Generative AI was used as a step in the development of some texture and model assets.
- Creator
- r7321
- Reviews
- 32
- 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.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used as a step in the development of some texture and model assets.
Used in the production process of background illustrations.
AI is used for parts of the English localization and for localization into other languages.
We used image generation for concept art, some 2D assets, promo materials, and voice acting for AI characters.
Artificial intelligence was used to create the images.
Some of the images in the game are generated by AI
All the graphics in the game were created with AI, so backgrounds, portraits and inventory objects are all part of it. Text and music are done in the traditional way.
some npc phrases are synthesized
Erannorth Renaissance is a solo development effort that uses licensed stock for artwork, sound effects, and music from various artists. Some assets, such as portraits and event covers, were created using generative AI technologies or AI-based tools. -- Every story thread in the game comes from my own twisted imagination. No AI played any part in creating it. However, to make sure every line reads as intended and is grammatically correct, it’s been reviewed and, when needed, refined with help from AI-powered grammar tools.
AI was used to generate backgrounds and characters raw images, such images were manipulated, clipped and altered to assemble the final game ones. No real time IA is used in the game.
Some visual concept references in this game were created using AI tools during the early design phase. All final game assets were manually created, customized, and refined by our development team. No AI-generated content is used directly in the final product.
This work uses CG and background illustrations partially created by image generation AI.
Some World War 2 propaganda posters were made with AI then edited with Photoshop.
Artificial intelligence (AI) was used to create the illustrations for this game.
Viking themed loadingscreen and Startscreen images pre generated by AI.
AI-generated images were used in some background illustrations.
AI was used a bit for 2D artwork.
Background images in some scenes are created using artificial intelligence with significant post-processing. Some animations in the game are based on neural network animations with significant manual post-processing.
Capsule and Library imagery integrate AI generation.
We make use of some generative AI modeled on images produced directly by our company.
This game utilizes AI for certain design elements and NPC behavior patterns.
I've used AI to help with spell checks / grammer and voice over in the trailer.
The game uses backgrounds (and a handful of characters) that were made using images generated from a Public Domain scraped data set. The background images have been altered very little but the character images are used as a basis and edited in a powerful editing suite called Microsoft Paint.
AI was used for creating painting images for the game's environment.
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.
1001 Nights is a story-crafting game that started development as early as 2020, exploring creative narrative gameplay to bring players novel experiences they've never had before: telling stories and turning those stories into reality.All traditional game art assets are hand-crafted by our talented human artists. This includes character illustrations, scene models, UI elements, and all visual components that form the core aesthetic of our game. The game features an adaptive LLM-based storytelling system that responds to your unique inputs based on a language model called Qwen. Our narrative engine draws from the rich tradition of Persian folklore and our original hand-written story frameworks by paid writers, then dynamically adapts these materials to create personalized experiences based on your inputs. Each playthrough becomes a unique collaboration between you and our narrative system.Our guiding principle has always been to create gaming experiences that were previously impossible - where technology serves as a creative collaborator rather than a replacement for human imagination. The soul of 1001 Nights comes from our human creators, inspired by ancient Persian folklore and brought to life through innovative narrative systems.For technical details about our implementation and the academic research behind our systems, please refer to the in-game introduction, and our published papers available on our official website. We're a small indie team committed to pushing the boundaries of interactive storytelling while respecting both player creativity and artistic integrity.We welcome any questions or feedback about our creative process via adaeden1001[at]gmail[dot]com or through our Discord community. Your input helps us continue improving this unique storytelling experience.
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.
The English synthetic voices have been developed using AI technology.
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.
- Capsule images: The images were created by a professional artist who partially used AI - Title screen: The background image on the title screen was partially AI generated
AI, employed for the purpose of narrative refinement, intricately weaves the storyline into a captivating tapestry while preserving the fundamental essence envisioned by the developer. It is imperative to acknowledge that every narrative and enigma originates from the creative prowess of the developer, whose ingenuity shapes tales grounded in actuality.Only the steam page art are generated with AI.
The original appearance of the art was recreated using AI and further refined by humans
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.
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
It generate some in-game graphics.
Backgrounds
The game uses some AI generated and manually modified content only for paitings and photographs as well as for some of the text content (modified and reworded).
**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
A few background concepts were generated with AI that retains respect to artist copyright (Adobe Firefly) but we are still working on reworking these few instances with our art team!
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.
As a small independent development team with limited resources, we used AI-based tools to assist with certain aspects of content creation, including textures, audio, and in-game video elements (such as VHS-style footage). All final content was carefully reviewed, refined, and manually reworked by the development team including additional re-texturing to ensure it reflects our creative vision.
AI Imagery on storefront
Generative AI tools were used during development to assist with early concept art exploration, general coding support, and the creation of background music (BGM). All in-game assets, gameplay systems, level design, and final implementation are fully handcrafted and curated by the developer. No AI-generated content is created dynamically during gameplay.
Some of the Marketing Materials and Images for The Trip are AI generated.
Some audio and music have been generated by IA.
Quest Machina uses generative AI combined with your input to create a unique world just for you. Story, descriptions, and dialog are generated using OpenAI. Character portraits, planet sprites, and location art are generated using Leonardo.ai.
Artificial intelligence was used to speed up the process of drawing rough versions of characters and some backgrounds for illustrations. The initial images and subsequent processing were made by a human. All the final images have been reworked and modified by several artists.
Images was created by AI GigaChat (Sber) Some code fragments was wroten by ChatGPT
Some of the marketing materials, 2D visuals, and voiceover assets were enhanced or created with the help of AI tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sidereal In-game content art | Generative AI was used as a step in the development of some texture and model assets. | r7321 | 32 | Mar 18, 2026 | |
Cthulhu Mythos ADV The Isle Of Ubohoth Unclear art | Used in the production process of background illustrations. | Gotcha Gotcha Games | 32 | Mar 18, 2026 | |
The Little Witch and The Lost Memories In-game content text | AI is used for parts of the English localization and for localization into other languages. | Studio Asahi | 18 | Mar 18, 2026 | |
14:Overmind In-game content artaudio | We used image generation for concept art, some 2D assets, promo materials, and voice acting for AI characters. | Next Genium | - | Mar 18, 2026 | |
Zopa Unclear art | Artificial intelligence was used to create the images. | Frosted Wings Studio | 24 | Mar 18, 2026 | |
开局抽取超级天赋 In-game content art | Some of the images in the game are generated by AI | 清回 | 25 | Mar 18, 2026 | |
I'm a Rocker! In-game content art | All the graphics in the game were created with AI, so backgrounds, portraits and inventory objects are all part of it. Text and music are done in the traditional way. | Teleport Games | - | Mar 18, 2026 | |
Maza In-game content audio | some npc phrases are synthesized | GRIN-GAME | 51 | Mar 18, 2026 | |
Erannorth Renaissance In-game content arttext | Erannorth Renaissance is a solo development effort that uses licensed stock for artwork, sound effects, and music from various artists. Some assets, such as portraits and event covers, were created using generative AI technologies or AI-based tools.
--
Every story thread in the game comes from my own twisted imagination. No AI played any part in creating it. However, to make sure every line reads as intended and is grammatically correct, it’s been reviewed and, when needed, refined with help from AI-powered grammar tools. | Spyridon Thalassinos | 175 | Mar 18, 2026 | |
Lady of bones, a mother's legacy In-game content art | AI was used to generate backgrounds and characters raw images, such images were manipulated, clipped and altered to assemble the final game ones.
No real time IA is used in the game. | Emperor | - | Mar 18, 2026 | |
ROSE Dev only art | Some visual concept references in this game were created using AI tools during the early design phase. All final game assets were manually created, customized, and refined by our development team. No AI-generated content is used directly in the final product. | Rise Studio | - | Mar 18, 2026 | |
廃村散策会活動記録 In-game content art | This work uses CG and background illustrations partially created by image generation AI. | mokosoft | 25 | Mar 18, 2026 | |
World War 2 Agenda Store/marketing art | Some World War 2 propaganda posters were made with AI then edited with Photoshop. | Rocket Regios studios | - | Mar 18, 2026 | |
Universe Has No Favorites | Artificial intelligence (AI) was used to create the illustrations for this game. | Radek Volf | - | Mar 18, 2026 | |
VikingScape Store/marketing art | Viking themed loadingscreen and Startscreen images pre generated by AI. | VikingRobz | - | Mar 18, 2026 | |
Muscle Girl Lisa: Training Diary In-game content art | AI-generated images were used in some background illustrations. | KXMstudio | 18 | Mar 18, 2026 | |
Seekers of the Ancient In-game content art | AI was used a bit for 2D artwork. | Forge Hammer Entertainment | - | Mar 18, 2026 | |
MEAT-GRINDER In-game content art | Background images in some scenes are created using artificial intelligence with significant post-processing.
Some animations in the game are based on neural network animations with significant manual post-processing. | Oyashiro.dev | - | Mar 18, 2026 | |
Iridio Store/marketing art | Capsule and Library imagery integrate AI generation. | KR Games | 104 | Mar 18, 2026 | |
Outbreak The Fedora Files: What Lydia Knows Unclear art | We make use of some generative AI modeled on images produced directly by our company. | Dead Drop Studios LLC | - | Mar 18, 2026 | |
Undefined Survivors Live AI arttext | This game utilizes AI for certain design elements and NPC behavior patterns. | Runpath Inc. | - | Mar 18, 2026 | |
Monster Hero In-game content textaudio | I've used AI to help with spell checks / grammer and voice over in the trailer. | Tinny Studios | - | Mar 18, 2026 | |
Brownie's Adventure In-game content art | The game uses backgrounds (and a handful of characters) that were made using images generated from a Public Domain scraped data set. The background images have been altered very little but the character images are used as a basis and edited in a powerful editing suite called Microsoft Paint. | Beardy Ramblin Games | 20 | Mar 18, 2026 | |
The Intruder In-game content art | AI was used for creating painting images for the game's environment. | Trident | 26 | 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 | |
1001 Nights Live AI text | 1001 Nights is a story-crafting game that started development as early as 2020, exploring creative narrative gameplay to bring players novel experiences they've never had before: telling stories and turning those stories into reality.All traditional game art assets are hand-crafted by our talented human artists. This includes character illustrations, scene models, UI elements, and all visual components that form the core aesthetic of our game. The game features an adaptive LLM-based storytelling system that responds to your unique inputs based on a language model called Qwen. Our narrative engine draws from the rich tradition of Persian folklore and our original hand-written story frameworks by paid writers, then dynamically adapts these materials to create personalized experiences based on your inputs. Each playthrough becomes a unique collaboration between you and our narrative system.Our guiding principle has always been to create gaming experiences that were previously impossible - where technology serves as a creative collaborator rather than a replacement for human imagination. The soul of 1001 Nights comes from our human creators, inspired by ancient Persian folklore and brought to life through innovative narrative systems.For technical details about our implementation and the academic research behind our systems, please refer to the in-game introduction, and our published papers available on our official website. We're a small indie team committed to pushing the boundaries of interactive storytelling while respecting both player creativity and artistic integrity.We welcome any questions or feedback about our creative process via adaeden1001[at]gmail[dot]com or through our Discord community. Your input helps us continue improving this unique storytelling experience. | Ada Eden | - | 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 | |
GINKA In-game content audio | The English synthetic voices have been developed using AI technology. | Frontwing | 2.6k | 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 | |
Juna - The Dreamwalker In-game content art | - Capsule images: The images were created by a professional artist who partially used AI
- Title screen: The background image on the title screen was partially AI generated | WinterLyrics | - | Mar 18, 2026 | |
Son Of Killwa Store/marketing text | AI, employed for the purpose of narrative refinement, intricately weaves the storyline into a captivating tapestry while preserving the fundamental essence envisioned by the developer. It is imperative to acknowledge that every narrative and enigma originates from the creative prowess of the developer, whose ingenuity shapes tales grounded in actuality.Only the steam page art are generated with AI. | Killwa Studios | 10 | Mar 18, 2026 | |
Kukuevo In-game content art | The original appearance of the art was recreated using AI and further refined by humans | ProjectKukuevo | 160 | 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 | |
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 | |
Dating after becoming a Vtuber In-game content art | It generate some in-game graphics. | FirePillar2 | - | Mar 18, 2026 | |
Myth Finders | Backgrounds | 8floor ltd | - | Mar 18, 2026 | |
Gore Doctor In-game content arttext | The game uses some AI generated and manually modified content only for paitings and photographs as well as for some of the text content (modified and reworded). | Salient Games | 17 | 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 | |
Symbol of Sacrifice Unclear art | A few background concepts were generated with AI that retains respect to artist copyright (Adobe Firefly) but we are still working on reworking these few instances with our art team! | Umbrella Labs | - | 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 | |
Rainbow Gate In-game content artaudio | As a small independent development team with limited resources, we used AI-based tools to assist with certain aspects of content creation, including textures, audio, and in-game video elements (such as VHS-style footage). All final content was carefully reviewed, refined, and manually reworked by the development team including additional re-texturing to ensure it reflects our creative vision. | 7EVIL Studio | 104 | Mar 18, 2026 | |
Quintus and the Formidable Curse Store/marketing art | AI Imagery on storefront | Wreck Tangle Games | - | Mar 18, 2026 | |
Experiment 00 In-game content artaudiocode | Generative AI tools were used during development to assist with early concept art exploration, general coding support, and the creation of background music (BGM).
All in-game assets, gameplay systems, level design, and final implementation are fully handcrafted and curated by the developer. No AI-generated content is created dynamically during gameplay. | Moss Game Dev | - | Mar 18, 2026 | |
The Trip Store/marketing art | Some of the Marketing Materials and Images for The Trip are AI generated. | Trippy Game Studio | - | Mar 18, 2026 | |
Deep Loop In-game content audio | Some audio and music have been generated by IA. | Spurna Games | - | Mar 18, 2026 | |
Quest Machina Live AI textart | Quest Machina uses generative AI combined with your input to create a unique world just for you. Story, descriptions, and dialog are generated using OpenAI. Character portraits, planet sprites, and location art are generated using Leonardo.ai. | Kintech | - | Mar 18, 2026 | |
HOPE: Winter Tale In-game content art | Artificial intelligence was used to speed up the process of drawing rough versions of characters and some backgrounds for illustrations. The initial images and subsequent processing were made by a human. All the final images have been reworked and modified by several artists. | PanelkaGames | 72 | Mar 18, 2026 | |
Karta Centauri Dev only code | Images was created by AI GigaChat (Sber)
Some code fragments was wroten by ChatGPT | Total | - | Mar 18, 2026 | |
Space Saga In-game content artaudio | Some of the marketing materials, 2D visuals, and voiceover assets were enhanced or created with the help of AI tools. | Hot October | - | Mar 18, 2026 |