We use AI for some cutscene voice lines and some game translations.
- Creator
- BeldrProductions
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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.
We use AI for some cutscene voice lines and some game translations.
Some UI textures and the musical pieces (except theme song) have been created with the help of generative AI. Contrary to some beliefs, all 3500 products are modelled and textured from scratch (except a few hundres which is from packs) by hired designers over the course of 3 years.
Terrors of War is being developed solo on a tight budget. To get the project to its current state I've used generative AI for a handful of placeholder assets: some voice lines, sound effects, UI iconography and the current Steam capsule art. These are all temporary. Every AI-assisted asset is flagged in the project as a placeholder and will be replaced with custom work from freelance artists progressively through Early Access. Wherever possible I use in-game screenshots and footage. What you see represents actual gameplay. No content is generated at runtime. All AI-assisted assets ship pre-generated in the build.
In the development of this game generative AI was used for environment mood boards, 3D model drafts, and soundtrack inspirations. Final in-game assets are all human-curated with purpose and intent.
Special mode voice.
AI was used to assist with voice modification for certain characters. AI was used to help with soundtrack enhancement and editing. AI was used to create or refine some visual symbols and sigil designs.
This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms.
This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms.
Generative AI tools were used during the development of Academy: Become a Hero to create and refine several game assets. The disclosure of its use is as follows: 2D Art and User Interface: All 2D illustrations, UI elements, icons, and menus (including upgrade screens, stage selection, and customization menus) were generated using AI tools and subsequently edited and refined for final integration. 3D Modeling: The main character (Troid) and its skeletal meshes were created using Meshy. We hold a valid commercial license for all content generated and used in the project. Localization: Game localization and translations into all supported languages were performed with the assistance of AI large language models to ensure global accessibility. Audio and Voiceovers: For the introductory cinematic, AI was utilized to modulate and process the developer's original voice recordings to create distinct and characterized voices for the different characters. All AI-generated content has been manually reviewed, corrected, and finalized by the developer to ensure artistic consistency and technical quality.
This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms.
Dialogue voices were generated using the DeepVoice AI tool available in the Unity store.
This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms.
We use AI as a support tool in the game's development, helping with the creation and improvement of code, texts, images, music, and problem-solving.
This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms.
Some character voices are AI generated.
Along with traditional art the game makes use of art assets generated by AI based algorithms. The campaign voice is generated by a licensed AI tool. All AI assets are commercially licensed.
We use AI tools to help us improve our audio voices, and some texts. No content is generated solely using AI.
Out of a total of 12 music tracks, 9 were produced using AI. A total of 25 villager profile pictures were generated with AI. All languages except German, French, Polish, Brazilian Portuguese, and Turkish were translated using AI. AI was used in the creation of the Steam capsule logo.
Generative AI was used to generate a total of 3 silly meme songs/sounds in the game, the most prominent being the title screen music. All other level soundtracks/sfx were otherwise created by a human (shoutout to my lifelong DJ TheMedisin). Generative AI was used to create part of our steam page logos.
Hand refined and adjusted Midjourney generations have been used for certain ingame graphics. (Optional)Deepvoice has been used for certain enemy vocal exclamations. Can be changed ingame to human VA only.
Some of the marketing materials, 2D visuals, and voiceover assets were enhanced or created with the help of AI tools.
I Had A Plan! uses human-made sprites and assets, but uses AI to transform voices for most (non narrator/GM) characters. These were still recorded by the developer, but then transformed to sound like other people using AI. AI was also used to lip sync those voices.
Some translations, voicelines, and assets were made using generative AI. All carefully inspected by the developer. This is used to speed up the development, and is being slowly replaced with artists authored assets. No generative AI is used during gameplay.
I've created the sound tracks using AI.
We have sections that use AI: 1. On the character selection page of the game, the character's voiceover is created by AI 2. On the character selection page of the game, the first version of the character's sketch is created by AI. Illustrations in the game's "event" system are created by AI.
The game is a research project into how the use of AI would affect game production, so AI has been used for images, voiceovers, code, dialogue and other areas as much as possible. Just to see what sort of results it provides.
Some visuals and audio are AI generated.
I used AI to create some of the music.
DeepVoice(from the unity asset store) asset is used to pre-generate some of the character voices in the game and in one of the trailers
AI used to assist with background paintings & VO.
Used to create music and some artwork for the game
The game includes some temporary AI-generated content (such as images, sounds, or graphical elements) used solely to speed up the development process. All of these assets are provisional and will be progressively replaced with original materials as the project advances.
Some music and graphical elements (ie. music that plays during scenes, pictures that display during scenes, etc.) were edited and/or created using AI. These technologies are used sparsely throughout the game, and the entirety of Cryspace's story, characters, UI elements, etc. were not created using any AI technologies.
DeepL has been used as a tool for aiding the translations, AI has been used for image generation (a complete list can be found in-game), a single song is AI-generated song (can you spot it? ;) It has been exclusively added for the Steam release. In a recent update, we also added optional AI-background music for a part of the game.
Voice messages in the game were created using a neural network
Temporary Artworks and Music
I (Creekside Interactive) use AI generated music via SUNO. In which I (Creekside Interactive) own all the rights to song(s) generated by SUNO as stated in the SUNO commercial license purchased by Levi's Arts LLC.
We generated drafts for the game's and company logos, part of the capsules art, the voice in the trailer and the store texts. Then we adapted them to our liking.
Some music pieces are generated by Suno AI and labled. They have been purchased and can be used in commercial ways.
Some songs in the game contain vocals using vocal synthesizer and text-to-speech software.
Text-to-speech software is used to synthesize our in-game and in-cinematic robotic announcer. RIFTSTORM’s creative direction and all content included in the game are produced, reviewed, and implemented by our team.
Some audio sound effects are made with Ai
The AI integrated into Mental creates a dynamic experience by automatically generating text, textures, sound, lighting, and gameplay mechanics. Each session offers unique stories, customized visual environments, and challenges adapted in real-time to your actions, ensuring a consistently fresh and immersive adventure.
Only the tutorial narration is AI voice generated.
该游戏音频部分使用了AI工具辅助完成。
Some Assets Were Modified with the Help of AI.
Some background and character art extended and enhanced using Photoshop generative fill. Some audio help narration done using an in-house cloned voice for clarity. Some audio narration done using professionally licensed cloned voice.
Two profile pictures (one of these designs is also used as a decal on a tool), all of the "records" in the main characters room, designs on the vape packaging, and a background image for a vending machine were created with Adobe Generative Fill. The Security Robots and The Coffee Time video use audio generated by TTS Maker. The TOS was templated with AI as a generic TOS and meaningful elements were edited in. The Coffee Drink descriptions are pure, unfiltered, AI corpo-garbage-text. I used AI for these purposes because the uncanny-valley, soulless, style was exactly what I wanted as an art direction. I wanted to depict a future in which the soul of the world has been killed by AI. Making humans create art in the style of AI sounds completely dehumanizing, but you're entitled to your opinion.
Voice audio is generated by AI
PatchWorld includes optional generative AI tools that players can use to create custom content for their worlds and devices. Players can generate images, 360° skyboxes, 3D meshes, and audio samples by entering text prompts using in-game tools such as the GenieBox device or scripting blocks. Each generation is initiated directly by the player and takes a short amount of time to complete. Generated content can be used to decorate worlds, create sound effects, and build custom musical instruments. By default, all generated content remains private to the creator and is only shared with others if the player chooses to publish their world. Generative AI features are entirely optional and are designed to support creativity, experimentation, and collaborative world-building.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Who Did It? In-game content audiotext | We use AI for some cutscene voice lines and some game translations. | BeldrProductions | - | Mar 18, 2026 | |
King of Retail 2 In-game content artaudio | Some UI textures and the musical pieces (except theme song) have been created with the help of generative AI.
Contrary to some beliefs, all 3500 products are modelled and textured from scratch (except a few hundres which is from packs) by hired designers over the course of 3 years. | Freaking Games | 225 | Mar 18, 2026 | |
Terrors of War In-game content audioart | Terrors of War is being developed solo on a tight budget. To get the project to its current state I've used generative AI for a handful of placeholder assets: some voice lines, sound effects, UI iconography and the current Steam capsule art. These are all temporary. Every AI-assisted asset is flagged in the project as a placeholder and will be replaced with custom work from freelance artists progressively through Early Access. Wherever possible I use in-game screenshots and footage. What you see represents actual gameplay. No content is generated at runtime. All AI-assisted assets ship pre-generated in the build. | Hetki | - | Mar 18, 2026 | |
Mailville In-game content artaudio | In the development of this game generative AI was used for environment mood boards, 3D model drafts, and soundtrack inspirations. Final in-game assets are all human-curated with purpose and intent. | HiveSpark LLC | - | Mar 18, 2026 | |
Flawless Darkness Unclear audio | Special mode voice. | Oldice | - | Mar 18, 2026 | |
Apex Path: BOLT In-game content audioart | AI was used to assist with voice modification for certain characters.
AI was used to help with soundtrack enhancement and editing.
AI was used to create or refine some visual symbols and sigil designs. | Sanswolf | - | Mar 18, 2026 | |
Lila's Synthetic Shadows In-game content artaudio | This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms. | Scripting Ventures | - | Mar 18, 2026 | |
Blood On The Dusty Trail In-game content artaudio | This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms. | Scripting Ventures | - | Mar 18, 2026 | |
Academy: Become a Hero In-game content arttextaudio | Generative AI tools were used during the development of Academy: Become a Hero to create and refine several game assets. The disclosure of its use is as follows:
2D Art and User Interface: All 2D illustrations, UI elements, icons, and menus (including upgrade screens, stage selection, and customization menus) were generated using AI tools and subsequently edited and refined for final integration.
3D Modeling: The main character (Troid) and its skeletal meshes were created using Meshy. We hold a valid commercial license for all content generated and used in the project.
Localization: Game localization and translations into all supported languages were performed with the assistance of AI large language models to ensure global accessibility.
Audio and Voiceovers: For the introductory cinematic, AI was utilized to modulate and process the developer's original voice recordings to create distinct and characterized voices for the different characters.
All AI-generated content has been manually reviewed, corrected, and finalized by the developer to ensure artistic consistency and technical quality. | More Dev Games | - | Mar 18, 2026 | |
The Beast in the Shadows In-game content artaudio | This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms. | Scripting Ventures | - | Mar 18, 2026 | |
The Multiverse Cleaner In-game content audio | Dialogue voices were generated using the DeepVoice AI tool available in the Unity store. | W Makes Games | - | Mar 18, 2026 | |
Hunting The Hunter In-game content artaudio | This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms. | Scripting Ventures | - | Mar 18, 2026 | |
Low and Furious In-game content codetextartaudio | We use AI as a support tool in the game's development, helping with the creation and improvement of code, texts, images, music, and problem-solving. | Code IT Game Studio | 12 | Mar 18, 2026 | |
Parina's Demon Lair Adventure In-game content artaudio | This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms. | Scripting Ventures | - | Mar 18, 2026 | |
Rusty's Day Off: Episode One - Janitor on Duty In-game content audio | Some character voices are AI generated. | Onestone Software | 15 | Mar 18, 2026 | |
Mythical Mayhem In-game content artaudio | Along with traditional art the game makes use of art assets generated by AI based algorithms. The campaign voice is generated by a licensed AI tool. All AI assets are commercially licensed. | dragons1ayer studios | 18 | Mar 18, 2026 | |
Section Gamma In-game content audiotext | We use AI tools to help us improve our audio voices, and some texts. No content is generated solely using AI. | Default Company | 18 | Mar 18, 2026 | |
Settlements Rising In-game content audioarttext | Out of a total of 12 music tracks, 9 were produced using AI. A total of 25 villager profile pictures were generated with AI. All languages except German, French, Polish, Brazilian Portuguese, and Turkish were translated using AI.
AI was used in the creation of the Steam capsule logo. | The Catalyst Crew | 388 | Mar 18, 2026 | |
Lord O' Pirates In-game content audio | Generative AI was used to generate a total of 3 silly meme songs/sounds in the game, the most prominent being the title screen music. All other level soundtracks/sfx were otherwise created by a human (shoutout to my lifelong DJ TheMedisin).
Generative AI was used to create part of our steam page logos. | One Flow Man | 20 | Mar 18, 2026 | |
Unbroken The Awakening In-game content artaudio | Hand refined and adjusted Midjourney generations have been used for certain ingame graphics.
(Optional)Deepvoice has been used for certain enemy vocal exclamations. Can be changed ingame to human VA only. | MGP Studios | 23 | Mar 18, 2026 | |
Space Saga In-game content artaudio | Some of the marketing materials, 2D visuals, and voiceover assets were enhanced or created with the help of AI tools. | Hot October | - | Mar 18, 2026 | |
I Had a Plan! In-game content audio | I Had A Plan! uses human-made sprites and assets, but uses AI to transform voices for most (non narrator/GM) characters. These were still recorded by the developer, but then transformed to sound like other people using AI. AI was also used to lip sync those voices. | Benevolent Banana Studio | 18 | Mar 18, 2026 | |
Unnatural Worlds In-game content textaudioart | Some translations, voicelines, and assets were made using generative AI. All carefully inspected by the developer.
This is used to speed up the development, and is being slowly replaced with artists authored assets.
No generative AI is used during gameplay. | Tomáš Malý | - | Mar 18, 2026 | |
Ancestral Players In-game content audio | I've created the sound tracks using AI. | ENSLIP | - | Mar 18, 2026 | |
Hero of Fate In-game content audioart | We have sections that use AI:
1. On the character selection page of the game, the character's voiceover is created by AI
2. On the character selection page of the game, the first version of the character's sketch is created by AI.
Illustrations in the game's "event" system are created by AI. | Planescape Game Studio | 483 | Mar 18, 2026 | |
Echoes of Somewhere Series 1 In-game content artaudiotextcode | The game is a research project into how the use of AI would affect game production, so AI has been used for images, voiceovers, code, dialogue and other areas as much as possible. Just to see what sort of results it provides. | Dinosaurs Are Better | - | Mar 18, 2026 | |
Nocturnal Quest: An Idle RPG Adventure In-game content artaudio | Some visuals and audio are AI generated. | Lunarade OÜ | 185 | Mar 18, 2026 | |
Show Guts In-game content audio | I used AI to create some of the music. | DECA MAGIS | - | Mar 18, 2026 | |
Daemonium In-game content audio | DeepVoice(from the unity asset store) asset is used to pre-generate some of the character voices in the game and in one of the trailers | Steel Feather Studio | - | Mar 18, 2026 | |
Hotel Melancolie In-game content artaudio | AI used to assist with background paintings & VO. | Fireball Games | - | Mar 18, 2026 | |
The Bean Trials In-game content audioart | Used to create music and some artwork for the game | TheRealGameDev | 38 | Mar 18, 2026 | |
Sole Salvation In-game content artaudio | The game includes some temporary AI-generated content (such as images, sounds, or graphical elements) used solely to speed up the development process. All of these assets are provisional and will be progressively replaced with original materials as the project advances. | Meteora | - | Mar 18, 2026 | |
Cryspace In-game content artaudio | Some music and graphical elements (ie. music that plays during scenes, pictures that display during scenes, etc.) were edited and/or created using AI. These technologies are used sparsely throughout the game, and the entirety of Cryspace's story, characters, UI elements, etc. were not created using any AI technologies. | JIMMY DIAMOND | 15 | Mar 18, 2026 | |
Sweet Science – The Girls of Silversee Castle In-game content artaudiotext | DeepL has been used as a tool for aiding the translations, AI has been used for image generation (a complete list can be found in-game), a single song is AI-generated song (can you spot it? ;) It has been exclusively added for the Steam release. In a recent update, we also added optional AI-background music for a part of the game. | TBF | 43 | Mar 18, 2026 | |
GUNFIELD In-game content audio | Voice messages in the game were created using a neural network | Shiv | 229 | Mar 18, 2026 | |
Ven'rif Demo Unclear artaudio | Temporary Artworks and Music | Vilein Inc. | - | Mar 18, 2026 | |
Paper Planes In-game content audio | I (Creekside Interactive) use AI generated music via SUNO. In which I (Creekside Interactive) own all the rights to song(s) generated by SUNO as stated in the SUNO commercial license purchased by Levi's Arts LLC. | Creekside Interactive | - | Mar 18, 2026 | |
Sneaky Pirates In-game content artaudiotext | We generated drafts for the game's and company logos, part of the capsules art, the voice in the trailer and the store texts. Then we adapted them to our liking. | Knights of the Gray Matter | 14 | Mar 18, 2026 | |
从0开始的VUP生活 In-game content audio | Some music pieces are generated by Suno AI and labled. They have been purchased and can be used in commercial ways. | Stone Lake | 206 | Mar 18, 2026 | |
Taiko no Tatsujin: Rhythm Festival In-game content audio | Some songs in the game contain vocals using vocal synthesizer and text-to-speech software. | Bandai Namco Amusement Lab Inc. | 1.2k | Mar 18, 2026 | |
Riftstorm In-game content audio | Text-to-speech software is used to synthesize our in-game and in-cinematic robotic announcer. RIFTSTORM’s creative direction and all content included in the game are produced, reviewed, and implemented by our team. | Confiction Labs | 559 | Mar 18, 2026 | |
Mr Pogo In-game content audio | Some audio sound effects are made with Ai | Ultimo Games | 14 | Mar 18, 2026 | |
Mental: The Dark Night Live AI textartaudio | The AI integrated into Mental creates a dynamic experience by automatically generating text, textures, sound, lighting, and gameplay mechanics. Each session offers unique stories, customized visual environments, and challenges adapted in real-time to your actions, ensuring a consistently fresh and immersive adventure. | Merlon | - | Mar 18, 2026 | |
Castle of Blackwater In-game content audio | Only the tutorial narration is AI voice generated. | Castle of Blackwater | 178 | Mar 18, 2026 | |
灾变时代 In-game content audio | 该游戏音频部分使用了AI工具辅助完成。 | better now | - | Mar 18, 2026 | |
BoxLoop 2 In-game content artaudiocodetext | Some Assets Were Modified with the Help of AI. | Abdullah Al Bajjali | - | Mar 18, 2026 | |
Creeper World IXE In-game content artaudio | Some background and character art extended and enhanced using Photoshop generative fill. Some audio help narration done using an in-house cloned voice for clarity. Some audio narration done using professionally licensed cloned voice. | Knuckle Cracker | 814 | Mar 18, 2026 | |
DRINK HUMAN BEANS In-game content artaudiotext | Two profile pictures (one of these designs is also used as a decal on a tool), all of the "records" in the main characters room, designs on the vape packaging, and a background image for a vending machine were created with Adobe Generative Fill.
The Security Robots and The Coffee Time video use audio generated by TTS Maker.
The TOS was templated with AI as a generic TOS and meaningful elements were edited in. The Coffee Drink descriptions are pure, unfiltered, AI corpo-garbage-text.
I used AI for these purposes because the uncanny-valley, soulless, style was exactly what I wanted as an art direction. I wanted to depict a future in which the soul of the world has been killed by AI. Making humans create art in the style of AI sounds completely dehumanizing, but you're entitled to your opinion. | Last Dissent | 11 | Mar 18, 2026 | |
Massive Defense In-game content audio | Voice audio is generated by AI | Dragan Maric | - | Mar 18, 2026 | |
PatchWorld Live AI artaudio | PatchWorld includes optional generative AI tools that players can use to create custom content for their worlds and devices.
Players can generate images, 360° skyboxes, 3D meshes, and audio samples by entering text prompts using in-game tools such as the GenieBox device or scripting blocks. Each generation is initiated directly by the player and takes a short amount of time to complete.
Generated content can be used to decorate worlds, create sound effects, and build custom musical instruments. By default, all generated content remains private to the creator and is only shared with others if the player chooses to publish their world.
Generative AI features are entirely optional and are designed to support creativity, experimentation, and collaborative world-building. | PatchXR | - | Mar 18, 2026 |