Spaceship announcer voice lines
- Creator
- ManuHerreraDev
- Reviews
- 49
- 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.
Spaceship announcer voice lines
AI is used for translation, 3D assets, music, movie, and part of the UI.
Atheris is developed by a very small independent studio. Due to limited resources, we occasionally rely on generative AI tools for specific visual elements, such as some in-game illustrations, assets and marketing materials. These tools are used thoughtfully and selectively, always under human direction, to preserve a cohesive artistic vision. We value transparency, and we encourage players to consider this information when deciding whether the game is right for them.
Character illustrations and background scenes were created using AI. The text was translated from Russian into other languages using AI as well.
The content of the game images is generated by AI
In Coffee Coffin, AI is used behind the scenes to enhance dialogue and audiovisual presentation for the player: Reactive Dialogue: AI is primarily used to generate real-time, context-aware dialogue lines between the player and in-game characters (wandering souls). These lines are created within fixed narrative frameworks and safety filters; players do not enter free-form prompts. Art & Media Asset Generation: Outside of dialogue, AI is mainly used to create and vary game art assets, including: Character and illustration variants Backgrounds and visual effects Music and ambient soundscapes Sound effects Voice-over lines Short in-game videos / cutscenes All of these are delivered to the player as finished in-game content. Players never access AI models directly, cannot upload their own media, and do not interact with raw prompts or generation tools.
Some sequence frame animations, UI, images, and other art assets are generated using AI, accounting for about 30% of the game's content.
This game utilizes pre-generated AI assets to enhance the immersive atmosphere and production value. Specifically, AI tools were used to assist in the creation of: Audio: Atmospheric sound effects and character voice-over performances designed to heighten the psychological horror experience. Promotional Material: Static visual elements and artwork used for marketing purposes. All AI-generated content has been manually reviewed, curated, and integrated by the development team to ensure it aligns with the game's narrative and artistic vision.
We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality.
I am leveraging AI in a few ways. Firstly, in Coding and Debugging. I am also using AI as placeholders for art assets to be then contracted for professionals to iterate on the vision and tone. Thirdly, I am using AI for some story elements and to modulate my voice to aid in Dialogue.
The game includes multimedia material generated with AI.
Some sounds and visuals in the game were created using artificial intelligence; however, artificial intelligence was not used during the game’s development and production process.
As a solo developer, I use Generative AI in limited, clearly defined ways during the development of Anomaly Island. This includes: Assisting in the creation of certain UI elements Helping with coding learning and a small number of the sound effects Generating quick previews of marketing materials via in-game screenshots lightly animated into short clips for promotional use All AI-assisted marketing assets are explicitly labeled and further edited or composited using traditional tools, such as Adobe After Effects. All unlabeled images, screenshots, and videos shown on this Steam page or in official trailers are directly captured from real in-engine gameplay with no generative AI manipulation. No environments, models, animations, gameplay systems, level design, or narrative content are AI-generated.
AI is utilized solely for design references and inspiration. All final in-game assets are manually created.
We use AI-generated images for cutscenes, standing illustrations, and action resources.
The developers used generative AI tools in the creation of the game's logo designs, character mouth animations, and the pre-rendered introductory video.
AI was used to create the images, but the character sprites were redrawn by artist, and the backgrounds were edited in a graphics editor. To create the music, AI was used as a reference, and then the composer created his tracks based on it.
AI was used in the development of GNF, but only for small, mundane tasks. All creative work — including design, writing, humour, and gameplay — was fully created by the developer.
This game has some AI-generated assets.
We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality.
The images, sounds, and videos in the game are generated by AI. The prompts, writing, code, and editing are done by HypeTales21.
"Some of the textures used in the game were created using AI-generation tools. However, these assets have been manually edited, refined, and integrated to fit the game's design."
Some code auditing and images
Use AI to generate a part of code, sound, mesh,animate,and texture,icon
This game’s cover art, store visuals, and certain in-game elements were created with the assistance of artificial intelligence.
Artificial intelligence was used during the pre-production phase to assist in concept design, reference generation, and the creation of a few 3D models and textures. No AI-generated content is created or modified during gameplay, and players do not directly interact with any AI systems within the game.
This game uses generative AI for coding assistance and translation reference. All in-game graphics, music, and sound effects are created by human creators and do not contain AI-generated content. *This excludes placeholder assets used during development (including demos) and third-party assets.
This is used for the 3D models and their textures within the game.
Echoes of the Rest uses AI to enhance the player experience. AI is used to generate in-game character voices, environmental textures, and certain narrative elements, making each playthrough feel dynamic and immersive.
Some visual, audio, and writing assets in this game were created with the help of generative AI tools during development. Every AI-assisted element was carefully reviewed, manually edited, and significantly refined by the development team before being added to the final game or its marketing materials. No AI systems generate or alter content while the game is running.
To keep this project viable without selling a kidney, generative AI was used to assist with Tablo Escobar's motivational dialogues and localization. However, I didn’t make AI slop... I manually reviewed and edited every line to make sure the robots didn't accidentally declare war on the player.
Some 2D art assets were initially created with the assistance of AI tools and then manually edited and finalized by the developer. No AI is used during gameplay or to generate content in real time.
This game uses AI-assisted tools to help create some concept art, promotional materials, and certain background visuals. No live AI generation occurs during gameplay. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure originality and quality.
Generative AI was used solely to assist with select background assets, exclusively through Adobe Firefly, a rights-cleared tool. No AI content is generated in real time during gameplay.
Some images or backgrounds for the image were made or partially processed using AI.
Some art work and visual assets in this game were created using AI-assisted tools. No AI is used during gameplay and no content is generated in real time.
Generative AI is used to generate texture of certain models
Some visual and audio assets in Somnolence were created or enhanced using AI-assisted tools during development, such as generative image and voice synthesis software. All content has been manually reviewed, edited, and integrated by the developer to fit the game’s narrative and aesthetic design. The game itself does not generate or modify content in real time.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
1. In-game voice lines are dubbed using AI. 2. The game includes one original BGM track by the developer; all other in-game sound effects are generated using AI. 3. Some AI-generated images are used as widgets. 4. A portion of the in-game models (about 5%) were initially created with AI and then modified.
Some character voices, textures, ambient audio, and concept images in Silent Chamber were created or enhanced using AI tools during development. All AI-generated content is pre-rendered and reviewed by the development team to ensure quality, originality, and suitability for the story. No live or dynamic AI generation occurs during gameplay.
In the game, players can press the "G" key to open the AI communication panel, and interact with the two AIs—Doubao and DeepSeek—by typing text. Players can choose to chat with either Doubao or DeepSeek, and both AIs will respond based on the player's input. Meanwhile, the AIs' decisions will influence the progression of the in-game storyline and their own specific behaviors. For instance, the AIs may determine the direction of storyline branches based on the content of the player's conversation, or change their movement paths in the game world and perform different actions. This creates a richer and more personalized gaming experience for players.
AI was used to assist with asset and plugin development.
The scene images and character images in visual novels are all generated using AI
This game contains AI-generated music and voice acting.
This game uses AI-generated images that were created during the development phase (e.g., for backgrounds, characters, or other visual assets). No AI-generated content is created or modified while the game is running. All AI-generated content complies with Steam Store requirements, and no copyrighted or impersonating material has been used.
This game uses AI-generated images that were created during the development phase (e.g., for backgrounds, characters, or other visual assets). No AI-generated content is created or modified while the game is running. All AI-generated content complies with Steam Store requirements, and no copyrighted or impersonating material has been used.
Very limited use of AI generated content: The city skyline image, and dialogue from text-to-speech are the only items/content where an AI tool was used. *The relevant AI platforms' subscription tier clarified full ownership of content and uniqueness of rendered content. Also, allowance of both commercial and non-commercial legal use is permissible with regard to both platforms used.
AI used For Marketing Materials
To make Ekoman accessible to more players in their own languages, in-game menus, cutscenes, and store page texts have been translated using artificial intelligence. Please feel free to contact us if you encounter any issues.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
EXOTERRA: A Space Journey Unclear audio | Spaceship announcer voice lines | ManuHerreraDev | 49 | Mar 18, 2026 | |
ノースウェスタの子供 In-game content artaudiotext | AI is used for translation, 3D assets, music, movie, and part of the UI. | Ituki Ebina | - | Mar 18, 2026 | |
Atheris In-game content art | Atheris is developed by a very small independent studio. Due to limited resources, we occasionally rely on generative AI tools for specific visual elements, such as some in-game illustrations, assets and marketing materials.
These tools are used thoughtfully and selectively, always under human direction, to preserve a cohesive artistic vision.
We value transparency, and we encourage players to consider this information when deciding whether the game is right for them. | Weird Potro Studio | - | Mar 18, 2026 | |
Veil: Project Conductor In-game content arttext | Character illustrations and background scenes were created using AI.
The text was translated from Russian into other languages using AI as well. | Rebro Broni | - | Mar 18, 2026 | |
直播时代 Store/marketing art | The content of the game images is generated by AI | 快乐蜗牛工作室 | - | Mar 18, 2026 | |
Coffee Coffin Live AI artaudiotext | In Coffee Coffin, AI is used behind the scenes to enhance dialogue and audiovisual presentation for the player:
Reactive Dialogue:
AI is primarily used to generate real-time, context-aware dialogue lines between the player and in-game characters (wandering souls). These lines are created within fixed narrative frameworks and safety filters; players do not enter free-form prompts.
Art & Media Asset Generation:
Outside of dialogue, AI is mainly used to create and vary game art assets, including:
Character and illustration variants
Backgrounds and visual effects
Music and ambient soundscapes
Sound effects
Voice-over lines
Short in-game videos / cutscenes
All of these are delivered to the player as finished in-game content. Players never access AI models directly, cannot upload their own media, and do not interact with raw prompts or generation tools. | Three Old Pals | - | Mar 18, 2026 | |
The Xu Jing Chronicle: Illusory Dream In-game content art | Some sequence frame animations, UI, images, and other art assets are generated using AI, accounting for about 30% of the game's content. | Dicheng Cultural Media | - | Mar 18, 2026 | |
Trapped In-game content audioart | This game utilizes pre-generated AI assets to enhance the immersive atmosphere and production value. Specifically, AI tools were used to assist in the creation of:
Audio: Atmospheric sound effects and character voice-over performances designed to heighten the psychological horror experience.
Promotional Material: Static visual elements and artwork used for marketing purposes.
All AI-generated content has been manually reviewed, curated, and integrated by the development team to ensure it aligns with the game's narrative and artistic vision. | Digital Artisan | - | Mar 18, 2026 | |
无声无色 In-game content art | We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality. | MYSTERY CROWN | 102 | Mar 18, 2026 | |
Velthurin In-game content arttextaudio | I am leveraging AI in a few ways. Firstly, in Coding and Debugging. I am also using AI as placeholders for art assets to be then contracted for professionals to iterate on the vision and tone. Thirdly, I am using AI for some story elements and to modulate my voice to aid in Dialogue. | Plazookas | - | Mar 18, 2026 | |
Red Balloon Unclear | The game includes multimedia material generated with AI. | Tenzou Studio | - | Mar 18, 2026 | |
Fragments of Dread - Late Lines FM In-game content audioart | Some sounds and visuals in the game were created using artificial intelligence; however, artificial intelligence was not used during the game’s development and production process. | Domnaier | - | Mar 18, 2026 | |
Anomaly Island In-game content artaudiocode | As a solo developer, I use Generative AI in limited, clearly defined ways during the development of Anomaly Island.
This includes:
Assisting in the creation of certain UI elements
Helping with coding learning and a small number of the sound effects
Generating quick previews of marketing materials via in-game screenshots lightly animated into short clips for promotional use
All AI-assisted marketing assets are explicitly labeled and further edited or composited using traditional tools, such as Adobe After Effects.
All unlabeled images, screenshots, and videos shown on this Steam page or in official trailers are directly captured from real in-engine gameplay with no generative AI manipulation.
No environments, models, animations, gameplay systems, level design, or narrative content are AI-generated. | DreamsmithGames | - | Mar 18, 2026 | |
RATNAVATI: Curse of Bhangarh In-game content art | AI is utilized solely for design references and inspiration. All final in-game assets are manually created. | LeZit Games | - | Mar 18, 2026 | |
Twilight Eden In-game content art | We use AI-generated images for cutscenes, standing illustrations, and action resources. | MYMEStudio | - | Mar 18, 2026 | |
Ergenekon Store/marketing art | The developers used generative AI tools in the creation of the game's logo designs, character mouth animations, and the pre-rendered introductory video. | Cihan Ürtekin | - | Mar 18, 2026 | |
Remedy for Personality In-game content artaudio | AI was used to create the images, but the character sprites were redrawn by artist, and the backgrounds were edited in a graphics editor. To create the music, AI was used as a reference, and then the composer created his tracks based on it. | Mertvitel & Partners | - | Mar 18, 2026 | |
404: Game Not Found Dev only | AI was used in the development of GNF, but only for small, mundane tasks. All creative work — including design, writing, humour, and gameplay — was fully created by the developer. | FreddieThePebble | - | Mar 18, 2026 | |
The Second Initiation In-game content | This game has some AI-generated assets. | Game Factory 12 Studio | - | Mar 18, 2026 | |
Mourningwood Lodge:Pray In-game content art | We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality. | MYSTERY CROWN | - | Mar 18, 2026 | |
Apocalyptic Love In-game content artaudio | The images, sounds, and videos in the game are generated by AI. The prompts, writing, code, and editing are done by HypeTales21. | HypeTales21 | - | Mar 18, 2026 | |
悠久教室 - Perpetual Classroom - In-game content art | "Some of the textures used in the game were created using AI-generation tools. However, these assets have been manually edited, refined, and integrated to fit the game's design." | CraftFox Creations | - | Mar 18, 2026 | |
Believr Pro Wrestling Dev only codeart | Some code auditing and images | Believr Games | 24 | Mar 18, 2026 | |
Freaking Hallway codeaudioart | Use AI to generate a part of code, sound, mesh,animate,and texture,icon | Coolguy Club | - | Mar 18, 2026 | |
CLEAN it DRY it In-game content art | This game’s cover art, store visuals, and certain in-game elements were created with the assistance of artificial intelligence. | Tifonne | - | Mar 18, 2026 | |
Alteration In-game content arttext | Artificial intelligence was used during the pre-production phase to assist in concept design, reference generation, and the creation of a few 3D models and textures.
No AI-generated content is created or modified during gameplay, and players do not directly interact with any AI systems within the game. | Asteria Interactive | - | Mar 18, 2026 | |
Architect Fray In-game content codetext | This game uses generative AI for coding assistance and translation reference.
All in-game graphics, music, and sound effects are created by human creators and do not contain AI-generated content.
*This excludes placeholder assets used during development (including demos) and third-party assets. | gunsturn Inc. | - | Mar 18, 2026 | |
いえのあじ In-game content art | This is used for the 3D models and their textures within the game. | KuroGameMaker | 85 | Mar 18, 2026 | |
Echoes of the Rest In-game content audioarttext | Echoes of the Rest uses AI to enhance the player experience. AI is used to generate in-game character voices, environmental textures, and certain narrative elements, making each playthrough feel dynamic and immersive. | Feronline Games | - | Mar 18, 2026 | |
Relics of Wayne: Greymoor In-game content artaudiotext | Some visual, audio, and writing assets in this game were created with the help of generative AI tools during development. Every AI-assisted element was carefully reviewed, manually edited, and significantly refined by the development team before being added to the final game or its marketing materials. No AI systems generate or alter content while the game is running. | Blackroot Games | - | Mar 18, 2026 | |
How Asian Parents went to School In-game content text | To keep this project viable without selling a kidney, generative AI was used to assist with Tablo Escobar's motivational dialogues and localization. However, I didn’t make AI slop... I manually reviewed and edited every line to make sure the robots didn't accidentally declare war on the player. | Andy Yeet | 25 | Mar 18, 2026 | |
The Ogre King In-game content art | Some 2D art assets were initially created with the assistance of AI tools and then manually edited and finalized by the developer.
No AI is used during gameplay or to generate content in real time. | MineHole | - | Mar 18, 2026 | |
Mikseli: Genesis Store/marketing art | This game uses AI-assisted tools to help create some concept art, promotional materials, and certain background visuals.
No live AI generation occurs during gameplay. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure originality and quality. | Mikseli Oy | - | Mar 18, 2026 | |
久我山栞の死様手帖 In-game content art | Generative AI was used solely to assist with select background assets, exclusively through Adobe Firefly, a rights-cleared tool.
No AI content is generated in real time during gameplay. | Laplacian | 740 | Mar 18, 2026 | |
Express No. 6 In-game content art | Some images or backgrounds for the image were made or partially processed using AI. | ASK_GAMES | 121 | Mar 18, 2026 | |
MOGA MASH In-game content art | Some art work and visual assets in this game were created using AI-assisted tools. No AI is used during gameplay and no content is generated in real time. | GIG STUDIO | - | Mar 18, 2026 | |
取件码 In-game content art | Generative AI is used to generate texture of certain models | Michi Games | - | Mar 18, 2026 | |
Somnolence In-game content artaudio | Some visual and audio assets in Somnolence were created or enhanced using AI-assisted tools during development, such as generative image and voice synthesis software.
All content has been manually reviewed, edited, and integrated by the developer to fit the game’s narrative and aesthetic design.
The game itself does not generate or modify content in real time. | Somberlight Games | - | Mar 18, 2026 | |
Cyberphobia: Prologue codeart | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED | - | Mar 18, 2026 | |
Clim Snail In-game content audioart | 1. In-game voice lines are dubbed using AI.
2. The game includes one original BGM track by the developer; all other in-game sound effects are generated using AI.
3. Some AI-generated images are used as widgets.
4. A portion of the in-game models (about 5%) were initially created with AI and then modified. | nuk | - | Mar 18, 2026 | |
Silent Chamber In-game content audioart | Some character voices, textures, ambient audio, and concept images in Silent Chamber were created or enhanced using AI tools during development. All AI-generated content is pre-rendered and reviewed by the development team to ensure quality, originality, and suitability for the story. No live or dynamic AI generation occurs during gameplay. | Sumonux Games | - | Mar 18, 2026 | |
AI女友 AI girlfriend Live AI text | In the game, players can press the "G" key to open the AI communication panel, and interact with the two AIs—Doubao and DeepSeek—by typing text. Players can choose to chat with either Doubao or DeepSeek, and both AIs will respond based on the player's input.
Meanwhile, the AIs' decisions will influence the progression of the in-game storyline and their own specific behaviors. For instance, the AIs may determine the direction of storyline branches based on the content of the player's conversation, or change their movement paths in the game world and perform different actions. This creates a richer and more personalized gaming experience for players. | fpygames | - | Mar 18, 2026 | |
WITHER Dev only | AI was used to assist with asset and plugin development. | Kemsyn | - | Mar 18, 2026 | |
双重魔法宇宙:永星影 Dual Magic Universe:YONG XINGYING In-game content art | The scene images and character images in visual novels are all generated using AI | ZHAO XINYI | - | Mar 18, 2026 | |
Wave Function 1.0 In-game content audio | This game contains AI-generated music and voice acting. | Usual Game Developer | - | Mar 18, 2026 | |
IN LOVE : Temptations in Amsterdam In-game content art | This game uses AI-generated images that were created during the development phase (e.g., for backgrounds, characters, or other visual assets). No AI-generated content is created or modified while the game is running.
All AI-generated content complies with Steam Store requirements, and no copyrighted or impersonating material has been used. | Playtouch | - | Mar 18, 2026 | |
IN LOVE: Mystic Passions Pack In-game content art | This game uses AI-generated images that were created during the development phase (e.g., for backgrounds, characters, or other visual assets). No AI-generated content is created or modified while the game is running.
All AI-generated content complies with Steam Store requirements, and no copyrighted or impersonating material has been used. | Playtouch | - | Mar 18, 2026 | |
BLACKHAT espionage In-game content arttext | Very limited use of AI generated content:
The city skyline image, and dialogue from text-to-speech are the only items/content where an AI tool was used. *The relevant AI platforms' subscription tier clarified full ownership of content and uniqueness of rendered content. Also, allowance of both commercial and non-commercial legal use is permissible with regard to both platforms used. | Maren Games LLC | - | Mar 18, 2026 | |
Flyra: FPV Drone Simulator Store/marketing art | AI used For Marketing Materials | Playbyte Studios | - | Mar 18, 2026 | |
Ekoman In-game content text | To make Ekoman accessible to more players in their own languages, in-game menus, cutscenes, and store page texts have been translated using artificial intelligence. Please feel free to contact us if you encounter any issues. | Stronsiyum | - | Mar 18, 2026 |