AI support was provided for our game's poster and capsule designs.
- Creator
- FreeMind S.A.
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,695 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.
AI support was provided for our game's poster and capsule designs.
This game makes limited use of generative AI tools. Some images and user interface elements were created with the assistance of AI during development.
Use AI for some images.
AI might be used in production for content generation
Artificial intelligence was used in the creation of some in-game visuals.
Some game design props are generated using AI
We use AI to generate the voice of the main antagonist of the game in the trailer.
The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality.
The AI was used to create content on the game page (game cover) and the background of the game's main menu.
I used AI to generate images for the store and some of the in-game decorations
Use Dall-E for icons and pictures
AI tools were used during development for non-interactive assets: ChatGPT for translation support, Suno for music generation, and Hotpot.ai for some graphic assets. These assets are fixed and do not change during gameplay. No AI is used at runtime or for any user-generated content.
We are using LLM (Large Language Model) powered text translation tools both within the game and store page.
All the text in the game is based on AI written storylines. All translations other than Simplified Chinese are generated by AI.
Some images generated by free AI
Translation help, Audio voices
Sound tracks, text translation.
We used AI to generate some of the game's cover art. All gameplay, characters, and environments were created by our development team.
Our game utilizes AI in various aspects. Code: AI algorithms are applied to optimize the game's code, ensuring smoother gameplay and better performance. This includes improving character pathfinding and adjusting in-game parameters for an ideal difficulty level. Text: We use AI-driven natural language processing to assist in text-related tasks, like ensuring consistency and grammar in the in-game text for items, locations, and descriptions. Textures: AI, such as generative adversarial networks, helps in creating high-quality textures for different surfaces in the game, enhancing the visual appeal. Sound Effects: AI is used to analyze and manipulate sound effects, making them more realistic and in tune with in-game actions and events. Music: AI algorithms analyze musical styles to compose original music that sets the right mood for different game scenes.
In-game speeches are mainly generated with AI.
We used AI to create the capsules for the game's store page.
This game uses generative AI in parts of the development process. Any AI-assisted assets are reviewed by the developer and, when needed, edited or adjusted before being included in the game. The game does not run generative AI in real time. Some artwork: selected visuals such as certain card art and enemy character art. Some music: selected BGM tracks.
Characters were generated by AI
ai was used to generate some texts inside the game
Translating from English to other langauges
This game uses AI-generated content for sound effects and background music to enhance the audio experience.
TimeParadox uses generative AI to create unique images for different cards in the game. The AI generates new visual content for cards, enhancing the game's aesthetic and diversity.
A selection of the Avatars in game are AI generated.
AI has been used to help develop the game's cover art.
As a solo indie dev with very limited resources, and also not a native English speaker. I use AI to assist with writing for both in-game and store page content, and translate the game to other languages.
Some visuals and models used in this game were created with the assistance of AI tools during development. The game does not generate new content in real time during gameplay.
The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality.
We used AI to create the capsules for the game's store page.
We use AI to let our robots express themselves! If a robot became alive, it wouldn’t come pre-programmed with the perfect way to express its thoughts or emotions — it would have to figure it out along the way. That’s why the hero robots in Endless Machines use AI to give voice to their thoughts and feelings. What they say isn’t always polished or logical. It's quirky, weird, funny, and sometimes unexpectedly touching. It’s not a scripted, perfect dialogue. It’s more like a robot trying to make sense of the world — and itself — in real time. This approach makes their personalities dynamic and unpredictable. For us, that’s what makes AI-driven dialogue a perfect fit for the game: It’s about learning, exploring, and growing — just like the robots themselves. Under the hood, the game runs a small language model that has been custom fine-tuned for each robot's personality. It is instructed to speak through prompt engineering, ensuring the robot stays in character and relates to the game's lore. The model does not require online access. We chose to use SmolLM because we were looking for a language model where the training background, technical setup, and use of data are transparent (open source and based on publicly available texts), and where the model can be run locally. We use this locally hosted language model (LLM) to generate text content during gameplay. What the robots say in the game is defined and moderated by us. We have written a set of foundational texts that form the basis for each robot’s personality, tone, and way of expressing itself. From that foundation, they “build” further and develop over time. Endless Machines does not and cannot collect any data from the person playing the game. All outputs are guided by custom prompt engineering, custom fine-tuning, and are controlled by local code at runtime to ensure appropriate content. More details on the model architecture and dataset can be found here: 🔗 https://huggingface.co/datasets/HuggingFaceTB/smoltalk
Monster images created with AI.
Marketing materials
In the development of this game, generative AI tools were utilized to assist in the creation of a few textures, images, and translations. As a solo developer, this approach aimed to enhance the visual and linguistic quality of the game, ensuring a more immersive experience for players. All AI-generated content was carefully reviewed and refined to align with the game's artistic vision and maintain high-quality standards.
AI has been used to help develop the game's cover art.
Using AI for translation
1.We used the scenery and base images of the game background generated by AI, and based on these, we modified and created the background of the game scenes. 2.We used the concept images and dynamic elements of the images generated by AI for the production of game videos and promotional videos.
Some of the music tracks and certain development icons in the game were generated using AI.
Use AI to create some art assets like event's picture
The capsule art was created using generative AI, with an artist refining 75-90% of it to correct mistakes and enhance its character.
Use some materials from www.freepik.com as background, which may be created by AI
The sound of the game was produced using Generative AI
Our graphical novel game features visually captivating art brought to life with the help of AI-powered tools. By combining the creativity of our team with advanced AI technology, we've crafted rich, immersive environments and expressive character designs that enhance the storytelling experience. Dive into a world where art and innovation meet, creating a unique visual journey for players. Additionally, the AI technologies utilized in the game are credited.
AI was used to generate content on the game page (game cover art)
AI was used to generate content on the game page (game cover art)
AI was used to generate content on the game page (game cover art)
AI was used to generate content on the game page (game cover art)
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Factory Life Store/marketing art | AI support was provided for our game's poster and capsule designs. | FreeMind S.A. | - | Mar 18, 2026 | |
Re – Fracture: The Prophet’s Awakening In-game content art | This game makes limited use of generative AI tools. Some images and user interface elements were created with the assistance of AI during development. | Project Contrast | - | Mar 18, 2026 | |
霊屋 Unclear art | Use AI for some images. | Yajin | 18 | Mar 18, 2026 | |
WAR DUST : STORM Unclear | AI might be used in production for content generation | raptor lab | - | Mar 18, 2026 | |
Card Linker In-game content art | Artificial intelligence was used in the creation of some in-game visuals. | Lebleby Games | - | Mar 18, 2026 | |
One More Bang In-game content art | Some game design props are generated using AI | Tide Games | - | Mar 18, 2026 | |
11th Hour Hero In-game content audio | We use AI to generate the voice of the main antagonist of the game in the trailer. | Joshua Angeley | - | Mar 18, 2026 | |
WonderLang Italian Dev only art | The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality. | bair games | - | Mar 18, 2026 | |
Deck Combo Store/marketing art | The AI was used to create content on the game page (game cover) and the background of the game's main menu. | Esemte Games | - | Mar 18, 2026 | |
Game Room In-game content art | I used AI to generate images for the store and some of the in-game decorations | Games For Humans | - | Mar 18, 2026 | |
Only Up: Chan Chained Together In-game content art | Use Dall-E for icons and pictures | Darkwave Studios | - | Mar 18, 2026 | |
Hit and Stand Blackjack In-game content textaudioart | AI tools were used during development for non-interactive assets: ChatGPT for translation support, Suno for music generation, and Hotpot.ai for some graphic assets. These assets are fixed and do not change during gameplay. No AI is used at runtime or for any user-generated content. | Jeff Trigwell | 22 | Mar 18, 2026 | |
Duck's Hunt In-game content text | We are using LLM (Large Language Model) powered text translation tools both within the game and store page. | Notaduck | - | Mar 18, 2026 | |
18Floor In-game content text | All the text in the game is based on AI written storylines. All translations other than Simplified Chinese are generated by AI. | PrueLightStudio | 10 | Mar 18, 2026 | |
Cemetery Warrior 7 Boss Rush Unclear art | Some images generated by free AI | Falco Software | 19 | Mar 18, 2026 | |
Dreadcore : Locked Unit In-game content audiotext | Translation help, Audio voices | Vladislav Lukyantsev | - | Mar 18, 2026 | |
Ethereal Odyssey In-game content audiotext | Sound tracks, text translation. | KU3 Dev | - | Mar 18, 2026 | |
Hammam Simulator In-game content art | We used AI to generate some of the game's cover art. All gameplay, characters, and environments were created by our development team. | Dropout Code | - | Mar 18, 2026 | |
DIMENSION RANGER In-game content artaudiotextcode | Our game utilizes AI in various aspects.
Code: AI algorithms are applied to optimize the game's code, ensuring smoother gameplay and better performance. This includes improving character pathfinding and adjusting in-game parameters for an ideal difficulty level.
Text: We use AI-driven natural language processing to assist in text-related tasks, like ensuring consistency and grammar in the in-game text for items, locations, and descriptions.
Textures: AI, such as generative adversarial networks, helps in creating high-quality textures for different surfaces in the game, enhancing the visual appeal.
Sound Effects: AI is used to analyze and manipulate sound effects, making them more realistic and in tune with in-game actions and events.
Music: AI algorithms analyze musical styles to compose original music that sets the right mood for different game scenes. | 游际线 | - | Mar 18, 2026 | |
Cannoneer In-game content audio | In-game speeches are mainly generated with AI. | dReal | - | Mar 18, 2026 | |
Fun Center Simulator Store/marketing art | We used AI to create the capsules for the game's store page. | Born In Garage | - | Mar 18, 2026 | |
NINDO 星影の守護者 In-game content artaudio | This game uses generative AI in parts of the development process. Any AI-assisted assets are reviewed by the developer and, when needed, edited or adjusted before being included in the game. The game does not run generative AI in real time.
Some artwork: selected visuals such as certain card art and enemy character art.
Some music: selected BGM tracks. | MORIKICHIDO | 11 | Mar 18, 2026 | |
Neon Rhythm In-game content art | Characters were generated by AI | STUDIO YUKI | - | Mar 18, 2026 | |
Cool Kingdom In-game content text | ai was used to generate some texts inside the game | VIR Group | - | Mar 18, 2026 | |
Dwarven Rampart Unclear text | Translating from English to other langauges | Alaabale | - | Mar 18, 2026 | |
Witch Pachi In-game content audio | This game uses AI-generated content for sound effects and background music to enhance the audio experience. | AlchemistsGames | - | Mar 18, 2026 | |
TimeParadox In-game content art | TimeParadox uses generative AI to create unique images for different cards in the game. The AI generates new visual content for cards, enhancing the game's aesthetic and diversity. | WOYMMM | - | Mar 18, 2026 | |
Pure Pool Pro In-game content art | A selection of the Avatars in game are AI generated. | Rockwater | 203 | Mar 18, 2026 | |
Pinball Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Rock Crusher In-game content text | As a solo indie dev with very limited resources, and also not a native English speaker. I use AI to assist with writing for both in-game and store page content, and translate the game to other languages. | Mini Fun Games | 328 | Mar 18, 2026 | |
Seller Simulator In-game content art | Some visuals and models used in this game were created with the assistance of AI tools during development. The game does not generate new content in real time during gameplay. | Borz Games | - | Mar 18, 2026 | |
WonderLang Portuguese Dev only art | The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality. | bair games | - | Mar 18, 2026 | |
Metro Mini Market Simulator Store/marketing art | We used AI to create the capsules for the game's store page. | Altai Entertainment | 44 | Mar 18, 2026 | |
Endless Machines Live AI text | We use AI to let our robots express themselves!
If a robot became alive, it wouldn’t come pre-programmed with the perfect way to express its thoughts or emotions — it would have to figure it out along the way. That’s why the hero robots in Endless Machines use AI to give voice to their thoughts and feelings.
What they say isn’t always polished or logical. It's quirky, weird, funny, and sometimes unexpectedly touching. It’s not a scripted, perfect dialogue. It’s more like a robot trying to make sense of the world — and itself — in real time.
This approach makes their personalities dynamic and unpredictable. For us, that’s what makes AI-driven dialogue a perfect fit for the game: It’s about learning, exploring, and growing — just like the robots themselves.
Under the hood, the game runs a small language model that has been custom fine-tuned for each robot's personality. It is instructed to speak through prompt engineering, ensuring the robot stays in character and relates to the game's lore. The model does not require online access.
We chose to use SmolLM because we were looking for a language model where the training background, technical setup, and use of data are transparent (open source and based on publicly available texts), and where the model can be run locally. We use this locally hosted language model (LLM) to generate text content during gameplay.
What the robots say in the game is defined and moderated by us. We have written a set of foundational texts that form the basis for each robot’s personality, tone, and way of expressing itself. From that foundation, they “build” further and develop over time. Endless Machines does not and cannot collect any data from the person playing the game.
All outputs are guided by custom prompt engineering, custom fine-tuning, and are controlled by local code at runtime to ensure appropriate content. More details on the model architecture and dataset can be found here:
🔗 https://huggingface.co/datasets/HuggingFaceTB/smoltalk | Corner Studio Games | - | Mar 18, 2026 | |
Social Hook In-game content art | Monster images created with AI. | Pinus Games | - | Mar 18, 2026 | |
Schoolboy Escape 2: Village Store/marketing art | Marketing materials | D one Games | 63 | Mar 18, 2026 | |
THE DARUMA CHALLENGE In-game content arttext | In the development of this game, generative AI tools were utilized to assist in the creation of a few textures, images, and translations. As a solo developer, this approach aimed to enhance the visual and linguistic quality of the game, ensuring a more immersive experience for players. All AI-generated content was carefully reviewed and refined to align with the game's artistic vision and maintain high-quality standards. | Mūn Mūn Games | 14 | Mar 18, 2026 | |
Dead Spaceshot Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Where is my hat? In-game content text | Using AI for translation | God's Hat Team | - | Mar 18, 2026 | |
DEAD DAYLIGHT 死昼 In-game content art | 1.We used the scenery and base images of the game background generated by AI, and based on these, we modified and created the background of the game scenes.
2.We used the concept images and dynamic elements of the images generated by AI for the production of game videos and promotional videos. | KARMIU | 71 | Mar 18, 2026 | |
Cubefence In-game content audioart | Some of the music tracks and certain development icons in the game were generated using AI. | Ayaz | - | Mar 18, 2026 | |
TOKIGEON Store/marketing art | Use AI to create some art assets like event's picture | TOKI Games | - | Mar 18, 2026 | |
Soul Survivor Store/marketing art | The capsule art was created using generative AI, with an artist refining 75-90% of it to correct mistakes and enhance its character. | Green Otter Games | - | Mar 18, 2026 | |
东方龙华传 - The Gatekeeper of Scarlet's Mansion Store/marketing art | Use some materials from www.freepik.com as background, which may be created by AI | Fs | - | Mar 18, 2026 | |
Staroot In-game content audio | The sound of the game was produced using Generative AI | Team cloud | - | Mar 18, 2026 | |
Transregnum In-game content art | Our graphical novel game features visually captivating art brought to life with the help of AI-powered tools. By combining the creativity of our team with advanced AI technology, we've crafted rich, immersive environments and expressive character designs that enhance the storytelling experience. Dive into a world where art and innovation meet, creating a unique visual journey for players. Additionally, the AI technologies utilized in the game are credited. | Yunus Emre Aydar | - | Mar 18, 2026 | |
Sobakan Store/marketing art | AI was used to generate content on the game page (game cover art) | GrubItGames | - | Mar 18, 2026 | |
Rope Guy Store/marketing art | AI was used to generate content on the game page (game cover art) | GrubItGames | - | Mar 18, 2026 | |
Robot Problems Store/marketing art | AI was used to generate content on the game page (game cover art) | GrubItGames | - | Mar 18, 2026 | |
Planet Hero Store/marketing art | AI was used to generate content on the game page (game cover art) | TolaTolaGames | - | Mar 18, 2026 |