AI was used a bit for 2D artwork.
- Creator
- Forge Hammer Entertainment
- Reviews
- -
- Added
- Mar 18, 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.
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Interactive or runtime AI features disclosed by the developer.
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AI was used a bit for 2D artwork.
We used AI to create the voices for John, Ellie, Matt, and Becca. This is a temporary solution; we intend to replace these audio tracks with professional voice acting as soon as possible.
This game utilizes AI technology to generate some of the background and store images. These AI-generated assets were carefully selected to enhance the overall aesthetic of the game. All AI-based content was created in compliance with legal requirements to prevent copyright infringements.
This is an experimental short prototype demo, so a few images are generated by AI. The AI-generated images include only: 1. Unimportant villager portraits. 2. The dream concept illustration at the beginning.
Capsule and Library imagery integrate AI generation.
Some visual assets and promotional materials for Rimal were created or enhanced using generative AI tools during development. All gameplay mechanics, progression systems, and core game logic are fully designed and controlled by the development team. No AI-generated content is created dynamically during gameplay.
Arts are generated with AI support
A minimum amount of AI-coded content to design levels and additional materials for the game.
Character voices are produced by VOIVEVOX software and licensed by the voice owners. Songs are sung by AI virtual singers of ACE software, and have obtained relevant commercial licenses. The English text of this game is translated by AI Translator, and the translated text is from the game script.
In the game's background drawings, outputs of drawing samples from the Midjourney artificial intelligence were taken, and background drawings were produced by making corrections on those samples.
In the heart of a captivating murder mystery, 'Quiet on Set' employs advanced AI technology to dynamically craft dialogue in real-time. Immerse yourself in a world of intrigue as you interact with the enigmatic characters, employing natural language input, whether through typing or microphone interaction. Every conversation, every interaction, is a unique piece of the puzzle, offering an unrivaled level of immersion in the suspenseful unraveling of the mystery.
There is no AI generated content in this game. All artwork and scenes were made by me or asset creators on the marketplace without the use of AI generated content.
Character voice acting contains AI voice.
Our game leverages sophisticated artificial intelligence to create an immersive and unpredictable gameplay experience. Each citizen is powered by AI, enabling them to exhibit distinct personalities, react dynamically to player actions, and contribute uniquely to the mystery. This AI integration not only enhances the realism of the city environment but also ensures that no two playthroughs are the same, providing a fresh challenge every time.
The Dark Cowboy is a solo-developed project created over several years in Unreal Engine. To achieve a cinematic experience as a single creator, AI tools were integrated into the production workflow in a few specific areas. Cinematics & Visuals Generative AI tools assisted in creating visual material for cinematic sequences, as well as static artwork for loading screens and promotional imagery. Audio & Voice Performances Character dialogue is performed using voice models derived from licensed human voice performances, alongside select atmospheric tracks to enhance the game’s immersive soundscape. Writing & Localization Language models assisted with editorial review of scripts and helped produce translations across the game's 14 supported languages. All such elements were carefully directed, manually refined, and integrated by the developer to ensure they fully support the atmosphere and storytelling of The Dark Cowboy.
We used AI to create the game icon and background image for the main page. Also, we took inspiration from AI for some texts and dialogues.
Background images in this game partially contains AI generated content that is post-processed by hand and given final touches to best suit the game's thematics. "The City" does not conform to this, and is created from the ground up by the fine hands of the creators and artists.
This game contains works created by use of AI in the creation of dialogue audio for the characters. All AI generated content was created as original works by the developer.
AI assistance was utilized in creating the loading screen images, some in-game painting images in Demonsomnia, and some images on the store page.
Traditionally, NPCs (non-player characters) do not play active roles in video games. However, with the use of AI, they become the main characters of the game. Players can communicate with NPCs verbally through a microphone, and it is the AI that responds
Backgrounds
**Disclosure on Use of Generative AI in Development** *Lost Traces: False Awakening* and *Lost Traces: Genesis* are ambitious projects developed by a **small indie team**. To efficiently achieve the large scope and detail of the game's world, we made selective use of pre-generated tools during development. This approach was strictly limited to foundational elements which were then heavily refined by human artists and engineers: * **Character Designs (Images):** A portion of the initial character design concepts and visual elements (used on the store page and in-game) were informed by licensed image generation tools, such as **Stable Diffusion**. Every single piece of content has since been **manually edited, digitally painted, and extensively refined** by our artists to ensure unique visual identity and high quality. * **Voice Dialogue (Audio):** A portion of the in-game voice dialogue was generated using licensed text-to-speech or AI voice tools. This audio was subsequently run through **professional editing, mastering, and processing** to ensure vocal quality, pacing, and consistency across the game's soundscape. Our team maintains **full creative and artistic control** over all final assets. We did not use any AI tools to generate content *live* during gameplay.
Visual art
* Contents below are copied from the game, the soundtrack does not use any Generative AI technology. User will be able to talk in freeform with the NPCs within the game world according to the environment given to them. Some of the evidence (photos on the wall, book covers) have been created using AI tools
Some images in the game were partly designed by artificial intelligence image generation. They were adapted in a unique way to fit in the general theme.
This game contains AI generated contents. The graphic is generated by AI and fixed by human. This game contains violence scenes.
Generative AI was used in the production of photorealistic game object images and some sound effects.
Some object textures are AI generated to apparently look AI generated as a commentary, distorted and non human (dreamtexture plugin for Blender with prompts like "AI looking alien food" and such. Pictures of faces have been generated with this-person-does-not-exist.com to look like conventionnaly beautiful but generic portraits, again foreshadowing the idea what a person looks like, from an AI, algorithmically driven system.
Use for produce novel images.
A tiny number of in-world 2D assets (poster designs and paintings) were created with limited AI assistance and refined by a graphic designer. All 3D art, characters, music, voice work, writing, design, VFX, and SFX were made entirely by humans, meaning over 99.99% of the game was crafted by real people.
Due to our team having only one artist and one engineer, using AI assistance during the development process is crucial. This technology saves a significant amount of time and resources, helping us maintain momentum in our development efforts. We primarily apply AI technology during the drafting stage to expedite the design process and improve efficiency. Specifically, we only utilize AI assistance for certain game scenes and objects, with final adjustments made manually to complete the final drafts. As for character illustrations within the game, they are entirely designed and finalized by the artist from start to finish.
A texture for one backround asset was created using generative AI. The paintings, posters and other artwork you see in the game are NOT made by AI.
The main menu background, textboxes, and some in-game assets contain AI generated images.
AI has been used in a limited way* for the following aspects: Text Localization, Speech Localization and Musical Audio. *The base was AI-generated, but the transformative creation built upon it stands as an original work. (Text was controlled by a human, the voice and musical audio were edited and reworked by a human)
The images in this game are AI-generated.
The paintings and the voices are created with AI.
I did some loading screen of the games with DALL-E with a paid + program of OpenAI. Voices of the character are using "Replica Studios" Characters https://www.replicastudios.com/smart-npc
Some audio and music have been generated by IA.
During development we use AI assistance in certain tasks, such as upscaling in-game assets to higher detail versions. An example would be creating higher detail 2D UI portraits for NPCs in their in-game environment from the in-game art. All original artwork and the final creative vision come from our development team. The game has optional computer generated voice overs.
We use AI for some cutscene voice lines and some game translations.
We have integrated AI technology into our art production workflow. While AI is utilized, we have also used extensive hand drawing, editing, and post-processing in our workflow.
Special mode voice.
All images, text, music, code, and other important parts of the game are created manually. We have used AI for some of the translation, as well as for creating some textures (for example - wall posters). The usage is minimal, and you probably won't notice it. This is done to speed up the development process. In the future, we may replace these assets if we deem it necessary.
We use AI to generate dialogs in game, all characters have their own personality thanks to AI.
The artwork “Girl with Flowers” has been replaced with a newly illustrated piece by KOHSKE. We will continue to progressively replace in-game artworks—such as paintings displayed in the corridors—that contain elements inspired by AI reference materials. No AI tools were used in the creation of the scenario, characters, or UI elements.
It has translations to the english that I got from I.A. and some of the animations during the gameplay as well.
AI used to assist with background paintings & VO.
Some cutscenes and the game title are AI-generated images.
AI assist in creation of some textures and logos
Some backgrounds are taken from the Futuristic Anime Backgrounds Pack that is AI-generated.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Seekers of the Ancient In-game content art | AI was used a bit for 2D artwork. | Forge Hammer Entertainment | - | Mar 18, 2026 | |
IDILI In-game content audio | We used AI to create the voices for John, Ellie, Matt, and Becca. This is a temporary solution; we intend to replace these audio tracks with professional voice acting as soon as possible. | Megalith Interactive Studios | 27 | Mar 18, 2026 | |
Sqube Escape Store/marketing art | This game utilizes AI technology to generate some of the background and store images. These AI-generated assets were carefully selected to enhance the overall aesthetic of the game. All AI-based content was created in compliance with legal requirements to prevent copyright infringements. | RH POSITIVE | - | Mar 18, 2026 | |
BARA Labs In-game content art | This is an experimental short prototype demo, so a few images are generated by AI. The AI-generated images include only:
1. Unimportant villager portraits.
2. The dream concept illustration at the beginning. | Barasia Games | 19 | Mar 18, 2026 | |
Iridio Store/marketing art | Capsule and Library imagery integrate AI generation. | KR Games | 104 | Mar 18, 2026 | |
Rimal Game In-game content art | Some visual assets and promotional materials for Rimal were created or enhanced using generative AI tools during development.
All gameplay mechanics, progression systems, and core game logic are fully designed and controlled by the development team.
No AI-generated content is created dynamically during gameplay. | Rumbling Games Studio | - | Mar 18, 2026 | |
School Girl Simulator Unclear art | Arts are generated with AI support | UwU | - | Mar 18, 2026 | |
Jump Queen In-game content codeart | A minimum amount of AI-coded content to design levels and additional materials for the game. | StartMyGame | - | Mar 18, 2026 | |
ヌースジャンプの前奏曲 In-game content audiotext | Character voices are produced by VOIVEVOX software and licensed by the voice owners.
Songs are sung by AI virtual singers of ACE software, and have obtained relevant commercial licenses.
The English text of this game is translated by AI Translator, and the translated text is from the game script. | 蔡承龙 | - | Mar 18, 2026 | |
The Tower Stories Green 1 In-game content art | In the game's background drawings, outputs of drawing samples from the Midjourney artificial intelligence were taken, and background drawings were produced by making corrections on those samples. | Seals and Equilibria | - | Mar 18, 2026 | |
Quiet on Set Live AI text | In the heart of a captivating murder mystery, 'Quiet on Set' employs advanced AI technology to dynamically craft dialogue in real-time. Immerse yourself in a world of intrigue as you interact with the enigmatic characters, employing natural language input, whether through typing or microphone interaction. Every conversation, every interaction, is a unique piece of the puzzle, offering an unrivaled level of immersion in the suspenseful unraveling of the mystery. | Northern Dev Studio | 14 | Mar 18, 2026 | |
Within the Unknown general | There is no AI generated content in this game. All artwork and scenes were made by me or asset creators on the marketplace without the use of AI generated content. | Charles Margroff | - | Mar 18, 2026 | |
Finding Anastasia In-game content audio | Character voice acting contains AI voice. | AK Studio | 40 | Mar 18, 2026 | |
Case Closed Live AI text | Our game leverages sophisticated artificial intelligence to create an immersive and unpredictable gameplay experience. Each citizen is powered by AI, enabling them to exhibit distinct personalities, react dynamically to player actions, and contribute uniquely to the mystery. This AI integration not only enhances the realism of the city environment but also ensures that no two playthroughs are the same, providing a fresh challenge every time. | Otso | - | Mar 18, 2026 | |
The Dark Cowboy In-game content artaudiotext | The Dark Cowboy is a solo-developed project created over several years in Unreal Engine. To achieve a cinematic experience as a single creator, AI tools were integrated into the production workflow in a few specific areas.
Cinematics & Visuals
Generative AI tools assisted in creating visual material for cinematic sequences, as well as static artwork for loading screens and promotional imagery.
Audio & Voice Performances
Character dialogue is performed using voice models derived from licensed human voice performances, alongside select atmospheric tracks to enhance the game’s immersive soundscape.
Writing & Localization
Language models assisted with editorial review of scripts and helped produce translations across the game's 14 supported languages.
All such elements were carefully directed, manually refined, and integrated by the developer to ensure they fully support the atmosphere and storytelling of The Dark Cowboy. | Valezart | - | Mar 18, 2026 | |
THEORY In-game content arttext | We used AI to create the game icon and background image for the main page. Also, we took inspiration from AI for some texts and dialogues. | Muhammet Esat BÜYÜKBULUT | 24 | Mar 18, 2026 | |
All in Abyss: Judge the Fake In-game content art | Background images in this game partially contains AI generated content that is post-processed by hand and given final touches to best suit the game's thematics. "The City" does not conform to this, and is created from the ground up by the fine hands of the creators and artists. | ACQUIRE Corp. | 366 | Mar 18, 2026 | |
Unfeigned Depths In-game content audio | This game contains works created by use of AI in the creation of dialogue audio for the characters. All AI generated content was created as original works by the developer. | Voidwire Interactive | - | Mar 18, 2026 | |
Demonsomnia In-game content art | AI assistance was utilized in creating the loading screen images, some in-game painting images in Demonsomnia, and some images on the store page. | Demonsomnia Team | 280 | Mar 18, 2026 | |
Felon-E Live AI text | Traditionally, NPCs (non-player characters) do not play active roles in video games. However, with the use of AI, they become the main characters of the game. Players can communicate with NPCs verbally through a microphone, and it is the AI that responds | Jumbo Mana | - | Mar 18, 2026 | |
Myth Finders | Backgrounds | 8floor ltd | - | Mar 18, 2026 | |
Lost Traces: Genesis In-game content artaudio | **Disclosure on Use of Generative AI in Development**
*Lost Traces: False Awakening* and *Lost Traces: Genesis* are ambitious projects developed by a **small indie team**. To efficiently achieve the large scope and detail of the game's world, we made selective use of pre-generated tools during development.
This approach was strictly limited to foundational elements which were then heavily refined by human artists and engineers:
* **Character Designs (Images):** A portion of the initial character design concepts and visual elements (used on the store page and in-game) were informed by licensed image generation tools, such as **Stable Diffusion**. Every single piece of content has since been **manually edited, digitally painted, and extensively refined** by our artists to ensure unique visual identity and high quality.
* **Voice Dialogue (Audio):** A portion of the in-game voice dialogue was generated using licensed text-to-speech or AI voice tools. This audio was subsequently run through **professional editing, mastering, and processing** to ensure vocal quality, pacing, and consistency across the game's soundscape.
Our team maintains **full creative and artistic control** over all final assets. We did not use any AI tools to generate content *live* during gameplay. | Stavros Theologou | - | Mar 18, 2026 | |
Elven Rivers 6: Guardians of Hope Collector's Edition Unclear art | Visual art | BigCityLab | - | Mar 18, 2026 | |
Uncover the Smoking Gun Live AI arttext | * Contents below are copied from the game, the soundtrack does not use any Generative AI technology.
User will be able to talk in freeform with the NPCs within the game world according to the environment given to them.
Some of the evidence (photos on the wall, book covers) have been created using AI tools | ReLU Games, Inc. | 393 | Mar 18, 2026 | |
Runes of Aereal In-game content art | Some images in the game were partly designed by artificial intelligence image generation. They were adapted in a unique way to fit in the general theme. | Bart Alluyn | - | Mar 18, 2026 | |
It was a human. In-game content art | This game contains AI generated contents. The graphic is generated by AI and fixed by human.
This game contains violence scenes. | Loser/s | 461 | Mar 18, 2026 | |
Flower in Us In-game content artaudio | Generative AI was used in the production of photorealistic game object images and some sound effects. | Chalkseagull | 386 | Mar 18, 2026 | |
Innertial In-game content art | Some object textures are AI generated to apparently look AI generated as a commentary, distorted and non human (dreamtexture plugin for Blender with prompts like "AI looking alien food" and such.
Pictures of faces have been generated with this-person-does-not-exist.com to look like conventionnaly beautiful but generic portraits, again foreshadowing the idea what a person looks like, from an AI, algorithmically driven system. | studio invisible | - | Mar 18, 2026 | |
挂机修仙之我能合成功法! Unclear art | Use for produce novel images. | 99 Game Studio | 29 | Mar 18, 2026 | |
Wanderer: The Fragments of Fate In-game content art | A tiny number of in-world 2D assets (poster designs and paintings) were created with limited AI assistance and refined by a graphic designer. All 3D art, characters, music, voice work, writing, design, VFX, and SFX were made entirely by humans, meaning over 99.99% of the game was crafted by real people. | Mighty Eyes | 122 | Mar 18, 2026 | |
鬼轉身 In-game content art | Due to our team having only one artist and one engineer, using AI assistance during the development process is crucial. This technology saves a significant amount of time and resources, helping us maintain momentum in our development efforts. We primarily apply AI technology during the drafting stage to expedite the design process and improve efficiency. Specifically, we only utilize AI assistance for certain game scenes and objects, with final adjustments made manually to complete the final drafts. As for character illustrations within the game, they are entirely designed and finalized by the artist from start to finish. | TwoTwo Studio | - | Mar 18, 2026 | |
I'm on Observation Duty 7 In-game content art | A texture for one backround asset was created using generative AI. The paintings, posters and other artwork you see in the game are NOT made by AI. | Notovia | 396 | Mar 18, 2026 | |
Last Signal In-game content art | The main menu background, textboxes, and some in-game assets contain AI generated images. | Under Heaven Studios | 40 | Mar 18, 2026 | |
Amygdala In-game content textaudio | AI has been used in a limited way* for the following aspects: Text Localization, Speech Localization and Musical Audio.
*The base was AI-generated, but the transformative creation built upon it stands as an original work. (Text was controlled by a human, the voice and musical audio were edited and reworked by a human) | Stigma Studios | 169 | Mar 18, 2026 | |
LOVE girls In-game content art | The images in this game are AI-generated. | Lovely Girls Studio | 14 | Mar 18, 2026 | |
God's Plan In-game content artaudio | The paintings and the voices are created with AI. | NeroGameDev | - | Mar 18, 2026 | |
Jesus Uncrossed In-game content artaudio | I did some loading screen of the games with DALL-E with a paid + program of OpenAI.
Voices of the character are using "Replica Studios" Characters https://www.replicastudios.com/smart-npc | VR-EXODUS | - | Mar 18, 2026 | |
Deep Loop In-game content audio | Some audio and music have been generated by IA. | Spurna Games | - | Mar 18, 2026 | |
DYSPLACED In-game content artaudio | During development we use AI assistance in certain tasks, such as upscaling in-game assets to higher detail versions. An example would be creating higher detail 2D UI portraits for NPCs in their in-game environment from the in-game art. All original artwork and the final creative vision come from our development team.
The game has optional computer generated voice overs. | 10tons Ltd | 285 | Mar 18, 2026 | |
Who Did It? In-game content audiotext | We use AI for some cutscene voice lines and some game translations. | BeldrProductions | - | Mar 18, 2026 | |
The Witch In The Woods Dev only art | We have integrated AI technology into our art production workflow. While AI is utilized, we have also used extensive hand drawing, editing, and post-processing in our workflow. | Dream Nyght Studio | 20 | Mar 18, 2026 | |
Flawless Darkness Unclear audio | Special mode voice. | Oldice | - | Mar 18, 2026 | |
EON In-game content arttext | All images, text, music, code, and other important parts of the game are created manually.
We have used AI for some of the translation, as well as for creating some textures (for example - wall posters). The usage is minimal, and you probably won't notice it. This is done to speed up the development process. In the future, we may replace these assets if we deem it necessary. | Moonworks | - | Mar 18, 2026 | |
Danse Macabre AI Text RPG Live AI text | We use AI to generate dialogs in game, all characters have their own personality thanks to AI. | Prima RPG | - | Mar 18, 2026 | |
Dark Auction In-game content art | The artwork “Girl with Flowers” has been replaced with a newly illustrated piece by KOHSKE.
We will continue to progressively replace in-game artworks—such as paintings displayed in the corridors—that contain elements inspired by AI reference materials.
No AI tools were used in the creation of the scenario, characters, or UI elements. | IzanagiGames | 211 | Mar 18, 2026 | |
Ettrian - The Elf Prince In-game content textart | It has translations to the english that I got from I.A. and some of the animations during the gameplay as well. | Metthink | - | Mar 18, 2026 | |
Hotel Melancolie In-game content artaudio | AI used to assist with background paintings & VO. | Fireball Games | - | Mar 18, 2026 | |
Tower Survivor In-game content art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
Tales of Rein Ravine In-game content art | AI assist in creation of some textures and logos | Maia the Horsegirl | 1.3k | Mar 18, 2026 | |
Retrocausality In-game content art | Some backgrounds are taken from the Futuristic Anime Backgrounds Pack that is AI-generated. | Thanatos | - | Mar 18, 2026 |