generated by AI. | Sicarius | 692 | Mar 18, 2026 | |
Rainbow Gate In-game content artaudio | As a small independent development team with limited resources, we used AI-based tools to assist with certain aspects of content creation, including textures, audio, and in-game video elements (such as VHS-style footage). All final content was carefully reviewed, refined, and manually reworked by the development team including additional re-texturing to ensure it reflects our creative vision. | 7EVIL Studio | 104 | Mar 18, 2026 | |
Quest Machina Live AI textart | Quest Machina uses generative AI combined with your input to create a unique world just for you. Story, descriptions, and dialog are generated using OpenAI. Character portraits, planet sprites, and location art are generated using Leonardo.ai. | Kintech | - | Mar 18, 2026 | |
Settlements Rising In-game content audioarttext | Out of a total of 12 music tracks, 9 were produced using AI. A total of 25 villager profile pictures were generated with AI. All languages except German, French, Polish, Brazilian Portuguese, and Turkish were translated using AI.
AI was used in the creation of the Steam capsule logo. | The Catalyst Crew | 388 | Mar 18, 2026 | |
Danse Macabre AI Text RPG Live AI text | We use AI to generate dialogs in game, all characters have their own personality thanks to AI. | Prima RPG | - | Mar 18, 2026 | |
Neural Synapse Unclear | Sign design | HelionGames | - | Mar 18, 2026 | |
ChatWaifu Live AI text | ChatWaifu does not include any large language models by default but supports importing custom large language model files by user. When interacting with the 3D character on the desktop via voice or keyboard input, ChatWaifu utilizes these models to generate and vocalize the conversation text. | XDesktopSoft | 59 | Mar 18, 2026 | |
Echoes of Somewhere Series 1 In-game content artaudiotextcode | The game is a research project into how the use of AI would affect game production, so AI has been used for images, voiceovers, code, dialogue and other areas as much as possible. Just to see what sort of results it provides. | Dinosaurs Are Better | - | Mar 18, 2026 | |
Dropoff Dealer In-game content art | Some textures contain AI generated imagery | Bundem Games | - | Mar 18, 2026 | |
FACEMINER In-game content art | FACEMINER is a concept-driven game that directly engages with the ethics of AI. For thematic purposes, the game features faces which have been generated by a GAN (Generative Adversarial Network) trained on the FFHQ dataset, a research dataset released by NVIDIA that is the backbone of many real-world facial recognition applications. Per NVIDIA, only images under permissive licenses were collected.
The 'AI training' in this game is fictional and has been simulated for entertainment purposes. The game can be interpreted as a critique of AI specifically relating to the ecological impact of mass data hoarding, surveillance concerns, and way it is used to compound corporate power. | Wristwork | 1.5k | Mar 18, 2026 | |
Bikini Brickout In-game content art | AI was used to generate the images in the game.
I'm a solo developer. I can't afford to hire artists, and I depend on this income to pay the rent and buy food. Please be considerate.
I hope you enjoy the game. | Red Brick Games | - | Mar 18, 2026 | |
Vaudeville In-game content text | This game includes dialogues generated with the help of a conversational AI and may not be appropriate for all audiences. | Bumblebee Studios | 271 | Mar 18, 2026 | |
AI Kills All Humans In-game content text | I have not used AI to generate any graphics, however, I have used ready art assets, which might, or might not have been made using AI. At least Main Menu shows strong signs of having been created with AI.
I have used AI to come up with story ideas, and also used it for text.
Text used in game is not directly from AI, except for one exception, spell-checking.
Process is that I either ask AI some funny ideas, or give him the ideas myself. Then I see what AI comes with, tell it to do again and again and again to come up with better/different versions of some things.
In the end I myself write the stuff based upon what AI have given me.
As a final step, I put the whole text to AI and tell it to do the spell-check. When AI gives the Spell-checked version of the text, that is only time I am actually copy-pasting AIs whole answer directly.
Otherwise the text is a combination of me and AI. | One Joyful Day | - | Mar 18, 2026 | |
A Wasteland Robot: Atavism In-game content art | To create a unique art style, I employed various technical methods during development, including the use of AI-generated tools to assist in producing some of the materials.
These tools significantly streamlined my workflow as a solo developer, allowing me to focus more on core gameplay and detailed refinement. This approach ultimately delivers a richer and more immersive post-apocalyptic world for players. All content has been carefully curated, refined, and integrated to ensure it aligns with the game’s overall quality and artistic vision, while also complying with applicable copyright regulations. | Scrap Iron Studio | - | Mar 18, 2026 | |
Stealth Kill VR Missions In-game content audio | Some voice-over lines are AI generated. | Sky Yurt | - | Mar 18, 2026 | |
Project Electric Sheep Live AI textaudioart | Project Electric Sheep uses generative AI to create character conversations inspired by your dream prompts, as well as to tailor dream worlds to your chosen topics. Below is some more information about which generative AI services we're using in PES, and how:
1. We use ChatGPT to generate NPC dialogue when dream worlds are created and when you reply to an NPC. We use AWS to generate voices for our NPCs.
2. We also use ChatGPT to write in-game world building details, such as graffiti and advertisements, as well as to create the dream description that displays on the dream loading screen.
3. We use DALL·E 2 to paint in-game murals inspired by your dream prompt.
4. Lastly, during the dream generation phase, we use ChatGPT to make creative decisions about world design based on the given dream prompt. | Charisma Entertainment Limited | 25 | Mar 18, 2026 | |
Bitmagic Live AI text | Players can create and modify games using text prompts. The game uses AI (LLM) to understand the player's request and then uses LLM to construct the game using a pre-defined asset library. | Bitmagic | - | Mar 18, 2026 | |
AIdventure Live AI text | The AI generates answers to your text inputs in real time. | Lyaaaaa Games | 38 | Mar 18, 2026 | |
Brains n' Bullets In-game content audio | All voices for the announcer and the tutorial bot have been generated with AI | gamelynk.io | - | Mar 18, 2026 | |
Elementary Trolleyology Live AI text | If your ingame choices are inconsistent or raise moral questions, you’ll have to justify them in writing. An AI will read your defense and decide whether it counts as a solution. Convince it — because its verdict carries real consequences in the game. | Twin Earth | - | Mar 18, 2026 | |
Metapilot Live AI text | Airtaxi Coach is an AI trained game character called Diana that is trained on the latest flight manuals, as well as the latest industry knowledge on airtaxis, flying cars and the future of mobility. You can ask her any question about the game Metapilot or flight in general, and she will help you navigate the game as well as help you to earn tokens in the game and earn cool perks! Metapilot perks include invited to events, tokens you can spend on our website, and even the chance to get training to become a real airtaxi pilot! | neurobotx | 10 | Mar 18, 2026 | |
Grand Throw Auto Store/marketing art | The Logo art was created with A.I tools. | Andrew Grbac | - | Mar 18, 2026 | |
Death Noodle Delivery In-game content art | We employ generative AI during the creation of some art assets. Usually, this will be to create basic images reference, that are then modified by hand. All generated content is reviewed and modified by the artist, and it remains a minor part of the total expression created by the artist. | Stupidi Pixel | 39 | Mar 18, 2026 | |
The Last Citadel In-game content art | AI was used to create place-holder assets as well as certain icons. | Honest Demon | 67 | Mar 18, 2026 | |
AI Roguelite Live AI textartaudio | This game heavily uses AI to live-generate in-game content such as text, images, and sound effects. It also uses AI to make a variety of game mechanics decisions in real time. | Max Loh | 593 | Mar 18, 2026 | |
Rugby Union Team Manager 4 Store/marketing art | Generative AI has been used for no other purpose than to provide background imagery for store artwork and marketing. | Alternative Software Ltd | 59 | Mar 18, 2026 | |
Arhaekon In-game content art | AI was used to reduce time investment in illustration art. The AI art can be seen in various UI elements where illustrations are present. Please note, all of the AI art you see wasn't merely generated and thrown into the game, it obviously needed a fairly extensive degree of retouching. | Predict Edumedia | 27 | Mar 18, 2026 | |
DeathOmen In-game content art | We use AI-based tools to assist in the creation of specific static User Interface (UI) assets. This includes inventory icons, status effect indicators (such as hunger and panic alerts), and the background artwork for the 'Quit Game' confirmation screen. All AI-generated assets were manually reviewed, edited, and integrated to fit the game's overall aesthetic. The core game environments and character models are human-created | Jeff Winner | 45 | Mar 18, 2026 | |
Seven Cities In-game content art | A very few in-game assets (in game image and less than 5 icons) were ai-generated first and then reworked by a human to match with Seven Cities lore. | IMV Studio | 31 | Mar 18, 2026 | |
STORM: lost normality In-game content art | AI was used to generate some in-game images. | dain mysh | - | Mar 18, 2026 | |
Soft(A)ware In-game content audioart | Some audio assets and store/marketing visuals were generated or assisted using AI during development.
All gameplay content is static — no AI content is generated at runtime. | B0TLANNER Games | - | Mar 18, 2026 | |
Forsake In-game content art | We use licensed artificial intelligence graphics software for some of the 2D images in the game. | Unseen Interactive | 153 | Mar 18, 2026 |