We used AI to create music
- Creator
- 3Dads Studios
- Reviews
- 37
- Added
- Mar 18, 2026
Public Steam disclosure research 25,519 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 used AI to create music
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.
Used AI to generate starting images for store page.
This game uses generative AI tools during development to create some static 2D artwork, such as key art and promotional images. All AI-assisted images are manually selected, edited and adjusted by the developer before release. The game itself does not call any AI services at runtime, and no in-game content, text, code or assets are generated by AI while playing.
AI used in concert with my human skills for visuals, audio, and coding alike. Pretty much every step of the way.
The game uses a mix of both artist made and AI made art assets, as well as AI generated audio.
This game was created with a combination of AI-assisted tools and original development work. Some art assets and portions of the code were generated with AI during development and are included as pre-generated content.
Some of the sound effects in the game were created by artificial intelligence.
Some of the artworks are refined through an AI-assisted process
This game uses some pre-rendered UI icons and promotional images created with generative AI tools. No AI is used during gameplay. All in-game content is static and pre-made, with no real-time generation.
I want to be fully transparent with you. Some of the visual assets in this game were created with the help of generative AI tools. However, AI was used strictly as a tool, not as a replacement for creativity or craftsmanship. No image generated by AI was used “as is.” Every asset went through heavy manual modification, repainting, redesigning, compositional changes, color correction, detailing, and integration into the game’s visual language. I spent hundreds of hours in GIMP reworking compositions, adjusting lighting and color palettes, redrawing shapes and much more. The final result you see in the game is the outcome of extensive manual work and artistic decisions. I'm not an artist at all, and AI simply helped accelerate early-stage iteration. Without this help the game could not exist. The game’s design, mechanics, balance, progression systems, and overall vision are entirely human-made. Thank you for supporting indie development.
Used for creating some promotional and marketing materials.
- The store capsule image uses AI and is then retouched. - Translation was performed by using LLMs
We use generative AI for some in-game assets and store images, with all final adjustments and edits performed manually.
This game uses AI-assisted tools to create visual assets such as herbs, characters, and backgrounds. All content has been curated, edited, and integrated manually to ensure a consistent and cohesive art style.
We use AI as a tool to help create some of the game’s artwork, such as characters, items, and backgrounds, to speed up the development process.
Generative AI was used in the prototyping stage to develop card art concept alternatives and communicate with human artists on our intentions for each finished piece. These images have all been replaced with human-created artwork. AI is not used to live-generate content or code during gameplay.
The single-player framework and associated features for the game were developed by humans, but the multi-player framework and a few general game polish features were developed by AI. Additionally, AI was used to help flush out the description for the store page, since I couldn't be bothered to write another essay - I don't think I ended up using most of it though - so that's kind of a waste *shrug* :/
This game does not use generative AI during gameplay. Some visual and audio assets were created with the help of AI-assisted tools before development, but all content is fixed, reviewed, and does not generate new material during play.
This game contains pre-generated artwork created using AI image generation tools during development, that was modified to fit to my game.
This game uses AI to drive enemy behavior and adaptive difficulty, optimize level and card spawn probabilities, and provide gameplay-based intelligent hints to enhance the player experience and educational outcomes. AI is used only for internal game algorithms and experience optimization; it is not used to generate player-visible free-form text or to send player content for external training. The game will not transmit personally identifiable data to third parties for AI training, and any network or cloud features will be clearly disclosed in the privacy policy.
During the game’s development, AI was used as a reference in parts of the core code development and the creation of certain art assets.
As a solo developer some art assets used during the development of the game are generated using AI models with art references. Should the game be successful it is my hope to slowly replace these generated assets.
The game's logo and some in-game artwork were created using generative AI.
This game uses AI-generated artwork for character designs, card illustrations, and visual assets. As a solo indie developer, I used AI tools to create base artwork, which was then manually refined and edited by hand. All AI-generated content was created during pre-production and does not generate new content in real-time during gameplay.
We used AI to generate the faces of the people in the game, as well as some of the logos and texts variants.
Art in concept stage - use in parts and/or overpainted. Ghat GTP for coding advice.
3D models and some 2D visuals / textures are made by AI assisted
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
About 30% of the total artwork was created with AI assistance by generating concept art, which was then hand-drawn over to turn it into the desired pixel art.”
Generative AI was used to create the main promotional image/poster displayed on the Steam Store Page. All in-game content, code, and assets were created by the developer
Game art and marketing
We use generative AI tools during development to create some pre-rendered visual assets such as the game logo, key art, thumbnails, and parts of the intro video. All in-game characters, environments, UI, and gameplay systems are manually authored and do not use AI during runtime. No player data or user-generated content is sent to AI services while the game is running.
Generative AI was used during the development process as an assistant for writing code scripts and debugging. Additionally, AI tools were utilized to assist with the translation of in-game text for localization purposes. All AI-generated content has been reviewed and edited by the developers.
AI tools were used during development to create certain character artwork and some sound effects. All gameplay content is pre-rendered, and no AI generates new content while the game is being played.
Some images: campaign backgrounds and project backgrounds.
The images used on the store page and in the game were generated using artificial intelligence.
In RoleMIAster, a local AI acts as your personal Game Master. It creates worlds, characters, quests, and items in real time, interprets your actions, and narrates the consequences dynamically, offering a unique and ever-changing role-playing experience.
No generative AI is used during gameplay.
Environment tiles are assisted by AI tools to support the game’s art development. We intend to get rid of this IA asset as soon as possible. All gameplay and player content is fully created and controlled by the developers
游戏内包含少量AI辅助生成内容。
Before I get into this, I'd like to say that I am a professional game designer, writer, sprite artist, video animator, music producer, and audio engineer. I worked in the industry for a number of years, and deciding on whether or not to use gen AI was not something I took lightly. I know there are a lot of feelings about this right now, and I understand why a lot of people are hurting, but ultimately, I felt that it enhances the will and talent of the end user. I use programs that claim they are trained on models that own the rights to the content, or are trained on open source materials. This game uses a limited amount of generative AI for content. About 50% of the art assets are generated, then carefully tailored for visual cohesion. Currently, very little animation is done with generative AI, but this could change in the future. The music is 100% human created by Punch Deck. The voiceover is 100% generative AI. Depending on funding, this could change in the future.
Use generative AI to create some of the original paintings and icons
In our game development process, we utilize a commercially licensed AI drawing engine to generate character roles by inputting keywords. The creative process does not reference any third-party materials and strictly complies with local laws and regulations. All AI-generated images produced through this method are exclusively owned by our game developers in terms of copyright.
“Generation of images for the shop page as placeholders during the prerelease phase, as well as individual 3D elements as placeholders.”
We use AI to generate songs
Warvox uses AI-generated artwork only for promotional images on the Steam store page. The game itself does not use generative AI for gameplay, visuals, characters, environments, quests, dialogue, audio, or story content. All in-game assets, systems, and content are created and authored by the development team. Any AI referenced within gameplay refers solely to traditional, non-generative game AI systems such as enemy behavior, combat logic, pathfinding, and decision-making. These systems do not generate new content and do not modify player-facing assets. No generative AI alters player content, visuals, progression, or narrative during gameplay.
Some of the card image was generated by AI
AI technology was utilized to create initial art assets, including some icons. The final output was manually refined by artists.
We use AI to generate the music you hear in the trailer(s), and have used it to refine our descriptions of the game as you see on Steam. Occasionally we may use AI to assist us in coding the game, or completely write parts of code for our game. However, during gameplay there are no parts of AI used, what you see in the game when it comes to art, 3D-models, effects, etc., is made manually without AI, with the exception being parts of the code.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
C.A.R.S. - Creating A Ridiculous Shitshow In-game content audio | We used AI to create music | 3Dads Studios | 37 | 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 | |
Engagement Protocol Store/marketing art | Used AI to generate starting images for store page. | Dog Food Games | - | Mar 18, 2026 | |
Civilization Directive Store/marketing art | This game uses generative AI tools during development to create some static 2D artwork, such as key art and promotional images. All AI-assisted images are manually selected, edited and adjusted by the developer before release.
The game itself does not call any AI services at runtime, and no in-game content, text, code or assets are generated by AI while playing. | Hawting | - | Mar 18, 2026 | |
Inearth Unclear artaudiocode | AI used in concert with my human skills for visuals, audio, and coding alike. Pretty much every step of the way. | reynvert | - | Mar 18, 2026 | |
Royal Dental In-game content artaudio | The game uses a mix of both artist made and AI made art assets, as well as AI generated audio. | Visionaire Labs | - | Mar 18, 2026 | |
Emerald Valley In-game content artcode | This game was created with a combination of AI-assisted tools and original development work. Some art assets and portions of the code were generated with AI during development and are included as pre-generated content. | JIMIJMI19 | - | Mar 18, 2026 | |
The Shadow Architect In-game content audio | Some of the sound effects in the game were created by artificial intelligence. | StoneBreaker Studios | - | Mar 18, 2026 | |
Top of That Thing Called Mountain In-game content art | Some of the artworks are refined through an AI-assisted process | AirBike | - | Mar 18, 2026 | |
Padoria In-game content art | This game uses some pre-rendered UI icons and promotional images created with generative AI tools. No AI is used during gameplay. All in-game content is static and pre-made, with no real-time generation. | DSgames | - | Mar 18, 2026 | |
Chess vs All In-game content art | I want to be fully transparent with you. Some of the visual assets in this game were created with the help of generative AI tools. However, AI was used strictly as a tool, not as a replacement for creativity or craftsmanship.
No image generated by AI was used “as is.” Every asset went through heavy manual modification, repainting, redesigning, compositional changes, color correction, detailing, and integration into the game’s visual language.
I spent hundreds of hours in GIMP reworking compositions, adjusting lighting and color palettes, redrawing shapes and much more.
The final result you see in the game is the outcome of extensive manual work and artistic decisions. I'm not an artist at all, and AI simply helped accelerate early-stage iteration. Without this help the game could not exist.
The game’s design, mechanics, balance, progression systems, and overall vision are entirely human-made.
Thank you for supporting indie development. | else games | - | Mar 18, 2026 | |
Foundation: Galactic Frontier Store/marketing art | Used for creating some promotional and marketing materials. | FunPlus International AG | - | Mar 18, 2026 | |
Petal by Petal In-game content textart | - The store capsule image uses AI and is then retouched.
- Translation was performed by using LLMs | Orquin Games | 58 | Mar 18, 2026 | |
Captain Duck In-game content art | We use generative AI for some in-game assets and store images, with all final adjustments and edits performed manually. | StudioShimazu | 15 | Mar 18, 2026 | |
Mystical Herbalists In-game content art | This game uses AI-assisted tools to create visual assets such as herbs, characters, and backgrounds. All content has been curated, edited, and integrated manually to ensure a consistent and cohesive art style. | Jan Brychta | - | Mar 18, 2026 | |
Endless Tiles In-game content art | We use AI as a tool to help create some of the game’s artwork, such as characters, items, and backgrounds, to speed up the development process. | Zemon | - | Mar 18, 2026 | |
Chrono CCG Dev only art | Generative AI was used in the prototyping stage to develop card art concept alternatives and communicate with human artists on our intentions for each finished piece. These images have all been replaced with human-created artwork.
AI is not used to live-generate content or code during gameplay. | Infinite or Bust Games Inc. | 596 | Mar 18, 2026 | |
Yet Another Jumping Game Store/marketing text | The single-player framework and associated features for the game were developed by humans, but the multi-player framework and a few general game polish features were developed by AI. Additionally, AI was used to help flush out the description for the store page, since I couldn't be bothered to write another essay - I don't think I ended up using most of it though - so that's kind of a waste *shrug* :/ | C. Uriah | - | Mar 18, 2026 | |
Lord Of Anatolia In-game content artaudio | This game does not use generative AI during gameplay. Some visual and audio assets were created with the help of AI-assisted tools before development, but all content is fixed, reviewed, and does not generate new material during play. | Mustafa Aykut Karacan | - | Mar 18, 2026 | |
Regnum Idle In-game content art | This game contains pre-generated artwork created using AI image generation tools during development, that was modified to fit to my game. | Vexos Games | 18 | Mar 18, 2026 | |
WordJoy code | This game uses AI to drive enemy behavior and adaptive difficulty, optimize level and card spawn probabilities, and provide gameplay-based intelligent hints to enhance the player experience and educational outcomes. AI is used only for internal game algorithms and experience optimization; it is not used to generate player-visible free-form text or to send player content for external training. The game will not transmit personally identifiable data to third parties for AI training, and any network or cloud features will be clearly disclosed in the privacy policy. | chunq | - | Mar 18, 2026 | |
Pairs In-game content artcode | During the game’s development, AI was used as a reference in parts of the core code development and the creation of certain art assets. | KCLUB Studio | 12 | Mar 18, 2026 | |
Realms Cup In-game content art | As a solo developer some art assets used during the development of the game are generated using AI models with art references. Should the game be successful it is my hope to slowly replace these generated assets. | Berraco | - | Mar 18, 2026 | |
Santa Holiday Puzzle In-game content art | The game's logo and some in-game artwork were created using generative AI. | Boogygames Studios | - | Mar 18, 2026 | |
Goblin Miners art | This game uses AI-generated artwork for character designs, card illustrations,
and visual assets. As a solo indie developer, I used AI tools to create base
artwork, which was then manually refined and edited by hand. All AI-generated
content was created during pre-production and does not generate new content
in real-time during gameplay. | Chief Games | - | Mar 18, 2026 | |
Tennis Manager 26 In-game content arttext | We used AI to generate the faces of the people in the game, as well as some of the logos and texts variants. | Rebound | 34 | Mar 18, 2026 | |
Path of Glory Dev only codeart | Art in concept stage - use in parts and/or overpainted.
Ghat GTP for coding advice. | Pick_Nick games | - | Mar 18, 2026 | |
Pit Wars In-game content art | 3D models and some 2D visuals / textures are made by AI assisted | IQ Games | - | Mar 18, 2026 | |
Sudoku Store/marketing art | We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs. | Popoko VM Games | 16 | Mar 18, 2026 | |
KAFAK In-game content art | About 30% of the total artwork was created with AI assistance by generating concept art, which was then hand-drawn over to turn it into the desired pixel art.” | GenaticStudio | - | Mar 18, 2026 | |
Pirate's Dual In-game content art | Generative AI was used to create the main promotional image/poster displayed on the Steam Store Page. All in-game content, code, and assets were created by the developer | HaddajiDev | - | Mar 18, 2026 | |
Argonauts Agency: Patterns of Morpheus In-game content art | Game art and marketing | 8floor ltd | - | Mar 18, 2026 | |
The Last Endure In-game content art | We use generative AI tools during development to create some pre-rendered visual assets such as the game logo, key art, thumbnails, and parts of the intro video. All in-game characters, environments, UI, and gameplay systems are manually authored and do not use AI during runtime. No player data or user-generated content is sent to AI services while the game is running. | Filos Games | - | Mar 18, 2026 | |
UnderDark: Defense In-game content codetext | Generative AI was used during the development process as an assistant for writing code scripts and debugging. Additionally, AI tools were utilized to assist with the translation of in-game text for localization purposes. All AI-generated content has been reviewed and edited by the developers. | FreeDust | - | Mar 18, 2026 | |
Tales of Evion: Forgotten Dreams In-game content artaudio | AI tools were used during development to create certain character artwork and some sound effects. All gameplay content is pre-rendered, and no AI generates new content while the game is being played. | Tyshym Miller | - | Mar 18, 2026 | |
Mk50TWL Vehicle Battler Custom Slider Unclear art | Some images: campaign backgrounds and project backgrounds. | TimberWoodLumber Games | - | Mar 18, 2026 | |
Gift Drop Machine In-game content art | The images used on the store page and in the game were generated using artificial intelligence. | PEGAX Studios | - | Mar 18, 2026 | |
RolemIAster Live AI text | In RoleMIAster, a local AI acts as your personal Game Master. It creates worlds, characters, quests, and items in real time, interprets your actions, and narrates the consequences dynamically, offering a unique and ever-changing role-playing experience. | ABAFE | 20 | Mar 18, 2026 | |
Apoikia general | No generative AI is used during gameplay. | Charlie | - | Mar 18, 2026 | |
Undying One In-game content art | Environment tiles are assisted by AI tools to support the game’s art development. We intend to get rid of this IA asset as soon as possible. All gameplay and player content is fully created and controlled by the developers | Novens Studio | - | Mar 18, 2026 | |
三国杀OL In-game content | 游戏内包含少量AI辅助生成内容。 | 杭州游卡网络技术有限公司 | - | Mar 18, 2026 | |
Farewell Jack In-game content artaudiotext | Before I get into this, I'd like to say that I am a professional game designer, writer, sprite artist, video animator, music producer, and audio engineer. I worked in the industry for a number of years, and deciding on whether or not to use gen AI was not something I took lightly. I know there are a lot of feelings about this right now, and I understand why a lot of people are hurting, but ultimately, I felt that it enhances the will and talent of the end user. I use programs that claim they are trained on models that own the rights to the content, or are trained on open source materials. This game uses a limited amount of generative AI for content. About 50% of the art assets are generated, then carefully tailored for visual cohesion. Currently, very little animation is done with generative AI, but this could change in the future. The music is 100% human created by Punch Deck. The voiceover is 100% generative AI. Depending on funding, this could change in the future. | Upheaval Arts | - | Mar 18, 2026 | |
永夜轮回 In-game content art | Use generative AI to create some of the original paintings and icons | EternalNight | 10 | Mar 18, 2026 | |
欧皇VS非酋 In-game content art | In our game development process, we utilize a commercially licensed AI drawing engine to generate character roles by inputting keywords. The creative process does not reference any third-party materials and strictly complies with local laws and regulations. All AI-generated images produced through this method are exclusively owned by our game developers in terms of copyright. | Flow Universe | 134 | Mar 18, 2026 | |
Frontiers of the Realms Store/marketing art | “Generation of images for the shop page as placeholders during the prerelease phase, as well as individual 3D elements as placeholders.” | Jonas Alber | - | Mar 18, 2026 | |
Yayos In-game content audio | We use AI to generate songs | Pigeon-G | - | Mar 18, 2026 | |
Warvox In-game content art | Warvox uses AI-generated artwork only for promotional images on the Steam store page.
The game itself does not use generative AI for gameplay, visuals, characters, environments, quests, dialogue, audio, or story content. All in-game assets, systems, and content are created and authored by the development team.
Any AI referenced within gameplay refers solely to traditional, non-generative game AI systems such as enemy behavior, combat logic, pathfinding, and decision-making. These systems do not generate new content and do not modify player-facing assets.
No generative AI alters player content, visuals, progression, or narrative during gameplay. | Iconix Games Studio | - | Mar 18, 2026 | |
Deep Dive Dungeon In-game content art | Some of the card image was generated by AI | DP Studio | - | Mar 18, 2026 | |
Mining Wizards In-game content art | AI technology was utilized to create initial art assets, including some icons. The final output was manually refined by artists. | TMA Forge | 105 | Mar 18, 2026 | |
We Are The Wall In-game content audiotextcode | We use AI to generate the music you hear in the trailer(s), and have used it to refine our descriptions of the game as you see on Steam. Occasionally we may use AI to assist us in coding the game, or completely write parts of code for our game. However, during gameplay there are no parts of AI used, what you see in the game when it comes to art, 3D-models, effects, etc., is made manually without AI, with the exception being parts of the code. | NorthWall Studio | - | Mar 18, 2026 |