Generate achievement icons using AIGC
- Creator
- Qingmu production team
- 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.
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Interactive or runtime AI features disclosed by the developer.
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Generate achievement icons using AIGC
Some game content, marketing materials, and character voices for Medieval Frontiers were created or translated with the assistance of AI tools. While we use these technologies to support our workflow, every feature and narrative beat is a result of our team’s deliberate creative decisions. The final experience is hand-guided by our vision to ensure the world feels authentic to our players.
AI tools were used in the production of the voice acting. We are a five-person team that has been working on this project for several years without the budget of a large studio. In our case, this was a practical solution that allowed us to complete the game at the level of quality we were aiming for. All creative decisions and the final shape of the game were made by our team. AI was used as a supporting production tool, not as a replacement for the creative work behind the game.
The package image of this game was created using multiple AI tools. Background image and part of the background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
We have used in-house AI models to generate background assets, font, and some voices. We will continue to advance the practical application of AI in art creation. To discuss the latest progress in this field, welcome to contact us.
During development, we may use AI tools to assist with character voice-overs and certain illustrations. In all such cases, AI-generated materials are treated as draft content: our team selects, edits, and combines them before approving the end result. The final product is made under the full creative control of our developers and artists and reflects their artistic vision.
Generated some characters and furnitures from AI
Generation of some images and textures. Additional generation of locations (grass, rocks, vegetation). Rough text processing and translations into other languages.
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
Pre-generated Text-To-Speech Voice Cloning for the Homunculus AI, where it makes sense creatively.
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
Certain ingame background art and advertisements are hand/manually refined Midjourney generations.
This game features voice-over content partially created through AI voice generation tools.
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
store page capsules, library images, and in-game artwork
Pictures in the gallery and voice acting generated
We use Gen AI to generate the voice over lines used by our avatars in game.
The latest Halloween update includes 3D objects that are AI generated using Meshy.ai.
SUFFER is a solo project and I used whatever I could to help me make the game I wanted to make. AI tools were used as part of my process for updating some of the old enemy sprites and scenery details. I also used them to help clean up a few stubborn code issues to make the game more stable and reduce frame drops. This section exists because Valve said it has to, and I believe in being upfront. I’m not here to debate tools or trends. People have strong feelings about this stuff, and that’s fine. My goal was simple: make SUFFER look and play the way I always imagined it could, and these tools helped me get it (mostly) there. There’s really nothing more to it. I hope you enjoy the game.
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
Chat-GPT and Sora were used to enhance some of the cutscenes, along with Suno and Eleven Labs for voice acting.
All AI content is placeholder assets until the full release. This includes: Spoken dialog (rendered via Eleven Labs), and some story-related images (generated with Midjourney). The vocals will be recorded by voice actors once the script is completely finalized, and any art will be redone by human artists before the 1.0 release.
Players may experience NPCs that provide AI generated information on their notifications or the location.
We use a AI voices for the radio messages, some icons and sound effects.
AI is used to generate pre-rendered avatars used for heroes in the game.
AI-generated content was used for achievement images
AI Generated: - Loading Screens - Store Graphical Assets - Achievements Icons. - Cinematics & Voice Overs.
Our team utilizes AI in a variety of ways to improve the quality of our game. Here are a few examples of how our team incorporates AI into our development process: 1. We use AI to translate dialogue, subtitles, and (more infrequently) music into a variety of different languages spoken by players of our game. This allows more players from different regions to enjoy playing Operation: Harsh Doorstop in their own language, and helps us reach more players throughout the world. 2. We utilize machine learning to help train our NPC bots, giving non-player characters more realistic and adaptive behavior on the battlefield. 3. We utilize AI to assist with finding bugs and other issues in the game, which our developers can then diagnose and fix. We currently work with the RevoltGPT team to help us incorporate AI into our development workflows. If you're interested in learning more, you can visit their website at https://rvt.dev
In Ashes of Mankind, we utilize AI-generated voiceovers to bring life to key in-game characters, such as GRIM and E.M.A. These entities serve as guides and narrators within the battlefield, known as The Citadel. Their unique personalities and lore were crafted by our team, with their voices pre-rendered using AI during development. Importantly, this use of AI is not generated live during gameplay, and there is no intention to impersonate real individuals or infringe upon existing copyrights. These AI-generated voices are carefully designed to enhance immersion while respecting all applicable guidelines. We remain committed to creating an engaging and authentic experience while ensuring transparency and compliance with Steam's policies.
Pre-rendered AI generated voices may be used for NPCs in a few missions.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SaveKunkun In-game content art | Generate achievement icons using AIGC | Qingmu production team | - | Mar 18, 2026 | |
Medieval Frontiers In-game content textaudio | Some game content, marketing materials, and character voices for Medieval Frontiers were created or translated with the assistance of AI tools. While we use these technologies to support our workflow, every feature and narrative beat is a result of our team’s deliberate creative decisions. The final experience is hand-guided by our vision to ensure the world feels authentic to our players. | Active Fungus Studios | - | Mar 18, 2026 | |
I Am Jesus Christ In-game content audio | AI tools were used in the production of the voice acting. We are a five-person team that has been working on this project for several years without the budget of a large studio. In our case, this was a practical solution that allowed us to complete the game at the level of quality we were aiming for. All creative decisions and the final shape of the game were made by our team. AI was used as a supporting production tool, not as a replacement for the creative work behind the game. | Space Boat Studios | 1.3k | Mar 18, 2026 | |
Hospital 9 Store/marketing art | The package image of this game was created using multiple AI tools.
Background image and part of the background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | 12 | Mar 17, 2026 | |
Snowdome In-game content artaudio | We have used in-house AI models to generate background assets, font, and some voices.
We will continue to advance the practical application of AI in art creation. To discuss the latest progress in this field, welcome to contact us. | Lunatic Works | 206 | Mar 17, 2026 | |
CarX Street In-game content audioart | During development, we may use AI tools to assist with character voice-overs and certain illustrations. In all such cases, AI-generated materials are treated as draft content: our team selects, edits, and combines them before approving the end result. The final product is made under the full creative control of our developers and artists and reflects their artistic vision. | CarX Technologies, LLC | 9.4k | Mar 17, 2026 | |
My Plushy Shift In-game content art | Generated some characters and furnitures from AI | S19Games | - | Mar 17, 2026 | |
Fisher Online In-game content arttext | Generation of some images and textures. Additional generation of locations (grass, rocks, vegetation). Rough text processing and translations into other languages. | R-Age LLC | 547 | Mar 17, 2026 | |
First Customer Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | - | Mar 17, 2026 | |
Gunship Recon Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | - | Mar 17, 2026 | |
Void Crew In-game content audio | Pre-generated Text-To-Speech Voice Cloning for the Homunculus AI, where it makes sense creatively. | Hutlihut Games | 5k | Mar 17, 2026 | |
Zero spring episode 3 Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | - | Mar 17, 2026 | |
Neckbreak In-game content art | Certain ingame background art and advertisements are hand/manually refined Midjourney generations. | MGP Studios | 410 | Mar 17, 2026 | |
METAL EDEN In-game content audio | This game features voice-over content partially created through AI voice generation tools. | Reikon Games | 1.8k | Mar 17, 2026 | |
Air Combat XF Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | 26 | Mar 17, 2026 | |
W.A.N.T.E.D In-game content art | store page capsules, library images, and in-game artwork | Gaming Limited | - | Mar 17, 2026 | |
CUBESCAPE In-game content artaudio | Pictures in the gallery and voice acting generated | Tesseract | - | Mar 17, 2026 | |
ALARA Prime In-game content audio | We use Gen AI to generate the voice over lines used by our avatars in game. | Fall Damage | - | Mar 17, 2026 | |
Granny In-game content art | The latest Halloween update includes 3D objects that are AI generated using Meshy.ai. | DVloper | 4.1k | Mar 17, 2026 | |
SUFFER In-game content artcode | SUFFER is a solo project and I used whatever I could to help me make the game I wanted to make.
AI tools were used as part of my process for updating some of the old enemy sprites and scenery details. I also used them to help clean up a few stubborn code issues to make the game more stable and reduce frame drops.
This section exists because Valve said it has to, and I believe in being upfront. I’m not here to debate tools or trends. People have strong feelings about this stuff, and that’s fine. My goal was simple: make SUFFER look and play the way I always imagined it could, and these tools helped me get it (mostly) there.
There’s really nothing more to it. I hope you enjoy the game. | Shawn Perolis | 58 | Mar 17, 2026 | |
Zero spring episode 1 English translation version Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | - | Mar 17, 2026 | |
Jaws of Hell In-game content artaudio | Chat-GPT and Sora were used to enhance some of the cutscenes, along with Suno and Eleven Labs for voice acting. | Starving Lama Games | - | Mar 17, 2026 | |
Gravia In-game content audioarttext | All AI content is placeholder assets until the full release. This includes: Spoken dialog (rendered via Eleven Labs), and some story-related images (generated with Midjourney). The vocals will be recorded by voice actors once the script is completely finalized, and any art will be redone by human artists before the 1.0 release. | Dan Goyette | 26 | Mar 17, 2026 | |
Multiverse Live AI text | Players may experience NPCs that provide AI generated information on their notifications or the location. | Future Tech Studios Ltd | - | Mar 17, 2026 | |
Exfil In-game content audioart | We use a AI voices for the radio messages, some icons and sound effects. | Tiny Leviathan | 296 | Mar 17, 2026 | |
Nevergrind Online In-game content art | AI is used to generate pre-rendered avatars used for heroes in the game. | Neverworks Games | 1.2k | Mar 17, 2026 | |
Undead Citadel Store/marketing art | AI-generated content was used for achievement images | Dark Curry S.L. | 261 | Mar 17, 2026 | |
Ruzar - The Dark Stones In-game content artaudio | AI Generated:
- Loading Screens
- Store Graphical Assets
- Achievements Icons.
- Cinematics & Voice Overs. | Hammer Glass Studio Inc. | 20 | Mar 17, 2026 | |
Operation: Harsh Doorstop Live AI text | Our team utilizes AI in a variety of ways to improve the quality of our game. Here are a few examples of how our team incorporates AI into our development process:
1. We use AI to translate dialogue, subtitles, and (more infrequently) music into a variety of different languages spoken by players of our game. This allows more players from different regions to enjoy playing Operation: Harsh Doorstop in their own language, and helps us reach more players throughout the world.
2. We utilize machine learning to help train our NPC bots, giving non-player characters more realistic and adaptive behavior on the battlefield.
3. We utilize AI to assist with finding bugs and other issues in the game, which our developers can then diagnose and fix.
We currently work with the RevoltGPT team to help us incorporate AI into our development workflows. If you're interested in learning more, you can visit their website at https://rvt.dev | Drakeling Labs | 11.1k | Mar 17, 2026 | |
Ashes of Mankind In-game content audio | In Ashes of Mankind, we utilize AI-generated voiceovers to bring life to key in-game characters, such as GRIM and E.M.A. These entities serve as guides and narrators within the battlefield, known as The Citadel. Their unique personalities and lore were crafted by our team, with their voices pre-rendered using AI during development.
Importantly, this use of AI is not generated live during gameplay, and there is no intention to impersonate real individuals or infringe upon existing copyrights. These AI-generated voices are carefully designed to enhance immersion while respecting all applicable guidelines.
We remain committed to creating an engaging and authentic experience while ensuring transparency and compliance with Steam's policies. | Black Ice Studios | - | Mar 17, 2026 | |
VTOL VR In-game content audio | Pre-rendered AI generated voices may be used for NPCs in a few missions. | Boundless Dynamics, LLC | 17k | Mar 17, 2026 |