This game uses AI-generated Text-to-Speech technology for character voiceovers.
- Creator
- Ricardo Pratas
- Reviews
- 12
- Added
- Aug 3, 2026
Public Steam disclosure research 25,508 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
This game uses AI-generated Text-to-Speech technology for character voiceovers.
Generative AI tools (img2img / AI styling) were used to enhance and stylize original, hand-created base artwork and concept sketches into finalized high-fidelity assets.
We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
During the development of El sonido de un sueño, generative AI tools were used as support for the creation and prototyping of some game assets, including 3D models, visual elements, music and programming assistance. All AI-generated or AI-assisted content was reviewed, edited, integrated and manually adjusted by the development team before being included in the game. The game does not use live generative AI during gameplay. No text, images, music, dialogue or narrative decisions are generated by AI while the player is playing.
Some visual assets and textures used in this game were created or assisted by generative AI and have been reviewed and modified by the developer before being included in the final game.
Generative AI was not used to create any in-game content resources. AI was utilized solely for the translation of certain in-game dialogue and external content, such as our Steam page and community posts.
Generative AI was occasionally used as a translation aid. All final text was reviewed and edited by the developer.
AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game.
Some icons were generated using AI.
StorySmith uses generative AI to write its stories live as you and your Twitch chat make choices. The AI model runs locally on your machine by default, with an optional bring-your-own-key cloud option — so your playthroughs stay private and no two are ever the same.
Game code and some sound effects were created using generative AI. All art and music were created by very talented people.
Generative AI was used during development as a supporting tool to create secondary assets and assist with text revision. All AI-generated content was manually reviewed, edited, and integrated into the game engine to ensure the project's visual and gameplay consistency.
This game uses AI-generated audio content, including some music, sound, and voice elements.
Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence.
The background art and writing in this game was generated by carefully directing AI.
Pre-generated generative AI tools were used during development to assist in creating and editing some 2D visual assets, including backgrounds, character images, scene variations, and promotional artwork. AI tools were also used to assist with drafting, editing, and localization of some text. All final content was selected, reviewed, and edited by the developer before inclusion. No generative AI is used during gameplay, and players cannot generate content in the game.
The game contains content created with the assistance of AI tools. AI-assisted tools were used during development, including programming assistance and the creation of some audio and 3D assets. These assets were reviewed, edited, and integrated into the game by the developers.
1. Game Logo (Marketing / Store Page Asset) The game's logo was created using generative AI tools. This logo appears on the store page, marketing materials, and within the game itself 2. Player Battle Armor Voice (In-Game Audio) The player's battle armor uses voice samples generated using the ElevenLabs AI voice synthesis platform. This voice is heard in-game when the player receives feedback from the armor system (e.g., status alerts, warnings, or interactions).
Generative AI was used in this game to assist with the creation of some character voiceovers and in the coding process. The game's visual and narrative design were created by our team.
Used to assist with the codebase that runs this game.
This game uses pre-generated AI-assisted content during development. AI tools were used to assist with the creation of certain visual assets and early concept artwork. All AI-generated content has been reviewed, edited, and curated by the developer before inclusion in the final game. The game does not use live AI generation during gameplay.
Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles. 3D art: Made by a professional artist. No AI. Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work. Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues. Illustrations: Not in the game yet. They will be commissioned from professional artists.
Pre-release, temporary audio and visual publicly available assets have been used that may be AI generated. Programming and localization are LLM assisted. Custom creative content (artwork, sprites, narrative, etc.) is all handcrafted.
Artificial Intelligence was used primarily for generating Steam capsule artwork, specific gameplay sounds, and assistance with mathematical code functions. All AI-generated content was manually edited and reviewed throughout every stage of development.
Help in creating images
Some artwork in this game was edited with the assistance of generative AI tools as part of the development process.
Used for generating image information such as game covers and UI.
Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services.
Mars Directive features autonomous AI characters powered by Large Language Models. They don't just generate dialogue—they can observe their surroundings, reason about situations, make independent decisions, interact with the environment, and communicate naturally with both the player and each other. Their behavior is guided by character definitions, gameplay context, and behavioral rules to ensure a consistent gameplay experience.
Some image materials were generated.
No AI was used in the game itself, only to generate marketing images and logos.
If I could. I wouldn't use ai for some of the art. But I can't afford artists or anything.
Some images and music have been enhanced using AI.
Logo refined using AI
AI will be used for text correction and translations to other languages beyond initial announced.
Some sound effects, written content, and artwork were generated with AI and then manually edited and refined.
Some sound effects were created with AI tools, and a small number of background 3D assets were initially AI-generated, then manually optimized. Parts of the promotional artwork were made with AI assistance. Everything else, including all gameplay systems, the driving and economy mechanics, and the street-by-street recreation of Istanbul's historic peninsula, is hand-crafted by a solo developer.
1453 contains pre-generated AI content: in-game illustrations and short ambient video clips created with generative image/video tools, curated and edited under human art direction and reviewed for historical accuracy. The narrative text is human–AI co-written and human-edited under the author's direction; the game design is the author's. No AI content is generated at runtime.
The artwork is AI generated. AI was used in some programming instances.
Generative AI tools were used during development to assist in creating and refining some 2D pixel-art assets, animations, and localization text. All AI-assisted content was reviewed, edited, and integrated by the developer.
Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services.
During development of this game, generative AI was used to assist with writing portions of the source code. All AI-generated code was reviewed, modified, tested, and approved by the developer before being incorporated into the game. The game's design, functionality, and overall quality are the result of developer oversight and implementation.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay.
The game contains AI-generated assets.
All content was created using AI.
This game uses AI extensively - from planning the project, to visual art, to audio, to coding the game, everything.
AI tools were used during development solely for asset optimization and text proofreading.
We used AI to translate the in-game text into other languages, and to write the store page description and translate it into other languages.
Generative AI tools were used to assist with drafting and editing Steam store page text and marketing copy. The game does not use generative AI to create live gameplay content.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Hatchling In-game content audio | This game uses AI-generated Text-to-Speech technology for character voiceovers. | Ricardo Pratas | 12 | Aug 3, 2026 | |
Nightmare Owl In-game content art | Generative AI tools (img2img / AI styling) were used to enhance and stylize original, hand-created base artwork and concept sketches into finalized high-fidelity assets. | Backbreaker games | - | Aug 3, 2026 | |
Avalon Jewels 3 Collector's Edition Store/marketing textart | We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists. | AnaWiki Games | - | Aug 2, 2026 | |
El sonido de un sueño In-game content artaudiocode | During the development of El sonido de un sueño, generative AI tools were used as support for the creation and prototyping of some game assets, including 3D models, visual elements, music and programming assistance. All AI-generated or AI-assisted content was reviewed, edited, integrated and manually adjusted by the development team before being included in the game.
The game does not use live generative AI during gameplay. No text, images, music, dialogue or narrative decisions are generated by AI while the player is playing. | Juan Carlos Rios Gamez | - | Aug 2, 2026 | |
AFTERLIGHT: The Apartment In-game content art | Some visual assets and textures used in this game were created or assisted by generative AI and have been reviewed and modified by the developer before being included in the final game. | SUPERLIGHTTTT | 12 | Aug 2, 2026 | |
Dreaming In-game content text | Generative AI was not used to create any in-game content resources. AI was utilized solely for the translation of certain in-game dialogue and external content, such as our Steam page and community posts. | Forget-Us-Not Team | - | Aug 2, 2026 | |
Paint Me Back In-game content text | Generative AI was occasionally used as a translation aid. All final text was reviewed and edited by the developer. | Last Cup Studio | - | Aug 2, 2026 | |
The Loomsong Chronicle Idle In-game content artaudiocode | AI has been used to help code and shape the games content including Codex and Claude code. A premium Suno account was used to create music for the game. Codex was used to help generate art and in-game assets. All lore, scripting, and general architecture was hand crafted by the author of the game. | Nitrocodon Dynamics | - | Aug 2, 2026 | |
A Volta Dos Que Não Foram In-game content art | Some icons were generated using AI. | Dellamarque Productions | - | Aug 2, 2026 | |
StorySmith Live AI text | StorySmith uses generative AI to write its stories live as you and your Twitch chat make choices. The AI model runs locally on your machine by default, with an optional bring-your-own-key cloud option — so your playthroughs stay private and no two are ever the same. | BigD Games | - | Aug 2, 2026 | |
Schizm In-game content codeaudio | Game code and some sound effects were created using generative AI. All art and music were created by very talented people. | Strombo Games | - | Aug 2, 2026 | |
Princess Vs Zombies: Mermaid Curse In-game content arttext | Generative AI was used during development as a supporting tool to create secondary assets and assist with text revision. All AI-generated content was manually reviewed, edited, and integrated into the game engine to ensure the project's visual and gameplay consistency. | Mermie Studio | - | Aug 2, 2026 | |
Prospector Collector In-game content audio | This game uses AI-generated audio content, including some music, sound, and voice elements. | Kevuru Games | - | Aug 2, 2026 | |
Grainhold Store/marketing art | Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence. | CreakGames | - | Aug 2, 2026 | |
Just boring In-game content arttext | The background art and writing in this game was generated by carefully directing AI. | Robots Have Feelings | - | Aug 1, 2026 | |
The Last Train: End of the Line In-game content arttext | Pre-generated generative AI tools were used during development to assist in creating and editing some 2D visual assets, including backgrounds, character images, scene variations, and promotional artwork. AI tools were also used to assist with drafting, editing, and localization of some text. All final content was selected, reviewed, and edited by the developer before inclusion. No generative AI is used during gameplay, and players cannot generate content in the game. | Ilya Binus | - | Aug 1, 2026 | |
Gorgeous Baby Bella In-game content audioart | The game contains content created with the assistance of AI tools. AI-assisted tools were used during development, including programming assistance and the creation of some audio and 3D assets. These assets were reviewed, edited, and integrated into the game by the developers. | Nextr Studio | - | Aug 1, 2026 | |
The Jacksaw Rift War In-game content artaudio | 1. Game Logo (Marketing / Store Page Asset)
The game's logo was created using generative AI tools. This logo appears on the store page, marketing materials, and within the game itself
2. Player Battle Armor Voice (In-Game Audio)
The player's battle armor uses voice samples generated using the ElevenLabs AI voice synthesis platform. This voice is heard in-game when the player receives feedback from the armor system (e.g., status alerts, warnings, or interactions). | Samuel Botha | - | Aug 1, 2026 | |
Bloody Pineapple In-game content audiocode | Generative AI was used in this game to assist with the creation of some character voiceovers and in the coding process. The game's visual and narrative design were created by our team. | Exodeep Studio | - | Aug 1, 2026 | |
Slimeshot Dev only code | Used to assist with the codebase that runs this game. | devoidsloth | - | Aug 1, 2026 | |
Hiss or Miss In-game content art | This game uses pre-generated AI-assisted content during development. AI tools were used to assist with the creation of certain visual assets and early concept artwork. All AI-generated content has been reviewed, edited, and curated by the developer before inclusion in the final game. The game does not use live AI generation during gameplay. | DreamWell | - | Aug 1, 2026 | |
Morancairn: The Silent Wake Dev only codetext | Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles.
3D art: Made by a professional artist. No AI.
Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work.
Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues.
Illustrations: Not in the game yet. They will be commissioned from professional artists. | Aether Codex | - | Aug 1, 2026 | |
Mineslayer In-game content codetextartaudio | Pre-release, temporary audio and visual publicly available assets have been used that may be AI generated. Programming and localization are LLM assisted. Custom creative content (artwork, sprites, narrative, etc.) is all handcrafted. | Hunny Crystal Games | - | Aug 1, 2026 | |
Bandidos em Brasilia In-game content artaudiocode | Artificial Intelligence was used primarily for generating Steam capsule artwork, specific gameplay sounds, and assistance with mathematical code functions. All AI-generated content was manually edited and reviewed throughout every stage of development. | EndrewA Studios | - | Aug 1, 2026 | |
Puzzles Bears Unclear art | Help in creating images | IR Studio | - | Aug 1, 2026 | |
Mega Dig In-game content art | Some artwork in this game was edited with the assistance of generative AI tools as part of the development process. | Sergey Bedrosyants | - | Aug 1, 2026 | |
赛博神话:悟空 Store/marketing art | Used for generating image information such as game covers and UI. | CyberMoonStudio | - | Aug 1, 2026 | |
三国无界 Store/marketing art | Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services. | WU HUI CHEN | - | Aug 1, 2026 | |
Mars Directive Live AI text | Mars Directive features autonomous AI characters powered by Large Language Models. They don't just generate dialogue—they can observe their surroundings, reason about situations, make independent decisions, interact with the environment, and communicate naturally with both the player and each other. Their behavior is guided by character definitions, gameplay context, and behavioral rules to ensure a consistent gameplay experience. | Blackdeep Technologies | - | Aug 1, 2026 | |
勇者和他的朋友们 Unclear art | Some image materials were generated. | Moyu Studio | - | Aug 1, 2026 | |
Survive The Oasis Store/marketing art | No AI was used in the game itself, only to generate marketing images and logos. | DHG Game Studio | - | Aug 1, 2026 | |
Siren Head: Lost Frequency Unclear art | If I could. I wouldn't use ai for some of the art. But I can't afford artists or anything. | Riley .B | - | Jul 31, 2026 | |
Is that a human organ? In-game content artaudio | Some images and music have been enhanced using AI. | 掏心掏肺工作室 | - | Jul 31, 2026 | |
Les Bones Store/marketing art | Logo refined using AI | supertete337 | - | Jul 31, 2026 | |
Brew & Bottle In-game content text | AI will be used for text correction and translations to other languages beyond initial announced. | Bastosha | - | Jul 31, 2026 | |
Undermoon In-game content audiotextart | Some sound effects, written content, and artwork were generated with AI and then manually edited and refined. | momorange | - | Jul 31, 2026 | |
Taxistanbul: Istanbul Taxi Simulator In-game content audioart | Some sound effects were created with AI tools, and a small number of background 3D assets were initially AI-generated, then manually optimized. Parts of the promotional artwork were made with AI assistance. Everything else, including all gameplay systems, the driving and economy mechanics, and the street-by-street recreation of Istanbul's historic peninsula, is hand-crafted by a solo developer. | Osas Games | - | Jul 31, 2026 | |
1453: Fall of Constantinople In-game content arttext | 1453 contains pre-generated AI content: in-game illustrations and short ambient video clips created with generative image/video tools, curated and edited under human art direction and reviewed for historical accuracy. The narrative text is human–AI co-written and human-edited under the author's direction; the game design is the author's. No AI content is generated at runtime. | 3Cats Studio | - | Jul 31, 2026 | |
Rewritten: Chasing History In-game content artcode | The artwork is AI generated. AI was used in some programming instances. | GB | - | Jul 31, 2026 | |
Caveward In-game content arttext | Generative AI tools were used during development to assist in creating and refining some 2D pixel-art assets, animations, and localization text. All AI-assisted content was reviewed, edited, and integrated by the developer. | J. Souza | - | Jul 31, 2026 | |
Grave Danger In-game content arttextaudio | Generative AI tools assisted with portions of the game's code, comedic written content, and certain original visual assets. The game also includes 12 pre-generated instrumental music tracks made with Suno. All AI-assisted material was reviewed, edited, and integrated by the developer. Grave Danger does not generate AI content during gameplay and does not connect to external AI services. | Strictly MT Games | - | Jul 31, 2026 | |
Escape from Prompt: Rogue AI Dev only code | During development of this game, generative AI was used to assist with writing portions of the source code. All AI-generated code was reviewed, modified, tested, and approved by the developer before being incorporated into the game. The game's design, functionality, and overall quality are the result of developer oversight and implementation. | MGM LLC | - | Jul 31, 2026 | |
神魔孵化 In-game content artaudiotext | This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime. | FunPlaceGame | - | Jul 30, 2026 | |
Archive of Fate In-game content artaudiotextcode | Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay. | whitefir | - | Jul 30, 2026 | |
Pawcel: Bounce In-game content | The game contains AI-generated assets. | Bauta Studio | - | Jul 30, 2026 | |
Oh No! I’m Surrounded by Polygons! In-game content artaudiocodetext | All content was created using AI. | mex | - | Jul 30, 2026 | |
Chud Crusade In-game content artaudiocodetext | This game uses AI extensively - from planning the project, to visual art, to audio, to coding the game, everything. | Shuriken Rose | - | Jul 30, 2026 | |
RV Life Sim Dev only arttext | AI tools were used during development solely for asset optimization and text proofreading. | Enes PASTIRMACI | - | Jul 30, 2026 | |
忘れ物 In-game content text | We used AI to translate the in-game text into other languages, and to write the store page description and translate it into other languages. | to_teki | - | Jul 30, 2026 | |
Huff & Puff Store/marketing text | Generative AI tools were used to assist with drafting and editing Steam store page text and marketing copy. The game does not use generative AI to create live gameplay content. | RubyxQube Games | - | Jul 30, 2026 |