Fictional character portraits used in the game's default database were hand-drawn by the developer, then colored and aged using a customized AI workflow.
- Creator
- PrattDesign
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,710 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.
Fictional character portraits used in the game's default database were hand-drawn by the developer, then colored and aged using a customized AI workflow.
The game has AI rendered pictures for the NPC characters.
Development was aided by generative AI for a subset of visual and audio assets.
AI-generated content was used for code, images, 3D models, and translate.
Yes, I use AI tools to help build this game, and I'm not going to pretend I don't. I'm one person. Every system, mechanic, and design decision is made, tested, and tuned by me personally. I use the best tools available, AI among them, to let a one-person studio punch way above its weight. That's the entire point of being indie: no rules except the ones that make a better game. Assets are a fluid mix of commercially licensed, hand-crafted, AI-generated, AI-generated then hand-adjusted, and hand-crafted then AI-polished. I'll use whatever it takes to make this the best game it can be.
We use generative AI tools during our development process to assist with refining in-game text. Additionally, AI was utilized to help localize game content into multiple languages to ensure a broader reach. All AI-assisted content has been manually reviewed, edited, and integrated by the development team to maintain high quality and consistency.
Code organization, Canva title screen.
We use generative AI only for temporary placeholder images during development. All AI-generated placeholders will be removed and replaced with human-created artwork before release.
Auction House features artwork developed with generative AI.
Some localization for languages other than Japanese was initially created using machine translation tools. These translations may be revised or replaced with human translations in future updates. No AI-generated content was used for the game's artwork, audio, or story.
Generative AI tools were used only for translating in-game text and store page content into other languages. No AI-generated assets, gameplay systems, or real-time AI features are included in the product.
Some UI elements were created with generative AI.
This product uses artificial intelligence to generate in real time the language, voice, actions and other content of the character(s).
Some of the videos used in the game were produced using AI-generated images.
We only used AI-generated content for Steam capsule images.
The visual assets of this game are generated by AI.
Some of the character portraits, background images, and item images in this game were generated using niji・journey and Canva AI, and were later refined and edited by an artist.
Some images, icons, voices, and text are generated by AI.
The development of the game was supported by AI in some areas to improve efficiency and quality. AI was used to write code and debug, as well as for performance optimization. It also contributed to the creation of 2D graphics for the shop area and the generation of background sounds. In addition, AI played a role in automating translations thus contributing to the realization of the game for a single developer.
Some visual, audio, and text elements were created using generative AI tools and were later edited and refined by the developer.
Some translations and BGM 1,2 were created using AI tools and reviewed by the developer.
Some visual, audio, and creative assets in Overcommit may be partially created with the assistance of generative AI tools during the development process. These tools are used to help prototype ideas, generate reference material, or assist in producing certain assets. All generated content is reviewed, edited, and curated by the developer to ensure it fits the game’s artistic style and design. Generative AI is not used to create gameplay dynamically, and it does not interact with player data.
AI was used to assist with the generation of map data as well as the review of part of the source code
主に制作作業のアシスタント、パッケージの制作補助。
AI is strictly used for rebalancing cards, and generating marketing assets.
AI tools (Claude by Anthropic) were used during development to assist with code generation, debugging, and localization translations. All game design, financial logic, UI/UX decisions, and gameplay mechanics were created and directed by the developer. No AI-generated artwork, music, or narrative content is included in the final product.
This game uses GeminiAPI for conversations and features some photorealistic images.
Chess Master Quest was developed by a solo developer with assistance from generative AI tools during development. • Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer. • Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer. No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay.
Some of the Material Textures
Statement Regarding the Use of AI in Development We maintain a strict and transparent policy regarding the use of AI in our creative process: 【100% Original Human Artistry】 Every character illustration and original soundtrack (BGM) in the game is handcrafted and composed by our development team. These core assets are created "stroke by stroke" and "note by note," with absolutely no AI generation involved. 【Precision Application of AI Technology】 The use of AI is strictly limited to "Game Backgrounds." To ensure a consistent artistic style across diverse real-world locations, we utilize AI solely for stylistic harmonization and animation processing. 【From Reality to Virtual Worlds】 Every background is rooted in reality. Our team personally traveled to each location for on-site photography. These original photos serve as the foundation, which are then stylized via AI to ensure a seamless blend between real-world scenery and our hand-drawn characters. Players can view the original reference photos in the in-game Media Library.
Translation and some background pictures
Some localization and code were generated via AI
AI was used for some Chinese and Japanese translations, as well as for certain cutscenes and icons.
AI image generation tools were used to create store page artwork (capsule images, banners). AI was also used to assist with localization for 12 supported languages. All AI-generated content was reviewed and edited by the developer. No AI was used for in-game visual assets, sound effects, or music.
I got help from artificial intelligence to create some fictional in-game images.
Some art and localization were aided by AI.
AI tools were used to assist with writing game narrative and event text during development. All style guides directing tone, humor, and historical relevance were created by the developer and all content was reviewed, edited, and curated by the developer.
Generative AI is used to compose the original score (instrumental VGM only. This game doesn't include vocal music) and handle the translation (primarily for Simplified Chinese version).
This game uses AI-generated content for localization. All in-game text translations are produced with the assistance of generative AI.
The graphical elements on the steam page is generated by AI. The images in the game is generated by AI, but the goal is to change them in the future.
This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text. This game contains ai (grok) generated graphic assets.
The vast majority of the art and audio assets was manually crafted, planned and designed. Some textures, particle systems and shaders have been generated with the assistance of artificial intelligence.
All assets in this project are handcrafted, the only usage of generative AI is locally run LLM (Large Language Models), TTS (Text To Speech), and STT (Speech To Text) systems used for the optional feature of live conversation with the user created character.
AI was used in coding tools, placeholder art, and marketing mockups.
AI coding tools were used during development. All visual assets, music, writing, and narrative content are human-made. An alternative wireframe visual mode is also available.
This game currently includes a few 2D Image AI-generated assets (those include 5 of the slot machine's icons, 7 character portraits displayed on the main hallway, the main menu background image & current thumbnail) used as placeholders during the Early Access phase. These assets are scheduled to be replaced with original, non-AI artwork in a future content update. No AI tools are used for live, runtime content generation.
A few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content.
This game was developed by a solo developer with the assistance of generative AI tools during production. AI tools such as ChatGPT were used as a development aid for Unreal Engine guidance, technical explanations, spell-checking, and drafting some in-game text and UI messaging. ChatGPT was also used to generate some placeholder images and audio assets during early development. Some 3D models and textures were created using AI-assisted tools such as Tripo3D.ai. These assets may be refined, replaced, or improved over time as the project evolves and budget allows. All gameplay systems, mechanics, design decisions, Blueprint scripting, and overall game implementation were created and assembled by the developer. No AI system autonomously generated gameplay code or core systems. Additional assets were purchased through the Unreal Engine Fab Marketplace where noted. AI tools were used strictly as production assistants to support solo development.
AI has been used for coding, game assets, music, promotional art, etc...
AI-generated art objects
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Studio Sim In-game content art | Fictional character portraits used in the game's default database were hand-drawn by the developer, then colored and aged using a customized AI workflow. | PrattDesign | - | May 23, 2026 | |
NODE: PROTOCOL In-game content art | The game has AI rendered pictures for the NPC characters. | Device | - | May 23, 2026 | |
Tokyo Wave Rush In-game content artaudio | Development was aided by generative AI for a subset of visual and audio assets. | Wave Rush | - | May 23, 2026 | |
Unsettled : NIGHT SHIFT In-game content artcodetext | AI-generated content was used for code, images, 3D models, and translate. | Bongduck Games | - | May 23, 2026 | |
Infinite Empire In-game content art | Yes, I use AI tools to help build this game, and I'm not going to pretend I don't.
I'm one person. Every system, mechanic, and design decision is made, tested, and tuned by me personally. I use the best tools available, AI among them, to let a one-person studio punch way above its weight. That's the entire point of being indie: no rules except the ones that make a better game.
Assets are a fluid mix of commercially licensed, hand-crafted, AI-generated, AI-generated then hand-adjusted, and hand-crafted then AI-polished. I'll use whatever it takes to make this the best game it can be. | Better Tools LLC | - | May 23, 2026 | |
Idle Ai Factory In-game content text | We use generative AI tools during our development process to assist with refining in-game text. Additionally, AI was utilized to help localize game content into multiple languages to ensure a broader reach. All AI-assisted content has been manually reviewed, edited, and integrated by the development team to maintain high quality and consistency. | Kabreet Games | - | May 23, 2026 | |
Mythic Manager Dev only | Code organization, Canva title screen. | Oracle Algorithms | - | May 23, 2026 | |
CENSOR Dev only art | We use generative AI only for temporary placeholder images during development. All AI-generated placeholders will be removed and replaced with human-created artwork before release. | Quack Duck Games | - | May 23, 2026 | |
Auction House In-game content art | Auction House features artwork developed with generative AI. | Recoil Mojo | - | May 23, 2026 | |
Yuremizu: Hold It Through the Shift In-game content text | Some localization for languages other than Japanese was initially created using machine translation tools.
These translations may be revised or replaced with human translations in future updates.
No AI-generated content was used for the game's artwork, audio, or story. | Yaminato Aoi | 31 | May 23, 2026 | |
Game Challenger In-game content text | Generative AI tools were used only for translating in-game text and store page content into other languages. No AI-generated assets, gameplay systems, or real-time AI features are included in the product. | callmesenpai | - | May 23, 2026 | |
Room Craft In-game content art | Some UI elements were created with generative AI. | Altai | - | May 23, 2026 | |
星夜颂歌 Celestial Reverie Live AI textaudioart | This product uses artificial intelligence to generate in real time the language, voice, actions and other content of the character(s). | SingularDance | - | May 23, 2026 | |
Locked in love : The Office In-game content art | Some of the videos used in the game were produced using AI-generated images. | Inster | - | May 23, 2026 | |
Monstera Store/marketing art | We only used AI-generated content for Steam capsule images. | Mu Co | - | May 23, 2026 | |
16 Personalities Simulator In-game content art | The visual assets of this game are generated by AI. | DreamStep | 53 | May 23, 2026 | |
ゼロからはじめるむらづくり In-game content art | Some of the character portraits, background images, and item images in this game were generated using niji・journey and Canva AI, and were later refined and edited by an artist. | Shukichi Studio | - | May 23, 2026 | |
Star Raker In-game content artaudiotext | Some images, icons, voices, and text are generated by AI. | Genesis Games | - | May 23, 2026 | |
Circuit Pulse In-game content artaudiotextcode | The development of the game was supported by AI in some areas to improve efficiency and quality. AI was used to write code and debug, as well as for performance optimization. It also contributed to the creation of 2D graphics for the shop area and the generation of background sounds. In addition, AI played a role in automating translations thus contributing to the realization of the game for a single developer. | Anice | - | May 23, 2026 | |
Crown & Spores In-game content artaudiotext | Some visual, audio, and text elements were created using generative AI tools and were later edited and refined by the developer. | SpruceWood Games | - | May 23, 2026 | |
Tiny Slime Farm In-game content textaudio | Some translations and BGM 1,2 were created using AI tools and reviewed by the developer. | Chocolate Soft | 16 | May 23, 2026 | |
Overcommit: Class Inheritance In-game content artaudiotext | Some visual, audio, and creative assets in Overcommit may be partially created with the assistance of generative AI tools during the development process.
These tools are used to help prototype ideas, generate reference material, or assist in producing certain assets. All generated content is reviewed, edited, and curated by the developer to ensure it fits the game’s artistic style and design.
Generative AI is not used to create gameplay dynamically, and it does not interact with player data. | Beaver Commando Games | - | May 23, 2026 | |
RUPTURR In-game content code | AI was used to assist with the generation of map data as well as the review of part of the source code | Aikon Interactive | - | May 23, 2026 | |
黄泉園(Yomi no Sono) Dev only | 主に制作作業のアシスタント、パッケージの制作補助。 | Karam Works | - | May 23, 2026 | |
Guild Manager 26 Store/marketing | AI is strictly used for rebalancing cards, and generating marketing assets. | happyinferno | 22 | May 23, 2026 | |
Energy Control In-game content codetext | AI tools (Claude by Anthropic) were used during development to assist with code generation, debugging, and localization translations. All game design, financial logic, UI/UX decisions, and gameplay mechanics were created and directed by the developer. No AI-generated artwork, music, or narrative content is included in the final product. | Horizon Optical Drones LLC | - | May 23, 2026 | |
Digital Anima: Virtual Lifeform Care Kit Live AI textart | This game uses GeminiAPI for conversations and features some photorealistic images. | dankhearts | 19 | May 23, 2026 | |
Chess Master Quest - Idle In-game content textcode | Chess Master Quest was developed by a solo developer with assistance from generative AI tools during development.
• Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer.
• Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer.
No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay. | LearnTech Games | - | May 23, 2026 | |
Mystery Egg Shop Simulator - Prologue Unclear art | Some of the Material Textures | Rocinante Games | 28 | May 23, 2026 | |
我們的蜂狂人生 In-game content art | Statement Regarding the Use of AI in Development
We maintain a strict and transparent policy regarding the use of AI in our creative process:
【100% Original Human Artistry】
Every character illustration and original soundtrack (BGM) in the game is handcrafted and composed by our development team. These core assets are created "stroke by stroke" and "note by note," with absolutely no AI generation involved.
【Precision Application of AI Technology】
The use of AI is strictly limited to "Game Backgrounds." To ensure a consistent artistic style across diverse real-world locations, we utilize AI solely for stylistic harmonization and animation processing.
【From Reality to Virtual Worlds】
Every background is rooted in reality. Our team personally traveled to each location for on-site photography. These original photos serve as the foundation, which are then stylized via AI to ensure a seamless blend between real-world scenery and our hand-drawn characters. Players can view the original reference photos in the in-game Media Library. | 陳政傑 | - | May 23, 2026 | |
Pointer Manual In-game content textart | Translation and some background pictures | 川月瑰奇 | - | May 23, 2026 | |
Hardware Tycoon In-game content textcode | Some localization and code were generated via AI | NordCode | 24 | May 23, 2026 | |
Where the Echo Sleeps In-game content textart | AI was used for some Chinese and Japanese translations, as well as for certain cutscenes and icons. | SANHO GAMES | - | May 23, 2026 | |
Orbitmine In-game content arttext | AI image generation tools were used to create store page artwork (capsule images, banners). AI was also used to assist with localization for 12 supported languages. All AI-generated content was reviewed and edited by the developer. No AI was used for in-game visual assets, sound effects, or music. | vibemaker1 | 490 | May 23, 2026 | |
Smoke & Lottery Simulator In-game content art | I got help from artificial intelligence to create some fictional in-game images. | EdenStudio | 47 | May 23, 2026 | |
Fresh Food Merge In-game content arttext | Some art and localization were aided by AI. | MIR GAMES | - | May 23, 2026 | |
Vested In-game content text | AI tools were used to assist with writing game narrative and event text during development. All style guides directing tone, humor, and historical relevance were created by the developer and all content was reviewed, edited, and curated by the developer. | Paper Wasp Games | - | May 23, 2026 | |
MASQUERADE In-game content audiotext | Generative AI is used to compose the original score (instrumental VGM only. This game doesn't include vocal music) and handle the translation (primarily for Simplified Chinese version). | StudioOptimistic | - | May 23, 2026 | |
アルテスノート In-game content text | This game uses AI-generated content for localization. All in-game text translations are produced with the assistance of generative AI. | R.N.Studio | 107 | May 23, 2026 | |
NorthHold In-game content art | The graphical elements on the steam page is generated by AI.
The images in the game is generated by AI, but the goal is to change them in the future. | Wobblegoat | - | May 23, 2026 | |
UNDEFINED: ILS Live AI arttext | This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text.
This game contains ai (grok) generated graphic assets. | Kamekichi | - | May 23, 2026 | |
Pachinko Realms: Tiki-Taka In-game content art | The vast majority of the art and audio assets was manually crafted, planned and designed. Some textures, particle systems and shaders have been generated with the assistance of artificial intelligence. | Box of Rats | - | May 23, 2026 | |
Confide Live AI text | All assets in this project are handcrafted, the only usage of generative AI is locally run LLM (Large Language Models), TTS (Text To Speech), and STT (Speech To Text) systems used for the optional feature of live conversation with the user created character. | Osfoor | - | May 23, 2026 | |
Hulljackers Store/marketing codeart | AI was used in coding tools, placeholder art, and marketing mockups. | Dan Ouellette | - | May 23, 2026 | |
Stella Nova Dev only codeart | AI coding tools were used during development. All visual assets, music, writing, and narrative content are human-made. An alternative wireframe visual mode is also available. | Dave | - | May 23, 2026 | |
Gambling Simulator - Win it All or Lose it All In-game content art | This game currently includes a few 2D Image AI-generated assets (those include 5 of the slot machine's icons, 7 character portraits displayed on the main hallway, the main menu background image & current thumbnail) used as placeholders during the Early Access phase. These assets are scheduled to be replaced with original, non-AI artwork in a future content update. No AI tools are used for live, runtime content generation. | NG Games | - | May 23, 2026 | |
Tally4: Operation MARY Store/marketing art | A few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content. | WildRealm Inc | - | May 23, 2026 | |
Basement Server Simulator In-game content textartaudio | This game was developed by a solo developer with the assistance of generative AI tools during production.
AI tools such as ChatGPT were used as a development aid for Unreal Engine guidance, technical explanations, spell-checking, and drafting some in-game text and UI messaging. ChatGPT was also used to generate some placeholder images and audio assets during early development.
Some 3D models and textures were created using AI-assisted tools such as Tripo3D.ai. These assets may be refined, replaced, or improved over time as the project evolves and budget allows.
All gameplay systems, mechanics, design decisions, Blueprint scripting, and overall game implementation were created and assembled by the developer. No AI system autonomously generated gameplay code or core systems.
Additional assets were purchased through the Unreal Engine Fab Marketplace where noted.
AI tools were used strictly as production assistants to support solo development. | StiGMaT Games | - | May 23, 2026 | |
Nodwar In-game content artaudiocode | AI has been used for coding, game assets, music, promotional art, etc... | PROX.TEAM | 19 | May 23, 2026 | |
Mom Life Simulator In-game content art | AI-generated art objects | RioverseGames | - | May 23, 2026 |