Generative AI was used for game translation and code modifications, but not for any other aspects.
- Creator
- Storyg Tododog
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 disclosures tracked
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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.
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Generative AI was used for game translation and code modifications, but not for any other aspects.
Several songs in the game are generated using generative AI. It is the goal to work together with artists and license also player requested music as soon as the game proves viable. AI in the form of chatbots was also used during ideation, design and programming as an auxiliary tool. NO GRAPHICAL ASSETS in the game have been AI generated!
AI was used to generate voices
The game uses a small number of AI pre-generated images, which do not involve adult content. Other than this, there is no other AI-related content in the game.
AI Create Photo
AI was used to generate a base concept for store capsule art, which was modified and filtered.
Character and scene prototypes
We created references for heroes and monsters using AI image generation.
use AI for Image 2D (icons, loading image) in-game & Translation (french to english and spanish) in-game and store page
Generative AI has been used for texturing, 3D models, sound effects and coding assistance.
Used to create additional concept art which inspired our artists Used to help create an initial draft the narrative of the game. Used to create various code snippets and check the quality of the games code base.
Some game design props are generated using AI
All the text in the game is based on AI written storylines. All translations other than Simplified Chinese are generated by AI.
Use of AI assistance while creating localizations.
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
The Steam cover, capsule, and promotional visuals have been generated using Generative AI.
Image banners in ABOUT THIS GAME section of store page, and game icon. Not used within game.
Game's characters "AI Lady", the Supervisor and the Surgeon have been dubbed by ElevenLabs AI. Used OpenAI's DALL-E to generate some of store visuals.
Some scenes as drawing aids, some musical content.
We used AI to generate some of the background images for our game.
This is a handcrafted project developed entirely by a solo creator. AI tools were used for proofreading and English translation. Some specific images were conceptualized with the assistance of AI and later manually refined. Additionally, seven background music tracks were created using AI-assisted composition tools. All content is properly licensed and cleared for commercial use.
We use AI to generate audio, facial animations and mockups.
I used AI to make background music,In-game Ai content will not be generated in real time
This game does not generate or modify content at runtime. A small portion of assets (around 20%) was created with generative AI tools during development. All such assets were manually edited, reviewed, and finalized to ensure originality, quality, and compliance with copyright and safety standards
Some art scenes utilized AI to assist in production
We used Canva’s generative AI tools to assist with certain marketing materials, such as promotional images and background textures. No AI was used in the gameplay, story writing, or audio design.
本游戏
In the game, there is no AI-generated content; it is 100% original. However, the images and cover art resources are generated using AI.
Arts
Some of the graphics and sound effects in the game are generated by AI
In my game, I utilized AI-driven techniques to create a unique and dynamic rain system. the AI can adjust rain patterns based on the geographical setting within the game, making it heavier in certain areas like forests or mountains, while lighter in others.
Some BGMs were created using AI.
As a solo indie developer, I used AI tools to generate some of the in-game voices. These voices were carefully selected and refined to fit the game's vision and deliver a unique experience.
On the marketing side we only use it visually, we don't use AI in the game
Generative AI was used for marketing material and the game icon.
Some UI elements, the main interface background image, and the store promotional images were generated using AI.
AI tools are used to produce some textures in the game.
The game itself is hand crafted, but the song in the music video and some character portraits involved AI.
Store and other promotional graphics are ai generated
translation, partial art, code & writing support
We used AI technology to generate some images and videos. The images include promotional graphics, game icons, some in-game ending interfaces, and mini-game UI screens. The videos consist of AI-generated segments depicting Fang Xiaoyu at different life stages interacting with Fang Zhilian, scenes showing the post-time-travel daily lives of protagonists from "Game Of Fate" 1-3 series (such as riding mammoths during the Ice Age or landing on another planet in spacesuits), as well as a display case presenting successful case studies of a human cloning program initiated by Chronos Corporation in a parallel timeline. Since these visual scenarios could not be feasibly captured through live-action filming, AI technology was utilized for their production.
In the game, the background image of the main interface and the static materials included in the plot animations are presented in a form that combines the original AI - generated images with subsequent modifications.
AI-generated content does not directly affect the player's experience in our game. AI has been used as a development tool to optimize content creation, such as scriptwriting for videos, cinematics, character models, and sound effects. However, all gameplay and in-game interactions have been manually designed and fine-tuned to ensure an authentic and controlled experience.
Basic, limited use of AI in sound and 2D images.
Some concept art uses AI.
The game uses very simple artificial intelligence and on some occasions, an algorithm randomly draws hints to help you progress through the game, the soundtrack varies depending on the scenarios. All characters and images were generated by artificial intelligence and are completely fictitious.
Character portraits, monsters, some map materials, and battle music are generated using AI.
The title image and some sprites were generated using AI.
We used some AI tools to help make our textures look less scuffed.
AI is only used for 4 images.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
환상약국 In-game content textcode | Generative AI was used for game translation and code modifications, but not for any other aspects. | Storyg Tododog | - | Mar 18, 2026 | |
Rhythmic In-game content audiotext | Several songs in the game are generated using generative AI. It is the goal to work together with artists and license also player requested music as soon as the game proves viable.
AI in the form of chatbots was also used during ideation, design and programming as an auxiliary tool.
NO GRAPHICAL ASSETS in the game have been AI generated! | Polar Studios Robin Kammel | - | Mar 18, 2026 | |
Room Service In-game content audio | AI was used to generate voices | Zictorix | 18 | Mar 18, 2026 | |
永夜地铁Eternal Night Metro In-game content art | The game uses a small number of AI pre-generated images, which do not involve adult content. Other than this, there is no other AI-related content in the game. | 村南游戏厅 | - | Mar 18, 2026 | |
Shadows of the Past Unclear art | AI Create Photo | SomeTimesAtNight | - | Mar 18, 2026 | |
Untold Depths Store/marketing art | AI was used to generate a base concept for store capsule art, which was modified and filtered. | Cybernetic Studios LLC | - | Mar 18, 2026 | |
Disappeared Unclear art | Character and scene prototypes | Deborah Vellozo da Silva | - | Mar 18, 2026 | |
Spell Rift In-game content art | We created references for heroes and monsters using AI image generation. | Human Forge | - | Mar 18, 2026 | |
Demonster In-game content arttext | use AI for Image 2D (icons, loading image) in-game & Translation (french to english and spanish) in-game and store page | TE Eric "Erems" | - | Mar 18, 2026 | |
BLIND_SITE In-game content artaudiocode | Generative AI has been used for texturing, 3D models, sound effects and coding assistance. | Enigma Forge | - | Mar 18, 2026 | |
Clockwork Palace: Mysteries of the Mughal Mechanicum Dev only arttextcode | Used to create additional concept art which inspired our artists
Used to help create an initial draft the narrative of the game.
Used to create various code snippets and check the quality of the games code base. | Studio Saffron Pvt Limited | - | Mar 18, 2026 | |
One More Bang In-game content art | Some game design props are generated using AI | Tide Games | - | 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 | |
BARABIZNA In-game content text | Use of AI assistance while creating localizations. | CepSoft | - | 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 | |
Somnus Store/marketing art | The Steam cover, capsule, and promotional visuals have been generated using Generative AI. | Karahan | - | Mar 18, 2026 | |
Get a midnight snack without mom knowing In-game content art | Image banners in ABOUT THIS GAME section of store page, and game icon.
Not used within game. | Broken Toilet Games | 70 | Mar 18, 2026 | |
Digitalink In-game content audioart | Game's characters "AI Lady", the Supervisor and the Surgeon have been dubbed by ElevenLabs AI.
Used OpenAI's DALL-E to generate some of store visuals. | Metgan Games | - | Mar 18, 2026 | |
魔亦佛 In-game content artaudio | Some scenes as drawing aids, some musical content. | BI SHUI YU | 75 | Mar 18, 2026 | |
Tantalus In-game content art | We used AI to generate some of the background images for our game. | Team Anomaly | - | Mar 18, 2026 | |
Parámetro Zero: Calígine In-game content textartaudio | This is a handcrafted project developed entirely by a solo creator.
AI tools were used for proofreading and English translation. Some specific images were conceptualized with the assistance of AI and later manually refined. Additionally, seven background music tracks were created using AI-assisted composition tools.
All content is properly licensed and cleared for commercial use. | Diego G. Ordás | - | Mar 18, 2026 | |
Chronos Phantasia In-game content audioart | We use AI to generate audio, facial animations and mockups. | Radical Dreams Entertainment | - | Mar 18, 2026 | |
New Year Home In-game content audio | I used AI to make background music,In-game Ai content will not be generated in real time | 白金城 | 28 | Mar 18, 2026 | |
Hunted within: The walls In-game content art | This game does not generate or modify content at runtime.
A small portion of assets (around 20%) was created with generative AI tools during development.
All such assets were manually edited, reviewed, and finalized to ensure originality, quality, and compliance with copyright and safety standards | LRDev Games | - | Mar 18, 2026 | |
Mystery Island:Missing Amy In-game content art | Some art scenes utilized AI to assist in production | TAPROMANCE | - | Mar 18, 2026 | |
FearPark Chapter 1 In-game content art | We used Canva’s generative AI tools to assist with certain marketing materials, such as promotional images and background textures. No AI was used in the gameplay, story writing, or audio design. | tristan | - | Mar 18, 2026 | |
时忆 Unclear | 本游戏 | SPARROW STUDIO | 27 | Mar 18, 2026 | |
Misterios Ocultos Store/marketing art | In the game, there is no AI-generated content; it is 100% original. However, the images and cover art resources are generated using AI. | Angel Hidalgo | 11 | Mar 18, 2026 | |
Survive the Labyrinth Unclear | Arts | john tex | - | Mar 18, 2026 | |
吃脚 In-game content artaudio | Some of the graphics and sound effects in the game are generated by AI | 星火燎猎 | - | Mar 18, 2026 | |
BlackLaceAssassins Live AI | In my game, I utilized AI-driven techniques to create a unique and dynamic rain system.
the AI can adjust rain patterns based on the geographical setting within the game, making it heavier in certain areas like forests or mountains, while lighter in others. | VirtualDelightsPro | - | Mar 18, 2026 | |
공고소녀(Gong GO Girl) In-game content audio | Some BGMs were created using AI. | TEAM RESERVOIR DOGAMES | 13 | Mar 18, 2026 | |
Firefighter Frankie In-game content audio | As a solo indie developer, I used AI tools to generate some of the in-game voices. These voices were carefully selected and refined to fit the game's vision and deliver a unique experience. | PyroPeak Studios | 17 | Mar 18, 2026 | |
Airport Police Simulator In-game content art | On the marketing side we only use it visually, we don't use AI in the game | Tiny Toys Games | - | Mar 18, 2026 | |
Spell Magic In-game content art | Generative AI was used for marketing material and the game icon. | Letanyan | - | Mar 18, 2026 | |
禁地直播 Store/marketing art | Some UI elements, the main interface background image, and the store promotional images were generated using AI. | Say Hi Hi | 113 | Mar 18, 2026 | |
Project Louisiana - The BOUNDS VR In-game content art | AI tools are used to produce some textures in the game. | Build the Light | - | Mar 18, 2026 | |
Encounter: The Lost Cards In-game content audioart | The game itself is hand crafted, but the song in the music video and some character portraits involved AI. | Salvatore Grosso | 33 | Mar 18, 2026 | |
迷失ロストTheDark Store/marketing art | Store and other promotional graphics are ai generated | Sun Hanrui | - | Mar 18, 2026 | |
7 Days Shrine Unclear textartcode | translation, partial art, code & writing support | Na2Ka | 41 | Mar 18, 2026 | |
命运游戏3:王者棋局 In-game content art | We used AI technology to generate some images and videos. The images include promotional graphics, game icons, some in-game ending interfaces, and mini-game UI screens. The videos consist of AI-generated segments depicting Fang Xiaoyu at different life stages interacting with Fang Zhilian, scenes showing the post-time-travel daily lives of protagonists from "Game Of Fate" 1-3 series (such as riding mammoths during the Ice Age or landing on another planet in spacesuits), as well as a display case presenting successful case studies of a human cloning program initiated by Chronos Corporation in a parallel timeline. Since these visual scenarios could not be feasibly captured through live-action filming, AI technology was utilized for their production. | KARMAGAME HK LIMITED | 693 | Mar 18, 2026 | |
永夜镇EternalNightTown In-game content art | In the game, the background image of the main interface and the static materials included in the plot animations are presented in a form that combines the original AI - generated images with subsequent modifications. | 阁楼实验室 | 11 | Mar 18, 2026 | |
Breaking Point: Operation Exodus In-game content artaudiotext | AI-generated content does not directly affect the player's experience in our game. AI has been used as a development tool to optimize content creation, such as scriptwriting for videos, cinematics, character models, and sound effects. However, all gameplay and in-game interactions have been manually designed and fine-tuned to ensure an authentic and controlled experience. | Aurora Abyss | - | Mar 18, 2026 | |
Creepy Shift: House For Sale In-game content audioart | Basic, limited use of AI in sound and 2D images. | Night Shift Team | 231 | Mar 18, 2026 | |
镇邪Ⅱ Store/marketing art | Some concept art uses AI. | 灵煦工作室 | 803 | Mar 18, 2026 | |
Who Made This In-game content artaudiotext | The game uses very simple artificial intelligence and on some occasions, an algorithm randomly draws hints to help you progress through the game, the soundtrack varies depending on the scenarios. All characters and images were generated by artificial intelligence and are completely fictitious. | BRUNOARTS Entertainment | - | Mar 18, 2026 | |
妹ーたるサバイバー! In-game content artaudio | Character portraits, monsters, some map materials, and battle music are generated using AI. | Lonewolf&Cat / 孤独な狼と猫 | - | Mar 18, 2026 | |
Shelter from the Storm In-game content art | The title image and some sprites were generated using AI. | Home Groan Games | 89 | Mar 18, 2026 | |
A Monkey's Adventure In-game content art | We used some AI tools to help make our textures look less scuffed. | Monkey And Rat Software | - | Mar 18, 2026 | |
DETECTIVE - Rainy night Store/marketing art | AI is only used for 4 images. | k148 Game Studio | 76 | Mar 18, 2026 |