This game use AI to generate Text, Text To Speak and Translations.
- Creator
- Patryk Basa
- Reviews
- -
- Added
- May 23, 2026
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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.
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This game use AI to generate Text, Text To Speak and Translations.
Generative AI was used to create sound effects and as an assistant for programming code
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
all portrait photos were ai generated
This game contains a small amount of AI-generated images, primarily used for scene construction and world-building.
Radio voiceovers were made using AI.
The background image for the store page art and the in-game menu have been generated by AI.
AI is used for code writing and capsule art.
Some sound effects and voice related audio assets were created or assisted using generative AI tools. These assets are used as part of the game's horror atmosphere and enemy audio design. The game does not generate AI content in real time during gameplay.
AI tools including ChatGPT, Gemini, Meshy, Tripo, and Fish AI were used to assist in generating some concepts, translations, voiceovers, and distant model processing.
In Us is developed by a small independent studio in Japan. We incorporate generative AI tools into our development pipeline to assist in the creation of certain art assets. However, every asset included in the final game is reviewed, refined, and finalized by our human artists. No asset exists in the game without human authorship. We chose to disclose this openly because players deserve to know how the games they play are made. We understand the concerns the creative community has about generative AI, and we are committed to keeping human craft at the center of our work — both now and in everything we make in the future.
The soundtracks for No Register were composed by humans and generated with the help of artificial intelligence.
AI was used to edit some textures.
Font and Translation
Some visual or written content in this game may have been assisted by AI tools during development. All content has been reviewed and finalized by the developer.
This game uses AI-generated content in some images.
We plan to use AI for some of the translations.
Some visual assets were generated with AI assistance and then manually selected and edited.
To streamline our development and bring the game to market faster, we utilize generative AI for core visualization. Our team then uses these outputs as a foundation to refine, improve, and create the final iterations you see in the game.
Generative IA was used for the translation and localization of in-game text and store page content into multiple languages. This helped ensure natural-sounding phrases for the voice recognition system.
Pre-generated: We have used AI tools to assist in the creation of certain 2D graphic elements, specifically some user interface (UI) icons. All AI-generated assets have been manually refined, integrated, and polished by our team to ensure they fit the game's unique visual style and meet our quality standards. Live-generated: None. The game does not use any AI to generate content in real-time during gameplay.
Some images and sound effects are generated using AI.
Some visual assets and 3D models in this game were created with the assistance of AI tools. All such content is pre-rendered and does not change during gameplay.
Some in-game video content was created with the assistance of AI generation tools.
Some store/library page assets were created/modified with the assistance of AI tools.
Generative AI is used in limited areas of TRIMSON. Character voice lines are created using Deep Voice Pro, a Unity Asset Store asset. Selected in-game icons are based on original artwork created by the developer's daughter, with AI tools used only for editing and refinement. The cover artwork was originally created by the developer, with AI tools used only for editing and refinement. TRIMSON also uses licensed music assets from Cplomedia purchased through the Unity Asset Store. Some of these licensed music assets contain AI-generated content. No other content in TRIMSON uses generative AI.
AI was used for pre-production portrait references, which were then entirely redrawn by hand. No raw AI-generated content is used in the final game.
The game does not use generative AI in its content. Only the logo was created using AI tools.
Exhibit descriptions on the aquarium walls
As a solo-indie developer with no budget, sound was provided for the development of the game.
Generative AI has been used to create some music and a small number of textures (in a limited way). It has also been used for translations and character voices.
Generative AI is used in the creation of some in-game assets such as textures.
Generative AI was used only during development to create part of the pre-generated content. This includes some marketing materials for the store page, part of the 3D models, as well as music and some sound effects. All such content was reviewed, selected, edited, and integrated manually by the developer before release. The game does not use generative AI at runtime. Story content, gameplay logic, enemy behavior, game balance, and any real-time interaction with the player are created and executed without generative AI.
Uses AI to downscale, generate or change a few textures and arts.
Certain visual assets, including the game’s logo and box art, were created with the assistance of AI tools and may have been further refined or edited by the developer
Only for images or videos on cassettes.
only voice acting
AI Disclosure This game was developed by a solo developer using AI-assisted tools for image generation and coding support. All creative direction, game design, narrative, and artistic vision were conceived and executed by the developer. AI tools were used to make solo development feasible — not to replace creativity, but to support it.
3D Modeling Tool: Meshy (or Unity Asset store) Giant eye (2D Sprite): Nano Banana
A small number of visual elements in this game have been created using generative artificial intelligence. These AI-generated images are limited to a few specific artworks, while the vast majority of visuals, as well as all gameplay, story, and mechanics, are crafted by professional artists and staff.
This game was made using tools like Photoshop, Chat GPT and Grok. As a solo developer it is useful to have these tools available to create games like this one.
This game uses generative artificial intelligence as part of its development process. AI tools were used to assist in creating early concept art, drafting dialogue, generating ideas during brainstorming, producing some 3D assets, and supporting debugging and problem-solving during development. All AI-assisted content and outputs were reviewed, edited, and refined by our development team. Final assets, writing, and implementation were curated to ensure consistency, quality, and alignment with the game’s vision. AI is not used to generate content dynamically during gameplay; all in-game content is pre-created and finalized by the developers. We are committed to using these tools responsibly and transparently, with strong human oversight across all aspects of the game.
Some in-game audio content, such as radio dialogue and in-game radio music may be generated using artificial intelligence tools. These elements are used to enhance immersion and provide dynamic environmental storytelling. All gameplay systems, mechanics, and core content are designed and implemented by the developer.
AI Content Disclosure (Or: Why Your Eyes Aren't Bleeding) Steam requires me to formally disclose that I used AI tools to help create the visual assets for this game, and honestly, you should be thanking them for it. My personal artistic abilities peak at drawing lopsided stick figures, and if I had to hand-draw the assets myself, this wouldn't be a co-op horror game—it would be a tragedy. To spare you from my awful programmer art, I used Meshy AI to generate the 3D models and Nano Banana Pro to handle the textures. The gameplay, the panic-inducing 90-second timers, and the terrifying undead Grandma mechanics are all me. The art, however, was assisted by AI as a public service to protect your eyeballs.
Generative AI was used for some 3D models, images, and localization.
We use generative AI tools to assist with some game audio assets, such as dinosaur sounds and other sound effects, as well as some store page, marketing, and promotional artwork. These assets are reviewed, selected, edited, and integrated by the developer before use. Generative AI is not currently used to create live gameplay content during play.
This game uses generative AI for some in-game paintings, store artwork, and the introductory voiceover. All content was reviewed and integrated by the developer.
As a solo developer, I utilized generative AI tools during the development process in the following ways - Visual Assets: AI was used to assist in the creation and enhancement of certain background images and textures. All final assets were manually reviewed and integrated to ensure quality and consistency. - Text & Localization: I used AI for proofreading, refining the phrasing of in-game text, and assisting with translations into multiple languages to ensure a polished experience for players worldwide. - Voice Generation: AI was used to generate certain voice lines in the game. All audio content was reviewed, selected, and integrated manually to ensure it fits the intended tone and quality. All AI-assisted content was pre-generated and manually verified by me to ensure quality and compliance. The game does not feature any real-time AI generation during gameplay.
Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Operation Paranoia In-game content audiotext | This game use AI to generate Text, Text To Speak and Translations. | Patryk Basa | - | May 23, 2026 | |
Estancia Protocol Zero In-game content audiocode | Generative AI was used to create sound effects and as an assistant for programming code | 490 Forge | - | May 23, 2026 | |
Interzone In-game content art | AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | May 23, 2026 | |
Final Rites In-game content art | AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | May 23, 2026 | |
Missing: A Kid(s)Nap Store/marketing art | all portrait photos were ai generated | Sebastian Strahler | - | May 23, 2026 | |
Mutation In-game content art | This game contains a small amount of AI-generated images, primarily used for scene construction and world-building. | MoFengHeiHei | - | May 23, 2026 | |
Signs Of Devourer In-game content audio | Radio voiceovers were made using AI. | Chill Room Games | - | May 23, 2026 | |
Dark DieMansion In-game content art | The background image for the store page art and the in-game menu have been generated by AI. | Tempus Rift Games | - | May 23, 2026 | |
The Butler's Manison Store/marketing codeart | AI is used for code writing and capsule art. | Unleashed Seal Studio LLC | - | May 23, 2026 | |
The Lifeline In-game content audio | Some sound effects and voice related audio assets were created or assisted using generative AI tools. These assets are used as part of the game's horror atmosphere and enemy audio design. The game does not generate AI content in real time during gameplay. | Penche Software | - | May 23, 2026 | |
Silent Wreckage|寂靜沉輪 textaudioart | AI tools including ChatGPT, Gemini, Meshy, Tripo, and Fish AI
were used to assist in generating some concepts, translations,
voiceovers, and distant model processing. | DeepEcho | - | May 23, 2026 | |
In Us In-game content art | In Us is developed by a small independent studio in Japan. We incorporate generative AI tools into our development pipeline to assist in the creation of certain art assets. However, every asset included in the final game is reviewed, refined, and finalized by our human artists. No asset exists in the game without human authorship.
We chose to disclose this openly because players deserve to know how the games they play are made. We understand the concerns the creative community has about generative AI, and we are committed to keeping human craft at the center of our work — both now and in everything we make in the future. | engawa games | - | May 23, 2026 | |
No Register In-game content audio | The soundtracks for No Register were composed by humans and generated with the help of artificial intelligence. | Dinity Studios | - | May 23, 2026 | |
ASTALA MUERTE In-game content art | AI was used to edit some textures. | Moral Sheep | - | May 23, 2026 | |
Survival Exorcist In-game content text | Font and Translation | Advance Garde | - | May 23, 2026 | |
The Matron of Ashes Unclear arttext | Some visual or written content in this game may have been assisted by AI tools during development. All content has been reviewed and finalized by the developer. | Wyrmfang Forge | - | May 23, 2026 | |
The Observation Exit In-game content art | This game uses AI-generated content in some images. | Kappatau Games | - | May 23, 2026 | |
60病 The 60-Second Syndrome In-game content text | We plan to use AI for some of the translations. | Matrix | - | May 23, 2026 | |
Sterile Childhood: Case 17 In-game content art | Some visual assets were generated with AI assistance and then manually selected and edited. | IterativeBrain | - | May 23, 2026 | |
W.A.M In-game content art | To streamline our development and bring the game to market faster, we utilize generative AI for core visualization. Our team then uses these outputs as a foundation to refine, improve, and create the final iterations you see in the game. | METROPOLICE | - | May 23, 2026 | |
Medium Chronicles: Room 644 In-game content text | Generative IA was used for the translation and localization of in-game text and store page content into multiple languages. This helped ensure natural-sounding phrases for the voice recognition system. | FOSKO GAMES | - | May 23, 2026 | |
EXPEDITION : THE CULT In-game content art | Pre-generated:
We have used AI tools to assist in the creation of certain 2D graphic elements, specifically some user interface (UI) icons. All AI-generated assets have been manually refined, integrated, and polished by our team to ensure they fit the game's unique visual style and meet our quality standards.
Live-generated:
None. The game does not use any AI to generate content in real-time during gameplay. | ASIM GAMES | - | May 23, 2026 | |
BLOCK13 In-game content artaudio | Some images and sound effects are generated using AI. | GameCrewHK | - | May 23, 2026 | |
Nanima: Curse of Kalavati In-game content art | Some visual assets and 3D models in this game were created with the assistance of AI tools. All such content is pre-rendered and does not change during gameplay. | Nimit Walia Productions | - | May 23, 2026 | |
Dead Reckoning: Reborn In-game content art | Some in-game video content was created with the assistance of AI generation tools. | LinearGame Pte. Ltd | - | May 23, 2026 | |
SUBFLOOR Store/marketing art | Some store/library page assets were created/modified with the assistance of AI tools. | Silkqy | - | May 23, 2026 | |
Trimson In-game content audioart | Generative AI is used in limited areas of TRIMSON. Character voice lines are created using Deep Voice Pro, a Unity Asset Store asset. Selected in-game icons are based on original artwork created by the developer's daughter, with AI tools used only for editing and refinement. The cover artwork was originally created by the developer, with AI tools used only for editing and refinement.
TRIMSON also uses licensed music assets from Cplomedia purchased through the Unity Asset Store. Some of these licensed music assets contain AI-generated content.
No other content in TRIMSON uses generative AI. | William Orr | - | May 23, 2026 | |
Dendrophobia Dev only art | AI was used for pre-production portrait references, which were then entirely redrawn by hand. No raw AI-generated content is used in the final game. | Meowrizon Studio | - | May 23, 2026 | |
ESCAPE THE NEST Store/marketing art | The game does not use generative AI in its content. Only the logo was created using AI tools. | Alice Games | - | May 23, 2026 | |
TurtleSkate text | Exhibit descriptions on the aquarium walls | cream | - | May 23, 2026 | |
Zomdied Dev only audio | As a solo-indie developer with no budget, sound was provided for the development of the game. | BC Gamez | - | May 23, 2026 | |
Hashiko In-game content audioarttext | Generative AI has been used to create some music and a small number of textures (in a limited way). It has also been used for translations and character voices. | Chaotic KrafterZ | - | May 23, 2026 | |
Animal Company In-game content art | Generative AI is used in the creation of some in-game assets such as textures. | Wooster Games | 691 | May 23, 2026 | |
Glass Monsters In-game content artaudio | Generative AI was used only during development to create part of the pre-generated content. This includes some marketing materials for the store page, part of the 3D models, as well as music and some sound effects. All such content was reviewed, selected, edited, and integrated manually by the developer before release.
The game does not use generative AI at runtime. Story content, gameplay logic, enemy behavior, game balance, and any real-time interaction with the player are created and executed without generative AI. | SMAR Studio | - | May 23, 2026 | |
Night Of Dread In-game content art | Uses AI to downscale, generate or change a few textures and arts. | UnawareZ | - | May 23, 2026 | |
Afterlight Store/marketing art | Certain visual assets, including the game’s logo and box art, were created with the assistance of AI tools and may have been further refined or edited by the developer | Afterlight Studios | - | May 23, 2026 | |
The Labyrinth Store/marketing art | Only for images or videos on cassettes. | R.C.C | - | May 23, 2026 | |
R.E.C Demo In-game content audio | only voice acting | 1408 Game Studio | 12 | May 23, 2026 | |
Seven Nights In The Dark Dev only artcode | AI Disclosure
This game was developed by a solo developer using AI-assisted tools for image generation and coding support. All creative direction, game design, narrative, and artistic vision were conceived and executed by the developer. AI tools were used to make solo development feasible — not to replace creativity, but to support it. | NYX Gaming Studio | - | May 23, 2026 | |
We are one body In-game content art | 3D Modeling Tool: Meshy (or Unity Asset store)
Giant eye (2D Sprite): Nano Banana | Yang9 | - | May 23, 2026 | |
Signal Scavenger In-game content art | A small number of visual elements in this game have been created using generative artificial intelligence. These AI-generated images are limited to a few specific artworks, while the vast majority of visuals, as well as all gameplay, story, and mechanics, are crafted by professional artists and staff. | Iraqi Games Studio | - | May 23, 2026 | |
Appalachia Dev only arttext | This game was made using tools like Photoshop, Chat GPT and Grok. As a solo developer it is useful to have these tools available to create games like this one. | NIBIRU RED | - | May 23, 2026 | |
Among The Sierra Nevada In-game content arttext | This game uses generative artificial intelligence as part of its development process. AI tools were used to assist in creating early concept art, drafting dialogue, generating ideas during brainstorming, producing some 3D assets, and supporting debugging and problem-solving during development.
All AI-assisted content and outputs were reviewed, edited, and refined by our development team. Final assets, writing, and implementation were curated to ensure consistency, quality, and alignment with the game’s vision.
AI is not used to generate content dynamically during gameplay; all in-game content is pre-created and finalized by the developers.
We are committed to using these tools responsibly and transparently, with strong human oversight across all aspects of the game. | Genesis Machine Studios | - | May 23, 2026 | |
Security Guard: Supernatural In-game content audiotext | Some in-game audio content, such as radio dialogue and in-game radio music may be generated using artificial intelligence tools. These elements are used to enhance immersion and provide dynamic environmental storytelling.
All gameplay systems, mechanics, and core content are designed and implemented by the developer. | Interactive Word | - | May 23, 2026 | |
Dave's House In-game content art | AI Content Disclosure (Or: Why Your Eyes Aren't Bleeding)
Steam requires me to formally disclose that I used AI tools to help create the visual assets for this game, and honestly, you should be thanking them for it. My personal artistic abilities peak at drawing lopsided stick figures, and if I had to hand-draw the assets myself, this wouldn't be a co-op horror game—it would be a tragedy.
To spare you from my awful programmer art, I used Meshy AI to generate the 3D models and Nano Banana Pro to handle the textures. The gameplay, the panic-inducing 90-second timers, and the terrifying undead Grandma mechanics are all me. The art, however, was assisted by AI as a public service to protect your eyeballs. | Mark Brobst | - | May 23, 2026 | |
Todomeki In-game content arttext | Generative AI was used for some 3D models, images, and localization. | 桜夢工房 | - | May 23, 2026 | |
66: Dinosaur Survival In-game content audioart | We use generative AI tools to assist with some game audio assets, such as dinosaur sounds and other sound effects, as well as some store page, marketing, and promotional artwork. These assets are reviewed, selected, edited, and integrated by the developer before use. Generative AI is not currently used to create live gameplay content during play. | 66milliongames | - | May 23, 2026 | |
HUSHED In-game content artaudio | This game uses generative AI for some in-game paintings, store artwork, and the introductory voiceover. All content was reviewed and integrated by the developer. | BADER ALSAIRY | 26 | May 23, 2026 | |
The Refuge In-game content arttextaudio | As a solo developer, I utilized generative AI tools during the development process in the following ways
- Visual Assets: AI was used to assist in the creation and enhancement of certain background images and textures. All final assets were manually reviewed and integrated to ensure quality and consistency.
- Text & Localization: I used AI for proofreading, refining the phrasing of in-game text, and assisting with translations into multiple languages to ensure a polished experience for players worldwide.
- Voice Generation: AI was used to generate certain voice lines in the game. All audio content was reviewed, selected, and integrated manually to ensure it fits the intended tone and quality.
All AI-assisted content was pre-generated and manually verified by me to ensure quality and compliance. The game does not feature any real-time AI generation during gameplay. | TheLittleGames | - | May 23, 2026 | |
Deceptive Shadows In-game content art | Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original. | Queen | - | May 23, 2026 |