The game is developed solo, and during Early Access I’ve occasionally used AI-generated placeholders — some of which I actually quite like. These are temporary and will likely be replaced over time.
- Creator
- Jade Horse
- Reviews
- 24
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
The game is developed solo, and during Early Access I’ve occasionally used AI-generated placeholders — some of which I actually quite like. These are temporary and will likely be replaced over time.
This work uses CG and background illustrations partially created by image generation AI.
We utilize generative AI tools during the development process to enhance the overall quality and depth of the game's world. Specifically: Character Models: The mesh for the game’s final boss was created using AI-assisted generation tools, then manually refined to ensure high-quality technical standards. Localization: AI tools are used to assist in translating game text into multiple languages, which are then manually reviewed and polished for accuracy. Marketing Materials: Some promotional assets and store page visuals may include elements enhanced by AI to better represent the game's tactical vision.
A small number of textures were created using AI, and then manually processed to match the game's visual style.
This game contains AI art assets for both characters and backgrounds that have been generated via Perchance using text descriptions. This was done on a purely financial basis as a one-person indie studio. None of the Art is Illegal or infringing and there is also no live-generated AI content The game contains no other AI assets, such as code or sound, which were created by humans
Some game illustrations
Steam store page capsules
A limited number of talent icons have been created using AI generation.
Artificial intelligence (AI) was used to create the illustrations for this game.
Some pre-rendered images in the game were generated by AI
AI-generated images were used in some background illustrations.
AI has been used for graphics--assets, characters, and backgrounds, though these AI graphics have been extensively edited and color corrected. AI has also been used to generate background music in keeping with the time period and style of the 1930s.
This game uses AI to generate character avatars and a little CG. The AI models used are Anything and QTea, and the generation tool StableDiffusion is used
For recipe art only: Our artist used an AI assistant. We made a hand-painted recipe base. Then we used AI to add a detail layer. Then we hand-painted all final details.
When Born In Reverie is released in full, around 5% of the code base will be AI generated snippets. All illustrations, UI elements, soundtracks, dialogue, sprite designs, etc. will be human-created. -AI image generation was used for ideation on a small number of designs. What this actually means in practice is that AI images were created, modified, and then sent to real artists to serve as reference material in their work. The final illustrations and designs, were created by artists. -To improve productivity, the development of Born in Reverie utilized AI tools for coding/programming support, and AI scaling algorithms to up/down sample a small number of human-created assets. Born in Reverie DOES NOT live produce anything in-game via AI generation. -As an indie developer, I am unable to supervise the work of all the freelancers I work with and cannot guarantee their work is entirely AI free. If anyone I work with is found to produce content with significant AI usage, I will be removing their content and credits from the game and replacing their content with proper human artistry. Above all else, Born in Reverie values human artistry and seeks to create something genuine and authentic for players to experience.
AI has been used in image generation for the portraits of the characters. These images are then post-processed through a quantizer, which lowers the resolution and quantizes the image into only having the colors from my color palette.
The backgrounds were generated using neural networks such as NijiJourney, LeonardoAI, and PlaygroundAI with some minor post-processing. The characters and storyline art were drawn by artists.
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.
We've used AI to improve 3D background arts.
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.
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.
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.
I am using AI for the NPC and narrator voice. Also some NPC portraits, and a few other 2D elements. Also some of the store assets like the box art.
Some TV images (interaction optional) for comedic effect
Apostle Games uses purchased & licensed AI assisted artwork for its in-game character portraits, occasional in-game environment backgrounds, and marketing materials on its Steam page. All AI assisted artwork has been repainted by a human artist to work seamlessly within the game world, using the AI assisted artwork as a base only.
This game is fully human‑programmed. All objects, characters and enemies were hand‑drawn with only one exception: The Rex head in level 10. A few AI‑generated images were used for Steam and simple backgrounds.
The two pieces of music and three mini visuals used in the game were created using artificial intelligence. All other visuals were hand-drawn, and all music was composed by musicians.
Character portraits were made using AI. The two paintings in the main menu in the background are also AI generated. Intro movie contains AI images.
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.
Artificial Intelligence has been used to generate the game's sprites, backgrounds and CGs.
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.
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.
遊戲裡有幾張惡搞的虛構電視劇畫面的圖片
Development content uses AI for narrative elements (like audio). This is intended to be replaced prior to release.
Some of the banners on the page have been partially created using AI tools.
The English synthetic voices have been developed using AI technology.
Some in-game content, such as simulated chat spam and cutscene art in WISH (as befits the narrative) was created with the assistance of AI powered tools.
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.
As an independent developer, I use AI during development as a learning and workflow assistant. It helps me understand tools, write a small portion of code, and polish some localization. All final content in the game is personally reviewed and tested.
The characters dialogue sound clips were pre-generated using AI.
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.
Contains a certain amount of art, game textures, and radio music generated or assembled using AI.
The graphics in the game (backgrounds and sprites) - are the result of strong processing of 3d models.
It generate some in-game graphics.
The game's art assets and code content were all generated by AI.
**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.
We have used open source LLMs trained on our game's lore and dialogue to generate quests. We have used our own private NeRF systems to generate some 3D models. Some of our marketing materials, game icons, and concept art was generated using art we had designers create under contract for this game. That art was used to train an open source generative system.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hiraeth Dev only art | The game is developed solo, and during Early Access I’ve occasionally used AI-generated placeholders — some of which I actually quite like. These are temporary and will likely be replaced over time. | Jade Horse | 24 | 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 | |
Ashes of Ambition In-game content arttext | We utilize generative AI tools during the development process to enhance the overall quality and depth of the game's world. Specifically:
Character Models: The mesh for the game’s final boss was created using AI-assisted generation tools, then manually refined to ensure high-quality technical standards.
Localization: AI tools are used to assist in translating game text into multiple languages, which are then manually reviewed and polished for accuracy.
Marketing Materials: Some promotional assets and store page visuals may include elements enhanced by AI to better represent the game's tactical vision. | HiddenGem Studio | - | Mar 18, 2026 | |
Back to Hearth In-game content art | A small number of textures were created using AI, and then manually processed to match the game's visual style. | Podoba Interactive | 256 | Mar 18, 2026 | |
Baskerville In-game content art | This game contains AI art assets for both characters and backgrounds that have been generated via Perchance using text descriptions. This was done on a purely financial basis as a one-person indie studio. None of the Art is Illegal or infringing and there is also no live-generated AI content
The game contains no other AI assets, such as code or sound, which were created by humans | DragonCog Interactive | - | Mar 18, 2026 | |
Theo Unclear art | Some game illustrations | Theo Games | - | Mar 18, 2026 | |
One Way Road: Firehunt Store/marketing art | Steam store page capsules | Shabunov Leonid | 119 | Mar 18, 2026 | |
Rain Tactics In-game content art | A limited number of talent icons have been created using AI generation. | Ervya 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 | |
Dark Sanctum In-game content art | Some pre-rendered images in the game were generated by AI | Overaction Game Studio | - | 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 | |
Ink Pen Typewriter In-game content artaudio | AI has been used for graphics--assets, characters, and backgrounds, though these AI graphics have been extensively edited and color corrected. AI has also been used to generate background music in keeping with the time period and style of the 1930s. | Mrs. Battle's Games | - | Mar 18, 2026 | |
校园幻想录 In-game content art | This game uses AI to generate character avatars and a little CG. The AI models used are Anything and QTea, and the generation tool StableDiffusion is used | ChenGame | - | Mar 18, 2026 | |
HANGRY In-game content art | For recipe art only:
Our artist used an AI assistant.
We made a hand-painted recipe base.
Then we used AI to add a detail layer.
Then we hand-painted all final details. | Game Pill | - | Mar 18, 2026 | |
Born In Reverie In-game content artaudiotextcode | When Born In Reverie is released in full, around 5% of the code base will be AI generated snippets. All illustrations, UI elements, soundtracks, dialogue, sprite designs, etc. will be human-created.
-AI image generation was used for ideation on a small number of designs. What this actually means in practice is that AI images were created, modified, and then sent to real artists to serve as reference material in their work. The final illustrations and designs, were created by artists.
-To improve productivity, the development of Born in Reverie utilized AI tools for coding/programming support, and AI scaling algorithms to up/down sample a small number of human-created assets. Born in Reverie DOES NOT live produce anything in-game via AI generation.
-As an indie developer, I am unable to supervise the work of all the freelancers I work with and cannot guarantee their work is entirely AI free. If anyone I work with is found to produce content with significant AI usage, I will be removing their content and credits from the game and replacing their content with proper human artistry.
Above all else, Born in Reverie values human artistry and seeks to create something genuine and authentic for players to experience. | Axial Escape | - | Mar 18, 2026 | |
Valdis In-game content art | AI has been used in image generation for the portraits of the characters. These images are then post-processed through a quantizer, which lowers the resolution and quantizes the image into only having the colors from my color palette. | Sgull Games | - | Mar 18, 2026 | |
Mortgage nightmares In-game content art | The backgrounds were generated using neural networks such as NijiJourney, LeonardoAI, and PlaygroundAI with some minor post-processing. The characters and storyline art were drawn by artists. | Real life Games | 173 | 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 | |
Debauched Memories In-game content art | We've used AI to improve 3D background arts. | Aleksey Izimov | 31 | 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 | |
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 | |
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 | |
Golel In-game content audioart | I am using AI for the NPC and narrator voice.
Also some NPC portraits, and a few other 2D elements.
Also some of the store assets like the box art. | Ofer Rubinstein | - | Mar 18, 2026 | |
Machine Fable In-game content art | Some TV images (interaction optional) for comedic effect | Neil Craig | - | Mar 18, 2026 | |
Age of Tribulation In-game content art | Apostle Games uses purchased & licensed AI assisted artwork for its in-game character portraits, occasional in-game environment backgrounds, and marketing materials on its Steam page.
All AI assisted artwork has been repainted by a human artist to work seamlessly within the game world, using the AI assisted artwork as a base only. | Apostle Games | - | Mar 18, 2026 | |
Conquistador Rex | This game is fully human‑programmed. All objects, characters and enemies were hand‑drawn with only one exception: The Rex head in level 10. A few AI‑generated images were used for Steam and simple backgrounds. | 8º Arte Games | - | Mar 18, 2026 | |
Luctus In-game content audioart | The two pieces of music and three mini visuals used in the game were created using artificial intelligence. All other visuals were hand-drawn, and all music was composed by musicians. | Mriya Game Studio | 62 | Mar 18, 2026 | |
Orb Of The Watcher In-game content art | Character portraits were made using AI.
The two paintings in the main menu in the background are also AI generated.
Intro movie contains AI images. | 40 Pound Tiger Studios | - | 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 | |
Manhattan Dolls In-game content art | Artificial Intelligence has been used to generate the game's sprites, backgrounds and CGs. | TasteT Games | - | 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 | |
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 | |
生嚿叉燒好過生你 In-game content art | 遊戲裡有幾張惡搞的虛構電視劇畫面的圖片 | 無厘頭遊戲工作室 | 282 | Mar 18, 2026 | |
Squat Ops In-game content textaudio | Development content uses AI for narrative elements (like audio). This is intended to be replaced prior to release. | Parasol Corp | - | Mar 18, 2026 | |
Z.O.N.A: Origin Store/marketing art | Some of the banners on the page have been partially created using AI tools. | AGaming+ | 501 | Mar 18, 2026 | |
GINKA In-game content audio | The English synthetic voices have been developed using AI technology. | Frontwing | 2.6k | Mar 18, 2026 | |
Stream or Die! In-game content textart | Some in-game content, such as simulated chat spam and cutscene art in WISH (as befits the narrative) was created with the assistance of AI powered tools. | Taming Dragons | - | 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 | |
九条命 In-game content codetext | As an independent developer, I use AI during development as a learning and workflow assistant.
It helps me understand tools, write a small portion of code, and polish some localization.
All final content in the game is personally reviewed and tested. | Yoyiyo Studio | - | Mar 18, 2026 | |
Noga In-game content audio | The characters dialogue sound clips were pre-generated using AI. | Ilan Manor | - | 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 | |
ESCAPELAND In-game content artaudio | Contains a certain amount of art, game textures, and radio music generated or assembled using AI. | eX Software | - | Mar 18, 2026 | |
Blood Midnight Blossom In-game content art | The graphics in the game (backgrounds and sprites) - are the result of strong processing of 3d models. | podval01 | - | Mar 18, 2026 | |
Dating after becoming a Vtuber In-game content art | It generate some in-game graphics. | FirePillar2 | - | Mar 18, 2026 | |
焚鸾:误红妆 In-game content artcode | The game's art assets and code content were all generated by AI. | Villain Role | - | 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 | |
Abyss In-game content textart | We have used open source LLMs trained on our game's lore and dialogue to generate quests.
We have used our own private NeRF systems to generate some 3D models.
Some of our marketing materials, game icons, and concept art was generated using art we had designers create under contract for this game. That art was used to train an open source generative system. | Old World Labs | 34 | Mar 18, 2026 |