Some textures were created with AI assistance.
- Creator
- AURORA STUDIO
- Reviews
- -
- Added
- Sep 25, 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.
Some textures were created with AI assistance.
Generative AI tools were used during development to create and assist with pre-generated visual artwork and image assets. No generative AI content is created in real time during gameplay.
Generative AI was used to create pre-rendered story illustrations, horror encounter images, promotional artwork and music. AI tools also assisted with narrative text and localization. These assets are prepared in advance; the game does not generate AI content during play.
Generative AI tools were used during development to help create some 3D models and textures, UI and icon artwork, character voice recordings, sound effects, promotional artwork, and store-page text. These are pre-generated assets and text.
This game may contain generative artificial intelligence.
This game is a polished and updated version of a limited-time game released in August 2026, and only available for a single month. The objective for the original was to create a game in as short a time as possible. Development was finished in three weeks, and to achieve this goal, Suno(AI) was used to create some of the sound assets. If you would prefer not to support this game due to this use of AI, we fully understand. Regardless, thank you for taking the time to consider it!
Generative AI capabilities have been used in game development content to enhance development efficiency.
Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay.
The store artwork (key art, capsule images, logo) was created with the help of generative AI and then selected and edited by hand. AI tools assisted with programming, in-game text and translations; all content was reviewed and revised by the developer. The in-game 3D models, textures and animations come from licensed asset packs and are not AI-generated. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time.
Sunday Pilot contains no AI-generated art, music, voice or in-game text. Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored. The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated. The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer. The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline.
AI tools were used during development, including code assistance and design iteration. All creative direction, game design, and final decisions are the work of the developer. The game contains no live/runtime AI-generated content.
Some textures and 3D models
Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects. The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs. The game does not generate AI content while running.
Some of the game's content was created with the help of generative AI tools (some of the illustrations and the English translation), then reworked, curated and integrated by the developer. The game does not generate any AI content in real time.
I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools. I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows: I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements. For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks. Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game. I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction. I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game. No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing.
The content and features of this game were created with the help of AI.
Generative AI was used to create background images and character artwork in the game. It was also used as a writing aid for proofreading and editing the narrative. AI-assisted content was reviewed and selected by the developer.
AI was used for: developing content concepts, such as structures, locations, and some smaller details; creating parts of the environment, such as the day/night cycle and clouds; generating animals.
The game used generative AI for coding, and the machine translation of the game into languages other than English.
This game uses generative AI in the creation of the following content: - Parts of the ending animations and still illustrations - Parts of the scenario text - UI artwork - Store page assets such as the logo and key visual - Store page text in languages other than Japanese All generated assets were reviewed, selected and edited by our team before being included in the final build. No content is generated by AI while the game is running.
Game uses AI generated Code, Art and Sound.
Generative AI was used to create some pre-generated artwork for the game's Steam store page and marketing materials. The game itself does not generate AI content during gameplay.
Pre-generated voice-over and minor environmental assets were created using generative AI. All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay.
The game utilizes AI to generate animations, and AI is also used to modify the atmosphere of some background images.
Part of the game's artwork - backgrounds, character illustrations, and CG images - was created with the assistance of generative AI tools, and some background music tracks and character voice lines were produced using AI music and AI speech generation services. All AI-assisted assets were reviewed and selected by the developer. The story, characters, and writing were authored by the developer. The game also includes an optional runtime AI dialogue feature that runs on a local model bundled with the game, fully offline; it generates short character replies only and cannot change the story or endings.
Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand.
Crimson Nova is designed by me and made using AI tools. Character art, backgrounds and full-screen illustrations were generated with AI image tools, then selected, edited, composited and animated by me. Voices and music were generated with AI audio tools, then edited and mixed by me. The seven non-English text versions are AI translations. The game does not generate any content while it is being played.
Generative AI tools were used during development to assist with the creation and refinement of some visual assets and localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game.
In-game icons and background assets were generated with AI and then manually adjusted Promotional images and promotional videos were generated with AI and then manually adjusted
Generative AI was used to assist in creating some art assets, including backgrounds, prop images, and store promotional images, and in drafting and polishing some written content. The developer selected, edited, and integrated these materials for use in the game and on its store page. The game does not generate AI content during gameplay or connect to external AI services.
AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page: - Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel - Store page art (capsules, library images, logo) - Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved. No AI model runs while the game is playing. The build is fully offline.
Generative AI tools were used during the development of Forgotten Horizons to assist with the creation of some content. AI-generated content was reviewed and edited by the development team before being included in the game or its store and marketing materials. The game does not generate AI content in real time during gameplay.
Generative AI was used in two areas for this project: First, 2D character artwork hand-drawn by a human artist was converted into 3D models using AI-powered tools. Second, AI was used for the localization and translation of the game's text into multiple languages. All other game assets, including sound design, music, and the core story, were created entirely without the use of AI.
Generative AI was used as a design assistant for the title logo. The generated layout was reviewed, edited, and incorporated by the developer. No content is generated during gameplay.
Generative AI was used in the creation of this game’s artwork.
Generative AI was used to assist in creating marketing graphics including the store capsule art, the game title logo, and the application icon.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Generative AI was used during development for certain supernatural visual elements and pre-rendered video sequences, and to assist with some visual design, UI, localization, code modifications, and limited narrative design. All live-action footage of Osaka Castle Park was filmed on location. No AI-generated content is created during gameplay.
AI tools assisted in the creation of some 3D models, images, and localized text. These assets are reviewed and refined by the developer to align with the game's visual style and quality standards, with final creative decisions remaining in human hands.
1.Some scenes 2.promotional renderings。
Generative AI tools were used during development to assist in creating some visual assets. These assets are included as pre-generated content. AI tools also assisted with store page copy and translations. The game does not generate AI content during gameplay or connect to external AI services.
The story outline, the characters, and the five branching endings were created by hand. On that basis, the script prose, the 357 background illustrations, the soundtrack and the sound effects were generated with AI and individually reviewed by the developer before inclusion; candidates that did not pass were discarded and are not in the game. The English and Japanese translations were produced with AI and spot-checked by the developer. The store artwork and trailer also use AI-generated images. No AI runs while you play. All content is fixed at release.
Generative AI assisted with selected store and library artwork and some localization text. This content was created before release; the game does not use real-time AI generation.
Generative AI tools were used during development to create or assist with 3D models, voice audio, and translations/localization. Generative AI was also used to create and edit promotional artwork for the Steam store and library, including capsule images, backgrounds, and logo artwork.
Localisations and localized narrations are done with AI. Some graphical elements and videos are rendered with AI tools.
This game uses generative AI tools in production, under human direction. Part of the 2D art (characters, backgrounds, icons, interface) and part of the text go through these tools, always from direction, references and rules I define, and always reviewed, corrected and approved piece by piece before entering the game. Other art and text in the game were made by hand. All decisions about story, script, scene design, mechanics and art direction are mine. The game has no voice acting, and no AI-generated voice. Nothing is generated while you play: everything the game shows is a fixed file in the package.
Proofreading some translations. Some 3D assets and sounds.
Generative AI was used to assist with drafting and editing store-page text and localization. All generated text was reviewed and edited by the developer before publication. No generative AI is used during gameplay.
Generative AI tools were used during development to assist with portions of the game’s source code, narrative, quest text, NPC dialogue, interface copy, and promotional artwork. All AI-assisted content was reviewed and incorporated by the developer before release. The game does not generate content using AI while it is running.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Broken Family 1: Mr. Rabbit In-game content art | Some textures were created with AI assistance. | AURORA STUDIO | - | Sep 25, 2026 | |
Four Ways — Chapter 1 In-game content art | Generative AI tools were used during development to create and assist with pre-generated visual artwork and image assets. No generative AI content is created in real time during gameplay. | Jester studio | - | Sep 25, 2026 | |
Haemu Station: The Last Announcement In-game content artaudiotext | Generative AI was used to create pre-rendered story illustrations, horror encounter images, promotional artwork and music. AI tools also assisted with narrative text and localization. These assets are prepared in advance; the game does not generate AI content during play. | NION | - | Sep 25, 2026 | |
A Life Ashore In-game content artaudiotext | Generative AI tools were used during development to help create some 3D models and textures, UI and icon artwork, character voice recordings, sound effects, promotional artwork, and store-page text. These are pre-generated assets and text. | daggg3r | - | Sep 25, 2026 | |
Endless Droppers general | This game may contain generative artificial intelligence. | Bret | - | Sep 25, 2026 | |
Thank You 4 Playing In-game content audio | This game is a polished and updated version of a limited-time game released in August 2026, and only available for a single month.
The objective for the original was to create a game in as short a time as possible. Development was finished in three weeks, and to achieve this goal, Suno(AI) was used to create some of the sound assets.
If you would prefer not to support this game due to this use of AI, we fully understand. Regardless, thank you for taking the time to consider it! | Libragames | - | Sep 25, 2026 | |
The Two Otters Dev only | Generative AI capabilities have been used in game development content to enhance development efficiency. | For Dawn Studio | - | Sep 25, 2026 | |
The Miner's Routine In-game content art | Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay. | Aleksandr Pogrebitskii | - | Sep 25, 2026 | |
Never Ending Trail In-game content arttext | The store artwork (key art, capsule images, logo) was created with the help of generative AI and then selected and edited by hand. AI tools assisted with programming, in-game text and translations; all content was reviewed and revised by the developer. The in-game 3D models, textures and animations come from licensed asset packs and are not AI-generated. No content is generated by AI during gameplay. | Leonard | - | Sep 25, 2026 | |
Who Pressed It?! In-game content artaudio | Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time. | Velora Studio | - | Sep 25, 2026 | |
Sunday Fighter Pilot Dev only textcode | Sunday Pilot contains no AI-generated art, music, voice or in-game text.
Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored.
The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated.
The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer.
The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline. | nitzan.games LLC | - | Sep 25, 2026 | |
UNIT 44 Dev only code | AI tools were used during development, including code assistance and design iteration. All creative direction, game design, and final decisions are the work of the developer. The game contains no live/runtime AI-generated content. | Tyler Selwyn | - | Sep 25, 2026 | |
Anubis: Wrath of the Underworld Unclear art | Some textures and 3D models | Pavel Nikolov | - | Sep 25, 2026 | |
Troublelings In-game content audio | Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects.
The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs.
The game does not generate AI content while running. | BRJ | - | Sep 25, 2026 | |
Barbe-Yeux In-game content arttext | Some of the game's content was created with the help of generative AI tools (some of the illustrations and the English translation), then reworked, curated and integrated by the developer. The game does not generate any AI content in real time. | Marian MANGIN | - | Sep 24, 2026 | |
DIGGING NERA In-game content artaudiotext | I prefer to be clear and transparent about the development of Digging Nera, without attempting to hide, downplay, or minimize my use of AI or AI-assisted tools.
I am the sole developer of Digging Nera. I work without a team, without significant resources, and without formal training in game development. What I do have is my own artistic sensibility, curiosity, creativity, and willingness to learn. AI has been one of the tools that has helped me turn that vision into a game, and I have used it as follows:
I have primarily used generative AI to assist with localization and translation across the game's supported languages, as well as with the creation or refinement of selected visual and audio elements.
For some visual elements, I have used AI-assisted content as a starting point or production aid before selecting, adapting, editing, integrating, or reworking it to fit the artistic direction I established for the game. I have also used generative AI selectively to assist with certain audio elements and development-related tasks.
Developing Digging Nera represents a substantial personal investment of time and work. I have spent many hours designing and building its environments, implementing gameplay systems, testing, correcting issues, making adjustments, optimizing performance, and polishing the overall experience. AI tools are part of my production process, but they do not replace the work I put into designing, developing, testing, and shaping the game.
I personally designed and implemented the core of Digging Nera, including its environments, level design, gameplay mechanics, progression systems, narrative structure, user interface, world building, and overall creative direction.
I review, select, adapt where necessary, and integrate all AI-assisted content that ultimately appears in the game.
No generative AI is used in real time during gameplay. Digging Nera does not dynamically generate AI-created text, images, audio, levels, dialogue, or other content while the player is playing. | PC FORGE EXPERIENCE | - | Sep 24, 2026 | |
Beezarr Unclear | The content and features of this game were created with the help of AI. | Beeconomy | - | Sep 24, 2026 | |
アルテミスの誤算 In-game content arttext | Generative AI was used to create background images and character artwork in the game. It was also used as a writing aid for proofreading and editing the narrative. AI-assisted content was reviewed and selected by the developer. | 未明観測所 | - | Sep 24, 2026 | |
KYOTIKYO In-game content art | AI was used for:
developing content concepts, such as structures, locations, and some smaller details;
creating parts of the environment, such as the day/night cycle and clouds;
generating animals. | playfuldreamer | - | Sep 24, 2026 | |
Ferryman's Obol In-game content codetext | The game used generative AI for coding, and the machine translation of the game into languages other than English. | IOGenisys LLC | - | Sep 24, 2026 | |
PROTOCOL: NOAH In-game content arttext | This game uses generative AI in the creation of the following content:
- Parts of the ending animations and still illustrations
- Parts of the scenario text
- UI artwork
- Store page assets such as the logo and key visual
- Store page text in languages other than Japanese
All generated assets were reviewed, selected and edited by our team before being included in the final build. No content is generated by AI while the game is running. | SINEN STUDIO Inc. | - | Sep 24, 2026 | |
Sharma Ji's Shop In-game content artaudiocode | Game uses AI generated Code, Art and Sound. | Renvake | - | Sep 24, 2026 | |
Project 17 Store/marketing art | Generative AI was used to create some pre-generated artwork for the game's Steam store page and marketing materials. The game itself does not generate AI content during gameplay. | Silent Hell | - | Sep 24, 2026 | |
Pick A Door In-game content audioart | Pre-generated voice-over and minor environmental assets were created using generative AI.
All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay. | Lost Tales Studios | - | Sep 24, 2026 | |
The Bastard Who Rewrote The Empire In-game content art | The game utilizes AI to generate animations, and AI is also used to modify the atmosphere of some background images. | Genuine Studio | - | Sep 24, 2026 | |
Daydream and Her Lonely Isle Live AI artaudiotext | Part of the game's artwork - backgrounds, character illustrations, and CG images - was created with the assistance of generative AI tools, and some background music tracks and character voice lines were produced using AI music and AI speech generation services. All AI-assisted assets were reviewed and selected by the developer. The story, characters, and writing were authored by the developer. The game also includes an optional runtime AI dialogue feature that runs on a local model bundled with the game, fully offline; it generates short character replies only and cannot change the story or endings. | White Daydream Studio | - | Sep 22, 2026 | |
The Doringbult Detective In-game content art | Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand. | STANDER Games | - | Sep 22, 2026 | |
Crimson Nova: The Star Gear Jobs In-game content artaudiotext | Crimson Nova is designed by me and made using AI tools. Character art, backgrounds and full-screen illustrations were generated with AI image tools, then selected, edited, composited and animated by me. Voices and music were generated with AI audio tools, then edited and mixed by me. The seven non-English text versions are AI translations. The game does not generate any content while it is being played. | Broken Visor | - | Sep 22, 2026 | |
Asther In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of some visual assets and localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. | SmallGear Studio | - | Sep 22, 2026 | |
Workhorse Inc.: Attempted Clock-Out In-game content art | In-game icons and background assets were generated with AI and then manually adjusted
Promotional images and promotional videos were generated with AI and then manually adjusted | 幻想叙事工作室Mirage Tales Studio | - | Sep 22, 2026 | |
传家 In-game content arttext | Generative AI was used to assist in creating some art assets, including backgrounds, prop images, and store promotional images, and in drafting and polishing some written content. The developer selected, edited, and integrated these materials for use in the game and on its store page. The game does not generate AI content during gameplay or connect to external AI services. | Paisley | - | Sep 22, 2026 | |
SoulMonsters Ariel, Queen of the Sea In-game content arttext | AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page:
- Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel
- Store page art (capsules, library images, logo)
- Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer
Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved.
No AI model runs while the game is playing. The build is fully offline. | Industrial Miracle | - | Sep 22, 2026 | |
Forgotten Horizons In-game content | Generative AI tools were used during the development of Forgotten Horizons to assist with the creation of some content. AI-generated content was reviewed and edited by the development team before being included in the game or its store and marketing materials. The game does not generate AI content in real time during gameplay. | MafrGames | - | Sep 22, 2026 | |
Pinewood Inn In-game content arttext | Generative AI was used in two areas for this project: First, 2D character artwork hand-drawn by a human artist was converted into 3D models using AI-powered tools. Second, AI was used for the localization and translation of the game's text into multiple languages. All other game assets, including sound design, music, and the core story, were created entirely without the use of AI. | plushiebear-games | - | Sep 22, 2026 | |
蒼海 -AOMI- In-game content art | Generative AI was used as a design assistant for the title logo. The generated layout was reviewed, edited, and incorporated by the developer. No content is generated during gameplay. | OZ | - | Sep 22, 2026 | |
Mato In-game content art | Generative AI was used in the creation of this game’s artwork. | LALALA Games Corp. | - | Sep 22, 2026 | |
Framework Zero: Terminal Panic In-game content art | Generative AI was used to assist in creating marketing graphics including the store capsule art, the game title logo, and the application icon. | Big Dumb Fun Games | - | Sep 22, 2026 | |
Breadwinner - The Loaf Life Simulator In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | SoftwareWizard | - | Sep 22, 2026 | |
The Demon Lurking in Osaka Castle – Episode 1 In-game content arttextcode | Generative AI was used during development for certain supernatural visual elements and pre-rendered video sequences, and to assist with some visual design, UI, localization, code modifications, and limited narrative design. All live-action footage of Osaka Castle Park was filmed on location. No AI-generated content is created during gameplay. | Osaka Games | - | Sep 21, 2026 | |
Want a Bomb? In-game content arttext | AI tools assisted in the creation of some 3D models, images, and localized text. These assets are reviewed and refined by the developer to align with the game's visual style and quality standards, with final creative decisions remaining in human hands. | humbledbag | - | Sep 21, 2026 | |
挂机魔王 II Unclear | 1.Some scenes
2.promotional renderings。 | Ashforge Games | - | Sep 21, 2026 | |
灵兽问道-MythicalBeast In-game content arttext | Generative AI tools were used during development to assist in creating some visual assets. These assets are included as pre-generated content. AI tools also assisted with store page copy and translations. The game does not generate AI content during gameplay or connect to external AI services. | huabo huang | - | Sep 21, 2026 | |
Archives of Disorder - Pasture Without Light In-game content artaudiotext | The story outline, the characters, and the five branching endings were created by hand. On that basis, the script prose, the 357 background illustrations, the soundtrack and the sound effects were generated with AI and individually reviewed by the developer before inclusion; candidates that did not pass were discarded and are not in the game. The English and Japanese translations were produced with AI and spot-checked by the developer. The store artwork and trailer also use AI-generated images.
No AI runs while you play. All content is fixed at release. | Vison | - | Sep 21, 2026 | |
The 31st Student In-game content arttext | Generative AI assisted with selected store and library artwork and some localization text. This content was created before release; the game does not use real-time AI generation. | Threshold Echo | - | Sep 19, 2026 | |
Orange Wiki In-game content artaudiotext | Generative AI tools were used during development to create or assist with 3D models, voice audio, and translations/localization. Generative AI was also used to create and edit promotional artwork for the Steam store and library, including capsule images, backgrounds, and logo artwork. | Clusion Games | - | Sep 19, 2026 | |
Sherlock Mysteries: Victorian Investigations In-game content textartaudio | Localisations and localized narrations are done with AI. Some graphical elements and videos are rendered with AI tools. | Socrates Games Studio | - | Sep 19, 2026 | |
Água Suja (Nobody Dies Here) In-game content arttext | This game uses generative AI tools in production, under human direction. Part of the 2D art (characters, backgrounds, icons, interface) and part of the text go through these tools, always from direction, references and rules I define, and always reviewed, corrected and approved piece by piece before entering the game. Other art and text in the game were made by hand. All decisions about story, script, scene design, mechanics and art direction are mine. The game has no voice acting, and no AI-generated voice. Nothing is generated while you play: everything the game shows is a fixed file in the package. | B&B Studios | - | Sep 19, 2026 | |
Stillsky Dev only artaudio | Proofreading some translations.
Some 3D assets and sounds. | Latent Games | - | Sep 19, 2026 | |
The Halls Remain In-game content text | Generative AI was used to assist with drafting and editing store-page text and localization. All generated text was reviewed and edited by the developer before publication. No generative AI is used during gameplay. | Threshold Echo | - | Sep 19, 2026 | |
Catkin Hollow: The Moonbell Mystery In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game’s source code, narrative, quest text, NPC dialogue, interface copy, and promotional artwork. All AI-assisted content was reviewed and incorporated by the developer before release. The game does not generate content using AI while it is running. | MrAgent | - | Sep 19, 2026 |