- Assistance with music creation. - Localization into English, French, Spanish, and German.
- Creator
- Long Journey Team
- Reviews
- -
- Added
- Oct 12, 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.
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.
- Assistance with music creation. - Localization into English, French, Spanish, and German.
The promotional image of the game, as well as NPCs and a small number of scene components, are generated by AI.And the opening and closing of the promotional video
Music was generated by AI. Art was generated by AI and rework by human
AI tools were used for some background audio and aiding with scripts.
Generative AI tools were used during development. Some of the game's 3D models and parts of its programming code were created with AI assistance, then reviewed and refined by the developer. No content is generated by AI while the game is running.
Generative AI was used to create and edit pre-generated in-game backgrounds, character illustrations, CG artwork, icons, and UI artwork, as well as Steam store and library capsule images, the logo, and icons. Gameplay screenshots were captured directly from the game. The game does not generate AI content during play.
Generative AI was used to create the voices, sound effects and illustrations. The stories are designed and directed by the developer.
The art, animation, voice acting and music in this game were pre-generated with generative AI tools, then selected, edited and corrected shot by shot by hand. The script, all dialogue and the story structure are human-written. No AI generation happens at runtime.
Some source code and internal editor tooling were written with the assistance of AI coding tools during development. All of it was reviewed, edited and tested by the developer. The game's story, dialogue, characters and design are human-written. Visual and audio assets come from licensed asset packs and human-made content. No content is generated by AI while the game is running.
我们使用AI生成美术、代码、文案资产 无实时生成AI内容 We use AI for pictures,code and story.
The store interface was generated by AI.
AI was used for translation, to check terminology consistency, and to translate Steam store descriptions.
Generative AI tools were used during development to assist with the creation and refinement of certain in-game visual assets, promotional artwork, and portions of text/localization. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay, and no content is generated live for players.
Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay.
Generative AI was used only to assist with localization and translation into English, Simplified Chinese, Traditional Chinese, and Korean. The original story, artwork, audio, and other game assets were not generated using AI. No live-generated AI content is used in the game.
AI was used to translate the following languages: - English - Portuguese-BR
AI tools were used to help plan, research, and organize the creation of this game.
AI tools assisted with static artwork, marketing images and localization. During play, a bundled language model running locally on your PC generates dialogue, narrative and diary text from your input, card instructions and conversation context. No external AI service or API key is required. No images or voices are generated during play. Output quality, response time and consistency vary with your hardware and input.
StoryNow uses generative AI locally during gameplay. Llama.cpp generates prompts that ComfyUI uses to create visual-novel artwork on the player's device. The game does not connect to an external AI generation service.
Unwritten uses generative AI as part of its core gameplay. AI systems interpret the player's freely written actions and generate narrative responses within an authored world, story and set of rules. AI inference runs locally on the player's computer.
Generative AI was used to create promotional and store-page artwork for TAKEN during development. No AI-generated content or code is generated during gameplay.
"Generative AI was used to create the game's cover art and the free scenario assets (such as character images). We plan to replace these art resources as soon as possible."
AI-assisted coding and editor automation tools were used during development for workflow efficiency. Most of the art was hand-made by me. The remaining art generated by AI tools like icons or textures will be swapped to human-made art in the near future. AI translation tools were used to create localization drafts, that are being reviewed by speakers of the language.
Some visual assets were created with the help of generative AI and then edited by the developer. A few sprite animations (doors opening, the ghost, the dynamite fuse and explosion, the turret turning) were generated with PixelLab from our own hand-made sprites, and some store artwork was made with AI image tools. Parts of the in-game text were written with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play.
We use generative AI to assist in creating art images, adding more details to our work and speeding up the production process. AI-generated images are primarily used for backgrounds and certain CG details.
We don’t particularly like using AI. Unfortunately, we are a small indie studio made of programmers and designers who are currently somewhere between “making a game” and “having existential crises”. So, for now, we use AI to help us with some parts of our daily work and to bring some of our music, ideas, and inspirations to life. But don’t worry, we haven’t handed over the steering wheel to the robots just yet. Our project, its identity, and its originality are still created and directed by us. AI is simply one of the tools helping us survive the development process while our budget is busy pretending it doesn’t exist. As soon as we have the resources to replace AI with our own human made work, we absolutely intend to do so. Until then, we’re just a bunch of indie developers trying to make something cool before our refrigerators become purely decorative objects.
AI tools were used to assist with programming and generate a small number of textures and menu illustrations. These visual assets were adjusted by hand before being included in the game.
AI tools were used during development to create pre-made content such as images, voices, music and 3D model drafts. Everything was selected, edited and integrated into the game by the developer. The game does not generate any content with AI while you play and does not connect to AI services.
Character illustrations, backgrounds, cutscene videos, voice acting and music were created with generative AI tools, then selected and edited by our team. The story, dialogue and game systems were written and designed by the developer with AI assistance. No content is generated by AI during gameplay.
本作的核心叙事与所有角色立绘均由开发者本人独立原创。在开发过程中,AI仅作为辅助效率工具,用于提供初稿思路与基础美术变体(如光影与服装调整)。所有文本均经过开发者深度的重写与精修,所有美术资产均经过开发者的人工精细绘制与调整,以确保完全契合游戏独特的手绘风格与情感表达。
Portions of this game's code and dialogue were written with the assistance of AI tools and then reviewed and edited by the developer. All art, 3D models, music and sound effects are human-made assets (Quaternius, Kay Lousberg, Kenney, omfgdude and SubspaceAudio, all CC0). Nothing is generated by AI while you play.
A small language model (Google's Gemma 3 270M) runs entirely on the player's computer, with no network connection. It writes short lines of villager small talk, the ritual oracle's one- or two-sentence hint after a failed ritual, and routine filler records in the in-game archive, and it chooses which of our pre-written dialogue lines fits the moment. Guardrails: the player never types to the model — there is no text input anywhere in the game. Every prompt is a fixed template we wrote, filled in from game state such as a character's name, the time of day and the current quest. Output is short by construction (hard token caps, and lines over a few words are cut or discarded); lines that read as narration, stage directions or an assistant speaking are rejected; dialogue choices are constrained to our own authored lines. Any failure falls back to written lines. Players can turn the model off in Settings, and the game plays identically on written lines alone.
This game utilizes generative AI for a significant portion of its art assets. Many AI-assisted elements underwent manual editing and modification by the developer before being integrated into the final game.
Inteligência artificial usada para fins de aprimoramento de código e tarefas repetitivas.
The original story was written by a human author. AI was used to write AI speech in the game. It was also used in localization as a supportive tool. We gladly work with the community to bring the game to more languages.
Generative AI may be used to assist with localization. All final text is reviewed and edited by the developer.
Details for the hand-illustrated artworks were mostly AI-generated.
Guild of Souls features artwork developed with generative AI.
Black Banner Company is made by one person. What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten. What is AI-assisted: — the illustrations and part of the interface art; — the entire English translation; No AI runs while you play. All content is fixed at build time. No data is sent anywhere. The English may read awkwardly in places. Tell me where and I'll fix it. If these tools are a problem for you, I would rather you knew before buying than after.
作品に登場するキャラクターイラスト・CGの一部制作過程で、生成AIツールを使用しています。すべての画像は開発者が選定・調整を行った上でゲームに使用しています。
All characters are original adult fictional characters. Generative AI tools are used to create character imagery, video footage, and Japanese voice performances under the creator's direction; the results are reviewed, selected, and edited shot by shot. AI assistants also support parts of writing, translation, editing, and game implementation. The creator defines the story, characters, choices, performance, interaction, and quality requirements and makes the final decisions. No real performer is depicted, no real person's face or voice is intentionally used as a character reference, and nothing is generated while the game runs.
ChatGPT, Grok, Gemini, Suno, and Doubao TTS assisted with most of the pre-generated visual, music, and voice content. All such content was created before release and selected, edited, and integrated by the developer. More than 99% of the game’s text was written manually by the author; AI was used only to help check for errors. The game does not connect to generative AI services or generate content at runtime.
AI was used for code, art, and text translation.
Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases. In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it.
Generative AI tools were used during development to create some character, environment, and object visuals, 3D assets, and promotional materials. All AI-generated content was created in advance during development. No new content is generated by AI during gameplay, and the game does not connect to any external AI services.
Generative AI was used to assist in creating pre-generated content during development. No generative AI is used during gameplay.
AI was used to make some scripts and some voice lines
Solis Chronicles uses generative AI for pre-rendered content. Character art, backgrounds, event illustrations, video sequences, the title artwork, and the logo were created with generative AI tools (Flux, Nano Banana, Seedream, PixVerse, WAN) under human art direction, with reference-locked character designs. The music was generated locally with ACE-Step under human direction. The story, characters, and game design are human-authored. Dialogue was written with substantial AI assistance and edited by the developer. No AI content is generated during gameplay; everything is pre-rendered and human-reviewed.
StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress. The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only.
Generative AI was used during development and in the creation of sound and some artwork.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
PrankzPlz! In-game content audiotext | - Assistance with music creation.
- Localization into English, French, Spanish, and German. | Long Journey Team | - | Oct 12, 2026 | |
先成仙再说 Store/marketing art | The promotional image of the game, as well as NPCs and a small number of scene components, are generated by AI.And the opening and closing of the promotional video | Yuexin | - | Oct 11, 2026 | |
LiarLock: No Cameras, No Clues — Just a Corpse in My Club In-game content audioart | Music was generated by AI. Art was generated by AI and rework by human | Myriad | - | Oct 10, 2026 | |
Boarding Denied In-game content audio | AI tools were used for some background audio and aiding with scripts. | AdriDev | - | Oct 10, 2026 | |
Maeli Keus In-game content artcode | Generative AI tools were used during development. Some of the game's 3D models and parts of its programming code were created with AI assistance, then reviewed and refined by the developer. No content is generated by AI while the game is running. | Devoniak Studios | - | Oct 9, 2026 | |
COMPASSion: A Mender’s Tale In-game content art | Generative AI was used to create and edit pre-generated in-game backgrounds, character illustrations, CG artwork, icons, and UI artwork, as well as Steam store and library capsule images, the logo, and icons. Gameplay screenshots were captured directly from the game. The game does not generate AI content during play. | COMPASSion: A Mender’s Tale Studio | - | Oct 9, 2026 | |
Rêverie: Audio Stories In-game content audioart | Generative AI was used to create the voices, sound effects and illustrations. The stories are designed and directed by the developer. | Petit Vaisseau | - | Oct 9, 2026 | |
Song Bao's Adventure In-game content artaudiotext | The art, animation, voice acting and music in this game were pre-generated with generative AI tools, then selected, edited and corrected shot by shot by hand. The script, all dialogue and the story structure are human-written. No AI generation happens at runtime. | Song Bao | - | Oct 9, 2026 | |
Locard Dev only code | Some source code and internal editor tooling were written with the assistance of AI coding tools during development. All of it was reviewed, edited and tested by the developer. The game's story, dialogue, characters and design are human-written. Visual and audio assets come from licensed asset packs and human-made content. No content is generated by AI while the game is running. | JinjaGames | - | Oct 9, 2026 | |
国gal笑笑传 In-game content artcodetext | 我们使用AI生成美术、代码、文案资产
无实时生成AI内容
We use AI for pictures,code and story. | 羊头狗肉工作室 | - | Oct 9, 2026 | |
Bungee Simulator: Freefall Store/marketing art | The store interface was generated by AI. | WANG SHUN FENG | - | Oct 9, 2026 | |
Bore Bore In-game content text | AI was used for translation, to check terminology consistency, and to translate Steam store descriptions. | YMY Games | - | Oct 8, 2026 | |
The Debt of Chronos In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of certain in-game visual assets, promotional artwork, and portions of text/localization. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay, and no content is generated live for players. | NozKaia Games | - | Oct 7, 2026 | |
L Wars: Chi Town In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay. | Best KPI LLC | - | Oct 7, 2026 | |
TSUKIMI PLANET -CLASSIC REMASTER- In-game content text | Generative AI was used only to assist with localization and translation into English, Simplified Chinese, Traditional Chinese, and Korean. The original story, artwork, audio, and other game assets were not generated using AI. No live-generated AI content is used in the game. | STUDIO CHARON | - | Oct 7, 2026 | |
Hex and Hearth Unclear text | AI was used to translate the following languages:
- English
- Portuguese-BR | Caracara | - | Oct 7, 2026 | |
My Adenture as a Slime Dev only | AI tools were used to help plan, research, and organize the creation of this game. | Somethin Somethin Studios | - | Oct 7, 2026 | |
MugenHeart for PC Live AI text | AI tools assisted with static artwork, marketing images and localization. During play, a bundled language model running locally on your PC generates dialogue, narrative and diary text from your input, card instructions and conversation context. No external AI service or API key is required. No images or voices are generated during play. Output quality, response time and consistency vary with your hardware and input. | MugenHeart | - | Oct 7, 2026 | |
StoryNow Live AI art | StoryNow uses generative AI locally during gameplay. Llama.cpp generates prompts that ComfyUI uses to create visual-novel artwork on the player's device. The game does not connect to an external AI generation service. | pakyinwww | - | Oct 6, 2026 | |
Unwritten Live AI text | Unwritten uses generative AI as part of its core gameplay. AI systems interpret the player's freely written actions and generate narrative responses within an authored world, story and set of rules. AI inference runs locally on the player's computer. | Romain Brancherie | - | Oct 6, 2026 | |
TAKEN Store/marketing art | Generative AI was used to create promotional and store-page artwork for TAKEN during development. No AI-generated content or code is generated during gameplay. | MIZANUR RAHMAN | - | Oct 6, 2026 | |
TTRPG In-game content art | "Generative AI was used to create the game's cover art and the free scenario assets (such as character images). We plan to replace these art resources as soon as possible." | PUGO | - | Oct 6, 2026 | |
White Christmas In-game content codearttext | AI-assisted coding and editor automation tools were used during development for workflow efficiency.
Most of the art was hand-made by me. The remaining art generated by AI tools like icons or textures will be swapped to human-made art in the near future.
AI translation tools were used to create localization drafts, that are being reviewed by speakers of the language. | Jele Studios | - | Oct 6, 2026 | |
Friends Park In-game content arttext | Some visual assets were created with the help of generative AI and then edited by the developer. A few sprite animations (doors opening, the ghost, the dynamite fuse and explosion, the turret turning) were generated with PixelLab from our own hand-made sprites, and some store artwork was made with AI image tools. Parts of the in-game text were written with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play. | Igoroja | - | Oct 6, 2026 | |
Faintlight Traveler : Whisper In-game content art | We use generative AI to assist in creating art images, adding more details to our work and speeding up the production process. AI-generated images are primarily used for backgrounds and certain CG details. | FOXZ | - | Oct 6, 2026 | |
Junk Rush In-game content audio | We don’t particularly like using AI.
Unfortunately, we are a small indie studio made of programmers and designers who are currently somewhere between “making a game” and “having existential crises”.
So, for now, we use AI to help us with some parts of our daily work and to bring some of our music, ideas, and inspirations to life.
But don’t worry, we haven’t handed over the steering wheel to the robots just yet.
Our project, its identity, and its originality are still created and directed by us. AI is simply one of the tools helping us survive the development process while our budget is busy pretending it doesn’t exist.
As soon as we have the resources to replace AI with our own human made work, we absolutely intend to do so.
Until then, we’re just a bunch of indie developers trying to make something cool before our refrigerators become purely decorative objects. | Mobdog Studios | - | Oct 5, 2026 | |
Audioglide In-game content artcode | AI tools were used to assist with programming and generate a small number of textures and menu illustrations. These visual assets were adjusted by hand before being included in the game. | Ospekki | - | Oct 5, 2026 | |
KPOP Idol Factory In-game content artaudio | AI tools were used during development to create pre-made content such as images, voices, music and 3D model drafts. Everything was selected, edited and integrated into the game by the developer. The game does not generate any content with AI while you play and does not connect to AI services. | Jodelsoft | - | Oct 4, 2026 | |
RETURN TO 1990 In-game content artaudiotext | Character illustrations, backgrounds, cutscene videos, voice acting and music were created with generative AI tools, then selected and edited by our team. The story, dialogue and game systems were written and designed by the developer with AI assistance. No content is generated by AI during gameplay. | LABOON | - | Oct 4, 2026 | |
线之缀 Stitching the Invisible Journal Dev only textart | 本作的核心叙事与所有角色立绘均由开发者本人独立原创。在开发过程中,AI仅作为辅助效率工具,用于提供初稿思路与基础美术变体(如光影与服装调整)。所有文本均经过开发者深度的重写与精修,所有美术资产均经过开发者的人工精细绘制与调整,以确保完全契合游戏独特的手绘风格与情感表达。 | xianzhizhui Studio | - | Oct 4, 2026 | |
Oniyama Academy: 14 Days of Rough Love In-game content codetext | Portions of this game's code and dialogue were written with the assistance of AI tools and then reviewed and edited by the developer. All art, 3D models, music and sound effects are human-made assets (Quaternius, Kay Lousberg, Kenney, omfgdude and SubspaceAudio, all CC0). Nothing is generated by AI while you play. | ivan | - | Oct 4, 2026 | |
Cozy Necromancy Live AI text | A small language model (Google's Gemma 3 270M) runs entirely on the player's computer, with no network connection. It writes short lines of villager small talk, the ritual oracle's one- or two-sentence hint after a failed ritual, and routine filler records in the in-game archive, and it chooses which of our pre-written dialogue lines fits the moment.
Guardrails: the player never types to the model — there is no text input anywhere in the game. Every prompt is a fixed template we wrote, filled in from game state such as a character's name, the time of day and the current quest. Output is short by construction (hard token caps, and lines over a few words are cut or discarded); lines that read as narration, stage directions or an assistant speaking are rejected; dialogue choices are constrained to our own authored lines. Any failure falls back to written lines. Players can turn the model off in Settings, and the game plays identically on written lines alone. | Hexmonger | - | Oct 3, 2026 | |
Kill You Again In-game content art | This game utilizes generative AI for a significant portion of its art assets. Many AI-assisted elements underwent manual editing and modification by the developer before being integrated into the final game. | Deadbear | - | Oct 3, 2026 | |
Age Of Enoch Dev only code | Inteligência artificial usada para fins de aprimoramento de código e tarefas repetitivas. | drezitu | - | Oct 3, 2026 | |
AI BREACH In-game content text | The original story was written by a human author. AI was used to write AI speech in the game. It was also used in localization as a supportive tool. We gladly work with the community to bring the game to more languages. | Arkhive Systems | - | Oct 3, 2026 | |
HAPPY PROPAGANDA In-game content text | Generative AI may be used to assist with localization. All final text is reviewed and edited by the developer. | Not a Dog | - | Oct 3, 2026 | |
Cindocu: The Omens In-game content art | Details for the hand-illustrated artworks were mostly AI-generated. | Cindocu Project | - | Oct 3, 2026 | |
Guild of Souls In-game content art | Guild of Souls features artwork developed with generative AI. | Recoil Mojo | - | Oct 1, 2026 | |
Black Banner Company In-game content arttext | Black Banner Company is made by one person.
What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten.
What is AI-assisted:
— the illustrations and part of the interface art;
— the entire English translation;
No AI runs while you play. All content is fixed at build time. No data is sent anywhere.
The English may read awkwardly in places. Tell me where and I'll fix it.
If these tools are a problem for you, I would rather you knew before buying than after. | Dark Tomato Studio | - | Oct 1, 2026 | |
野球拳 In-game content art | 作品に登場するキャラクターイラスト・CGの一部制作過程で、生成AIツールを使用しています。すべての画像は開発者が選定・調整を行った上でゲームに使用しています。 | ダイアナソフト | - | Oct 1, 2026 | |
NEARBY: 3 LIKES In-game content artaudiotext | All characters are original adult fictional characters. Generative AI tools are used to create character imagery, video footage, and Japanese voice performances under the creator's direction; the results are reviewed, selected, and edited shot by shot. AI assistants also support parts of writing, translation, editing, and game implementation. The creator defines the story, characters, choices, performance, interaction, and quality requirements and makes the final decisions. No real performer is depicted, no real person's face or voice is intentionally used as a character reference, and nothing is generated while the game runs. | Studio Soil 26 | - | Oct 1, 2026 | |
Mayonaka no Yaiba In-game content artaudiotext | ChatGPT, Grok, Gemini, Suno, and Doubao TTS assisted with most of the pre-generated visual, music, and voice content. All such content was created before release and selected, edited, and integrated by the developer. More than 99% of the game’s text was written manually by the author; AI was used only to help check for errors. The game does not connect to generative AI services or generate content at runtime. | CネコミミX | - | Oct 1, 2026 | |
Warring Kingdoms: Chronicles of War In-game content codearttext | AI was used for code, art, and text translation. | Absolute Power Game Studio | - | Oct 1, 2026 | |
After ICEY In-game content textartcode | Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases.
In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it. | TAMASHI GAMING | - | Sep 30, 2026 | |
EVERYONE SAYS B In-game content art | Generative AI tools were used during development to create some character, environment, and object visuals, 3D assets, and promotional materials. All AI-generated content was created in advance during development. No new content is generated by AI during gameplay, and the game does not connect to any external AI services. | Nythalor Studios | - | Sep 30, 2026 | |
Football Transfer Insider Dev only | Generative AI was used to assist in creating pre-generated content during development. No generative AI is used during gameplay. | OZL Games | - | Sep 30, 2026 | |
Biden Blast In-game content codeaudio | AI was used to make some scripts and some voice lines | B.B.B.Games | - | Sep 30, 2026 | |
Solis Chronicles In-game content artaudiotext | Solis Chronicles uses generative AI for pre-rendered content. Character art, backgrounds, event illustrations, video sequences, the title artwork, and the logo were created with generative AI tools (Flux, Nano Banana, Seedream, PixVerse, WAN) under human art direction, with reference-locked character designs. The music was generated locally with ACE-Step under human direction. The story, characters, and game design are human-authored. Dialogue was written with substantial AI assistance and edited by the developer. No AI content is generated during gameplay; everything is pre-rendered and human-reviewed. | FrostByte Project | - | Sep 28, 2026 | |
StageStar In-game content text | StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress.
The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only. | Edmond Szabo | - | Sep 27, 2026 | |
Brumel: Fantasy Presidential Race In-game content audioart | Generative AI was used during development and in the creation of sound and some artwork. | SECHAN BARAM | - | Sep 25, 2026 |