Megan AI runs a local language model on your PC to generate dialogue and text-to-speech replies in real time. No conversation data leaves your machine.
- Creator
- Chris Z.
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,394 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.
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Interactive or runtime AI features disclosed by the developer.
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Megan AI runs a local language model on your PC to generate dialogue and text-to-speech replies in real time. No conversation data leaves your machine.
We have incorporated AI modeling and AI original UI design into our workflow.
Some visual, narrative, and conceptual elements in Protocol Aegirum were developed with the assistance of generative AI tools, such as ChatGPT, during the design and pre-production phases. All AI-generated content was curated, edited, and integrated by the development team to ensure originality, coherence, and quality.
Promotional artwork for R.E.M. Rage was created using AI-assisted tools. These assets are used solely for marketing purposes and do not reflect the in-game visuals or assets, which were created manually.
This game uses AI-generated voiceovers for some characters.
The game does not contain AI-generated content. AI-generated content is used just for Steam Images.
Placeholder images while looking for artist.
Some artistic images in the game are generated by AI
Contain some Ai voice over
We used AI-assisted tools during development to help generate portions of our game code, synthesize the voice of our virtual guide “MiM,” and create concept artwork and UI assets. No AI runs during gameplay—these technologies were purely production aids to streamline our workflow and enhance the game’s visuals and audio.
We utilize generative AI technologies in select aspects of our development process. This includes the creation of user portraits, promotional materials (such as images, videos, and written copy), in-game iconography, and certain text-based content. These AI-generated elements support and enhance our creative workflow, but they represent a small portion of the overall production effort, with the majority of work being crafted by our development team.
During the development process, I may use procedural and AI-based tools to assist with content creation. In all cases, the final product reflects my own creativity and expression.
Since I am a solo dev, i used AI to save time and money on some minor things like sounds or icons, but also to give me different perspectives, solutions and helpful information.
In order to better showcase the future elements of the game, the "loading page" in the game is AI generated content.
Image arts and part of background music contain AI
This game uses AI to assist with the creation of certain visual and audio elements, such as icons, sound effects, and music. AI was utilized to enhance production speed and development efficiency, but it does not generate content in real time during gameplay. All AI use is limited to pre-release asset creation to improve overall quality.
Used for image processing
This product includes some content generated with the use of AI.
Character and Icon
Some language translations in this game were generated using AI.
During the development of this game, AI-based tools were used for assistance with the creation of a limited number of 3D models, the preparation of Steam store visuals and description texts, and certain programming-related tasks.
During loading screens, the game displays abstract, AI-generated artwork. These visuals are separate from the in-game graphics and are not meant to depict actual gameplay. Much like the stylized, cartoon-like imagery used in other games during loading sequences, their sole purpose is to add visual interest while the game loads. Additionally, the logo featured on the store page and the in-game menu was partially created with help of AI-generated design elements.
Pre-rendered assets and some development assistance code/text were generated using AI tools.
- Team Logo
AI tools were used during development to support creative tasks. The game’s cover image was generated using Grok and later manually edited and masked. Voiceovers were created using ElevenLabs. ChatGPT and Grok were used to help brainstorm narrative and dialogue ideas, but all final writing and design decisions were made by the developer. No AI systems are present during gameplay, and players do not interact with or influence any generative AI. All AI-generated content was reviewed and curated before being included in the game or its marketing materials. For more information about how AI, copyright, and trademarks were handled in this project, please see: https://theinfernalist.com/copyright-and-trademarks/
Some secondary multimedia elements were generated and/or modified through AI. All primary gameplay content was human-created.
NO AI was used except as outlined below. NO AI OF ANY FORM was used for story/writing, character sprites, CGs, main backgrounds, music, coding, or any other elements. We discovered a contractor used AI-assisted base line art on a limited number of secondary/non-main backgrounds. These were fully repainted and finished by a human artist. Includes speech synthesis.
During the development of this game, I used artificial intelligence tools for the following purposes: * Accelerating the coding process – AI-powered assistants supported programming, debugging, and code generation to help bring the game to life more efficiently. * Text translation and language checking – I used AI to translate written content into multiple languages and to assist with spelling and grammar correction. Please note that all content generated or modified with the help of AI was manually reviewed and edited to ensure quality and a consistent player experience.
This game features AI-generated voice performances and crafting item models created with the assistance of generative tools. Promotional artwork, including store page banners, was also generated using AI.
We used AI for quick prototyping and then to edit some of our images to meet the various image size requirements Steam requires.
We used LLMs to help consolidate the rules engine code into one module for offline and online play. We also worked with Epidemic Sound, whose voice actors use AI to create voice content with their own voices.
1 AI portrait-generated was used inside level-1 of Erik's office's space. This piece of asset was made inside the game as a portrait made by a rich painter for the villain. All story writing, gameplay logic, and player experiences are entirely human-designed and directed.
We used AI for rapid prototyping or for minor edits to locked resources. A few resources stayed in the game.
Content created by artificial intelligence is mostly used for sprites, textures, models and images.
Content created by artificial intelligence is mostly used for sprites, textures, models and images.
Content created by artificial intelligence is mostly used for sprites, textures, models and images.
Content created by artificial intelligence is mostly used for sprites, textures, models and images.
Some non-essential materials were created with AI assistance.
Offline voice assistant: an on-device open-source AI processes your speech or text and replies with short text plus synthesized voice, all locally with no data sent online.
We harness AI to supercharge our creative process—not to replace human artists, but to elevate them. By automating repetitive tasks, we give our team more time to focus on storytelling, world-building, and game design. Within the game itself, we leverage generative algorithms and AI to create dynamic levels, evolving enemy behavior, and unique puzzle scenarios—ensuring every playthrough feels fresh and alive.
All art in the game has been either wholly made by our artist, or modified from AI generated concepts.
We are using AI to generate promotional, steam store, and other marketing, visual assets. We are also using AI to assist with software development.
AI generated Loading Screen Images AI generated Images in Main Menu
It has been used to create some image, music and 3D model. In small quantity, but there is. The tools used are: Meshy, Canvas and ChatGPT.
A.I. is used for concept art and general ideas. A.I. is also used for fine tuning the code
Game posters are AI generated.
We use AI to create pre-generated content for the game, including game design concepts, scenarios, and progression systems, as well as for voiceovers in marketing materials and community assets. No AI is used for real-time content or code generation during gameplay.
The game and the Steam store page use AI-assisted text and localization. All AI output was reviewed and edited by the developer.
The game uses AI to generate card assets and item icons, delivering a rich and diverse gameplay experience.
Content created by artificial intelligence is mostly used for sprites, textures, models and images.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Megan AI Live AI textaudio | Megan AI runs a local language model on your PC to generate dialogue and text-to-speech replies in real time. No conversation data leaves your machine. | Chris Z. | - | Mar 18, 2026 | |
星宇战舰 Astral-Battlecraft Unclear artcode | We have incorporated AI modeling and AI original UI design into our workflow. | Jilin Code Rabbit Network Game Co.,Ltd. | - | Mar 18, 2026 | |
Protocol Aegirum In-game content arttext | Some visual, narrative, and conceptual elements in Protocol Aegirum were developed with the assistance of generative AI tools, such as ChatGPT, during the design and pre-production phases. All AI-generated content was curated, edited, and integrated by the development team to ensure originality, coherence, and quality. | Nacho Riquelme | - | Mar 18, 2026 | |
R.E.M. Rage In-game content art | Promotional artwork for R.E.M. Rage was created using AI-assisted tools. These assets are used solely for marketing purposes and do not reflect the in-game visuals or assets, which were created manually. | Roger Eduardo de Couto | - | Mar 18, 2026 | |
CRABS MUST DIE! In-game content audio | This game uses AI-generated voiceovers for some characters. | Roman Kharlamov | 67 | Mar 18, 2026 | |
Star Legacy Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images. | Star Legacy | - | Mar 18, 2026 | |
Retronaut Dev only art | Placeholder images while looking for artist. | GrassyAss Studios | - | Mar 18, 2026 | |
Reincarnation Dungeon In-game content art | Some artistic images in the game are generated by AI | BOBO | - | Mar 18, 2026 | |
Wukong 2088 In-game content audio | Contain some Ai voice over | Uto88 | - | Mar 18, 2026 | |
MiM: Meditation Interactive Matrix In-game content codeaudioart | We used AI-assisted tools during development to help generate portions of our game code, synthesize the voice of our virtual guide “MiM,” and create concept artwork and UI assets. No AI runs during gameplay—these technologies were purely production aids to streamline our workflow and enhance the game’s visuals and audio. | In Stereo Games | - | Mar 18, 2026 | |
AEXXOS In-game content arttext | We utilize generative AI technologies in select aspects of our development process. This includes the creation of user portraits, promotional materials (such as images, videos, and written copy), in-game iconography, and certain text-based content. These AI-generated elements support and enhance our creative workflow, but they represent a small portion of the overall production effort, with the majority of work being crafted by our development team. | SPARTAN GAMES | 37 | Mar 18, 2026 | |
梦壳 Unclear | During the development process, I may use procedural and AI-based tools to assist with content creation. In all cases, the final product reflects my own creativity and expression. | SuperPixelBo | - | Mar 18, 2026 | |
Starnded: Gardens of the Rubellite In-game content audioart | Since I am a solo dev, i used AI to save time and money on some minor things like sounds or icons, but also to give me different perspectives, solutions and helpful information. | Hola Floop | - | Mar 18, 2026 | |
Ark of Trisolar (三体方舟) In-game content art | In order to better showcase the future elements of the game, the "loading page" in the game is AI generated content. | Binary Studio | 14 | Mar 18, 2026 | |
Chrono Stranded In-game content artaudio | Image arts and part of background music contain AI | Moonzen Digital (Indie Games) | - | Mar 18, 2026 | |
Rift Survivors In-game content artaudio | This game uses AI to assist with the creation of certain visual and audio elements, such as icons, sound effects, and music.
AI was utilized to enhance production speed and development efficiency, but it does not generate content in real time during gameplay.
All AI use is limited to pre-release asset creation to improve overall quality. | A Team Games | - | Mar 18, 2026 | |
Kawaii Girls Panic Unclear art | Used for image processing | 17Studio | - | Mar 18, 2026 | |
Ancient Maze Unclear | This product includes some content generated with the use of AI. | aro. | - | Mar 18, 2026 | |
超光速小队 art | Character and Icon | Bulletproof Pudding Studio | - | Mar 18, 2026 | |
Avoid the Missiles In-game content text | Some language translations in this game were generated using AI. | ES Studio | - | Mar 18, 2026 | |
Ruins Of Dead Store/marketing arttextcode | During the development of this game, AI-based tools were used for assistance with the creation of a limited number of 3D models, the preparation of Steam store visuals and description texts, and certain programming-related tasks. | Ragdoll Interactive | - | Mar 18, 2026 | |
Interstellar Nomad In-game content art | During loading screens, the game displays abstract, AI-generated artwork. These visuals are separate from the in-game graphics and are not meant to depict actual gameplay. Much like the stylized, cartoon-like imagery used in other games during loading sequences, their sole purpose is to add visual interest while the game loads.
Additionally, the logo featured on the store page and the in-game menu was partially created with help of AI-generated design elements. | Metadarkverse | - | Mar 18, 2026 | |
Diceeee In-game content arttextcode | Pre-rendered assets and some development assistance code/text were generated using AI tools. | packnrollgames | - | Mar 18, 2026 | |
StacKit art | - Team Logo | 3amSoo | 44 | Mar 18, 2026 | |
The Infernalist In-game content artaudiotext | AI tools were used during development to support creative tasks. The game’s cover image was generated using Grok and later manually edited and masked. Voiceovers were created using ElevenLabs. ChatGPT and Grok were used to help brainstorm narrative and dialogue ideas, but all final writing and design decisions were made by the developer.
No AI systems are present during gameplay, and players do not interact with or influence any generative AI. All AI-generated content was reviewed and curated before being included in the game or its marketing materials.
For more information about how AI, copyright, and trademarks were handled in this project, please see: https://theinfernalist.com/copyright-and-trademarks/ | The Infernalist Studios | - | Mar 18, 2026 | |
Heart of Ice by Dave Morris In-game content artaudiotext | Some secondary multimedia elements were generated and/or modified through AI. All primary gameplay content was human-created. | Infinite Zone | - | Mar 18, 2026 | |
Advent: Dawn In-game content artaudio | NO AI was used except as outlined below. NO AI OF ANY FORM was used for story/writing, character sprites, CGs, main backgrounds, music, coding, or any other elements.
We discovered a contractor used AI-assisted base line art on a limited number of secondary/non-main backgrounds. These were fully repainted and finished by a human artist. Includes speech synthesis. | Spire Games | - | Mar 18, 2026 | |
Astra Industria In-game content codetext | During the development of this game, I used artificial intelligence tools for the following purposes:
* Accelerating the coding process – AI-powered assistants supported programming, debugging, and code generation to help bring the game to life more efficiently.
* Text translation and language checking – I used AI to translate written content into multiple languages and to assist with spelling and grammar correction.
Please note that all content generated or modified with the help of AI was manually reviewed and edited to ensure quality and a consistent player experience. | Regnum Noctis | - | Mar 18, 2026 | |
Proxima Divide In-game content audioart | This game features AI-generated voice performances and crafting item models created with the assistance of generative tools. Promotional artwork, including store page banners, was also generated using AI. | Emberline Studios | - | Mar 18, 2026 | |
Observer Protocol: The Station - Final Shift Store/marketing art | We used AI for quick prototyping and then to edit some of our images to meet the various image size requirements Steam requires. | BuderWorks | - | Mar 18, 2026 | |
Space Imperia 4X Dev only code | We used LLMs to help consolidate the rules engine code into one module for offline and online play. We also worked with Epidemic Sound, whose voice actors use AI to create voice content with their own voices. | Breich Games | 65 | Mar 18, 2026 | |
Soulscape2 Fragments of The Present In-game content art | 1 AI portrait-generated was used inside level-1 of Erik's office's space. This piece of asset was made inside the game as a portrait made by a rich painter for the villain.
All story writing, gameplay logic, and player experiences are entirely human-designed and directed. | Hexonine Games Inc. | - | Mar 18, 2026 | |
Observer Protocol: The Station - Second Shift In-game content | We used AI for rapid prototyping or for minor edits to locked resources. A few resources stayed in the game. | BuderWorks | - | Mar 18, 2026 | |
Backrooms: Glitchfield In-game content art | Content created by artificial intelligence is mostly used for sprites, textures, models and images. | SUDT Games | - | Mar 18, 2026 | |
Backrooms: The Wrong Level In-game content art | Content created by artificial intelligence is mostly used for sprites, textures, models and images. | SUDT Games | - | Mar 18, 2026 | |
Backrooms: No Level In-game content art | Content created by artificial intelligence is mostly used for sprites, textures, models and images. | SUDT Games | - | Mar 18, 2026 | |
Backrooms: The True Level In-game content art | Content created by artificial intelligence is mostly used for sprites, textures, models and images. | Skmaestro | - | Mar 18, 2026 | |
恶魔之塔 Unclear | Some non-essential materials were created with AI assistance. | qianyungame | - | Mar 18, 2026 | |
LocalHelper.AI Live AI audiotext | Offline voice assistant: an on-device open-source AI processes your speech or text and replies with short text plus synthesized voice, all locally with no data sent online. | Viacheslav Bogdanov | - | Mar 18, 2026 | |
Core Hustlers Live AI arttext | We harness AI to supercharge our creative process—not to replace human artists, but to elevate them. By automating repetitive tasks, we give our team more time to focus on storytelling, world-building, and game design. Within the game itself, we leverage generative algorithms and AI to create dynamic levels, evolving enemy behavior, and unique puzzle scenarios—ensuring every playthrough feels fresh and alive. | Cormorant Games | - | Mar 18, 2026 | |
The Exalted Descendant In-game content art | All art in the game has been either wholly made by our artist, or modified from AI generated concepts. | Idania | - | Mar 18, 2026 | |
Freedom Bot Store/marketing artcode | We are using AI to generate promotional, steam store, and other marketing, visual assets.
We are also using AI to assist with software development. | Manticus Games | - | Mar 18, 2026 | |
Incident X In-game content art | AI generated Loading Screen Images
AI generated Images in Main Menu | Hammerbuck Games | - | Mar 18, 2026 | |
Madman's Maze In-game content artaudio | It has been used to create some image, music and 3D model. In small quantity, but there is.
The tools used are: Meshy, Canvas and ChatGPT. | Joni Hollow | - | Mar 18, 2026 | |
Command-Ω Omega Dev only artcode | A.I. is used for concept art and general ideas. A.I. is also used for fine tuning the code | IMPERIAL DYNAMICS | - | Mar 18, 2026 | |
Iron Ranger Store/marketing art | Game posters are AI generated. | OF Studio | - | Mar 18, 2026 | |
Industronaut In-game content textaudio | We use AI to create pre-generated content for the game, including game design concepts, scenarios, and progression systems, as well as for voiceovers in marketing materials and community assets. No AI is used for real-time content or code generation during gameplay. | Amca Games | - | Mar 18, 2026 | |
RhythmStrike In-game content text | The game and the Steam store page use AI-assisted text and localization. All AI output was reviewed and edited by the developer. | Aninoss | 93 | Mar 18, 2026 | |
Galactic Deck Clash In-game content art | The game uses AI to generate card assets and item icons, delivering a rich and diverse gameplay experience. | Froststone Game | - | Mar 18, 2026 | |
Backrooms: Flicker In-game content art | Content created by artificial intelligence is mostly used for sprites, textures, models and images. | Skmaestro | - | Mar 18, 2026 |