Images for store page
- Creator
- COCOLAUGH STUDIO
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,695 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.
Images for store page
Our soundtrack was made using AI-assisted tools under full human direction. This allowed us explore a variety of musical styles to express our message through our lyrics about breast cancer awareness.
A very small number of 3D models and 2D textures within the game were generated by AI and subsequently manually refined by artists.
Some placeholder voice lines were generated using AI.
AI has been used to help develop the game's cover art.
The game to contain art assets generated by artificial intelligence
To focus more on the gameplay itself, some of the icons, sprites and logos have had AI-assisted rendering for the purpose of improving the final artistic presentation to the end user. Text to Speech tools have assisted in the generation of voice audio used within the menus and the main levels of the game.
The background music was made with AI tools.
AI is used for generating marketing material and for some in-game assets both as placeholders and as long term use assets. These could include, music, 3D models, icons, and character dialogue. AI is also used for code optimization.
Some assets utilize AI.
This game includes some pre-rendered content created with AI tools (such as visual assets, text, or audio). All AI-generated content is fixed and does not change during gameplay. No live AI generation occurs while playing.
During development, procedural and AI-assisted tools may be used to support content creation. Regardless of the tools involved, the final experience reflects the creative vision and craftsmanship of the solo developer behind the project.
Much of the enemy graphics were made with the help of generative AI. However, none of them are simply used "as is." Getting the artwork to match Hong Kong 97's SNES graphics requires downscaling resolution and adjusting contrast, saturation etc.
I used AI to write code in the game itself, as well as to create banners on Steam.
We use AI for capsules (Store Page)
This game’s store page text has been translated into multiple languages with the assistance of AI translation tools. We review and adjust translations manually to ensure they remain accurate to the game’s tone, style, and meaning.
The game logo is partly AI generated. One piece of music is AI generated. The computer voice is mainly AI generated.
My approach to AI is that it's better for a game to come out with graphics drawn by a computer than not at all! I have had about TWENTY projects canceled at different times due to the fault of artists! So I'd rather lose part of an unhappy audience than lose it entirely again by relying on humans! All images created by neural networks are included in an external module and can be disabled or replaced with a custom file via Steam Workshop if desired.
Artificial intelligence was used in the game’s capsule image.
Generative AI was used to create some store page promotional images. No generative AI is used to create gameplay content or generate content during gameplay.
The game logo and some of the artwork in the store page were created with the assistance of AI.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Generative AI was used to create a small portion of the in-game soundtrack. Specifically, 3-4 music tracks played via an in-game 'boombox' tool were generated using AI. All other assets, including 3D models, code, and gameplay mechanics, have been created manually without the use of AI.
Was used for generate voice acting.
ARIA‑404: Labyrinth Protocol uses generative AI to create all pre-rendered content, including visuals, voice acting, music, world design, dialogue, & narrative. No AI is used during gameplay. Every element is crafted using a curated blend of AI tools by a solo developer to push the boundaries of interactive storytelling. This approach allows for a mythic, multimedia game experience that will evolve over time with community input.
Game art and music assets are generated with AI.
AI-assisted tools were used during development for select artwork, marketing materials, and for code bug-checking/optimization. All gameplay, design, balance, and core assets were handcrafted by the developer. The game does not use AI to generate content during play.
Just to generate some text for some quads and images.
The game includes some code generated with the assistance of AI during development. AI was also used to create rough concept drafts for the key visual.
Some visual assets, including promotional artwork and character models, were created with generative AI. The game itself does not generate content with AI during gameplay.
Some scenes, items, and other assets in the game were generated with the assistance of AI. During the multilingual localization process, we used AI as a supplementary translation tool to improve efficiency.
AI was used only to assist in the creation of the background track "Drift King," present in the currently implemented level, with the intent of replacing it once our team works with a proper composer or sound designer. All remaining game content was fully developed by our indie team.
Used AI to generate images.
Some icons or UIs are generated using AI
For languages other than Japanese, the translations have been generated through AI-based machine translation.
game logo and menu logos made ai software tool
Games use AI as a creative aid in conceptual design.
使用 AI 為遊戲生成行銷素材或內容
AI has been used to help develop the game's cover art.
This game does not generate content during gameplay. AI was used only to create title and logo art.
Sands of Avalon uses AI exclusively to give the gods unique personalities and dynamic voice lines. Each god reacts differently to the player’s choices, offering distinct blessings, curses, and dialogue that make every playthrough feel personal and immersive. No gameplay mechanics rely on AI and it is used only to enrich storytelling and deepen the connection between players and the divine beings in the game.
This game uses AI-generated assets only in pre-rendered, non-interactive content. Specifically, some character textures and 2D HUD elements were generated using AI tools, and certain background music tracks may include AI-assisted production via Pixabay resources. No AI is used to generate gameplay content, logic, or code during live gameplay. All interactive elements, level design, gameplay systems, animations, and story content were created manually by the developer.
Announce trailer parts were generated by AI. There are no AI elements in gameplay.
Some game graphics made with AI help.
I'm mostly doing this by myself and I have used AI to generate specific images related to The 5th Realm as described by myself and my game design documents. I have also given samples of documents generated by myself (like my game design document) to AI to enhance needed descriptions. These are for the initial "coming soon" store page. Except for when (and if) I get funding to complete The 5th Realm, there will be little to no AI used in generating content for the game. At this point all other documents and content are completely original. If needed, it is highly possible that in the future during further development I may ask AI for help in generating or correcting certain specific code or blueprints that I cannot do for myself. Ideally, I will pay a coder for this. In short, The 5th Realm is an all original idea and genre from my own mind that I have been working on since before the advent of AI.
Some elements of the store page were generated by AI
AI was used to generate a game icon as well as certain store page graphics. AI was NOT used in the development of the game itself nor is it used during gameplay.
Only the key (capsule) art for the game is AI generated.
One song
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
矮人炮弹 Dwarven Cannonball art | Images for store page | COCOLAUGH STUDIO | - | Mar 18, 2026 | |
BoobyRogue: Tumor Takedown In-game content audio | Our soundtrack was made using AI-assisted tools under full human direction.
This allowed us explore a variety of musical styles to express our message through our lyrics about breast cancer awareness. | K-Nette | 10 | Mar 18, 2026 | |
Straying Rules In-game content art | A very small number of 3D models and 2D textures within the game were generated by AI and subsequently manually refined by artists. | Blind Point Games | - | Mar 18, 2026 | |
KACAU In-game content audio | Some placeholder voice lines were generated using AI. | Josia | - | Mar 18, 2026 | |
Retrowave Highway Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Survalker In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | 13 | Mar 18, 2026 | |
Critter Chaos TD In-game content artaudio | To focus more on the gameplay itself, some of the icons, sprites and logos have had AI-assisted rendering for the purpose of improving the final artistic presentation to the end user. Text to Speech tools have assisted in the generation of voice audio used within the menus and the main levels of the game. | Chaos Creations | - | Mar 18, 2026 | |
Monsters Hate Only the Princess In-game content audio | The background music was made with AI tools. | H3 | - | Mar 18, 2026 | |
Frontiers Reach : Mercenaries In-game content artaudiotextcode | AI is used for generating marketing material and for some in-game assets both as placeholders and as long term use assets. These could include, music, 3D models, icons, and character dialogue.
AI is also used for code optimization. | Blind Alien Productions | - | Mar 18, 2026 | |
SuperEats In-game content | Some assets utilize AI. | PoisonGames | - | Mar 18, 2026 | |
Maya : Ek Pishachini In-game content arttextaudio | This game includes some pre-rendered content created with AI tools (such as visual assets, text, or audio). All AI-generated content is fixed and does not change during gameplay. No live AI generation occurs while playing. | Akshat Softwares | 16 | Mar 18, 2026 | |
Mage Escape 2000 Dev only | During development, procedural and AI-assisted tools may be used to support content creation. Regardless of the tools involved, the final experience reflects the creative vision and craftsmanship of the solo developer behind the project. | Frank Rodger Ivan Tom Tom Zebra | - | Mar 18, 2026 | |
Hong Kong 2097 In-game content art | Much of the enemy graphics were made with the help of generative AI. However, none of them are simply used "as is." Getting the artwork to match Hong Kong 97's SNES graphics requires downscaling resolution and adjusting contrast, saturation etc. | Kanipro | - | Mar 18, 2026 | |
Elize the Bored Sorcerer King’s Curse Store/marketing codeart | I used AI to write code in the game itself, as well as to create banners on Steam. | Pixre | - | Mar 18, 2026 | |
Bottom Squad Store/marketing art | We use AI for capsules (Store Page) | Family Devs | - | Mar 18, 2026 | |
VOID PRIEST In-game content text | This game’s store page text has been translated into multiple languages with the assistance of AI translation tools. We review and adjust translations manually to ensure they remain accurate to the game’s tone, style, and meaning. | KIB Games | - | Mar 18, 2026 | |
Nitrokill In-game content artaudiotext | The game logo is partly AI generated.
One piece of music is AI generated.
The computer voice is mainly AI generated. | KAIRA Deepware | - | Mar 18, 2026 | |
Mirrors Castle In-game content art | My approach to AI is that it's better for a game to come out with graphics drawn by a computer than not at all!
I have had about TWENTY projects canceled at different times due to the fault of artists!
So I'd rather lose part of an unhappy audience than lose it entirely again by relying on humans!
All images created by neural networks are included in an external module and can be disabled or replaced with a custom file via Steam Workshop if desired. | Siorinex | - | Mar 18, 2026 | |
Silivri In-game content art | Artificial intelligence was used in the game’s capsule image. | GalaxyVerse | 55 | Mar 18, 2026 | |
The Last Hope: Exodus In-game content art | Generative AI was used to create some store page promotional images. No generative AI is used to create gameplay content or generate content during gameplay. | Shaheer Saleem | - | Mar 18, 2026 | |
Parkour Assassin: Sprint Run 2 Store/marketing art | The game logo and some of the artwork in the store page were created with the assistance of AI. | Apex Horizon | - | Mar 18, 2026 | |
Dinosaur Hunting Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Wukong Fights Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Pigmarines In-game content audio | Generative AI was used to create a small portion of the in-game soundtrack. Specifically, 3-4 music tracks played via an in-game 'boombox' tool were generated using AI. All other assets, including 3D models, code, and gameplay mechanics, have been created manually without the use of AI. | NOOPE | - | Mar 18, 2026 | |
SUBJECT 33 In-game content audio | Was used for generate voice acting. | Matei Mihai | - | Mar 18, 2026 | |
ARIA-404: Labyrinth Protocol In-game content artaudiotext | ARIA‑404: Labyrinth Protocol uses generative AI to create all pre-rendered content, including visuals, voice acting, music, world design, dialogue, & narrative. No AI is used during gameplay. Every element is crafted using a curated blend of AI tools by a solo developer to push the boundaries of interactive storytelling. This approach allows for a mythic, multimedia game experience that will evolve over time with community input. | Mann Wynn Shramana | 13 | Mar 18, 2026 | |
爆射的哈基米 In-game content artaudio | Game art and music assets are generated with AI. | ciallo | - | Mar 18, 2026 | |
Starfall In-game content artcode | AI-assisted tools were used during development for select artwork, marketing materials, and for code bug-checking/optimization. All gameplay, design, balance, and core assets were handcrafted by the developer. The game does not use AI to generate content during play. | SmartPixel Gaming | - | Mar 18, 2026 | |
No Mercy Maze text | Just to generate some text for some quads and images. | T4GO | - | Mar 18, 2026 | |
Tank Rogue In-game content codeart | The game includes some code generated with the assistance of AI during development.
AI was also used to create rough concept drafts for the key visual. | JellyFish | - | Mar 18, 2026 | |
Trick or Treat: The Legend of Samhain Store/marketing art | Some visual assets, including promotional artwork and character models, were created with generative AI. The game itself does not generate content with AI during gameplay. | Spooky Games SG | - | Mar 18, 2026 | |
束魂 In-game content arttext | Some scenes, items, and other assets in the game were generated with the assistance of AI. During the multilingual localization process, we used AI as a supplementary translation tool to improve efficiency. | 沙果干 | - | Mar 18, 2026 | |
Drift Overdrive In-game content audio | AI was used only to assist in the creation of the background track "Drift King," present in the currently implemented level, with the intent of replacing it once our team works with a proper composer or sound designer.
All remaining game content was fully developed by our indie team. | Neon Apex Studio | - | Mar 18, 2026 | |
Remnants Of Eden Unclear art | Used AI to generate images. | Red Sunset Productions | - | Mar 18, 2026 | |
多元幸存者 Diverse survivors In-game content art | Some icons or UIs are generated using AI | 寂静四周 | - | Mar 18, 2026 | |
遥豊のサレテ In-game content text | For languages other than Japanese, the translations have been generated through AI-based machine translation. | 機世語堂 | - | Mar 18, 2026 | |
Assassin of Demon In-game content art | game logo and menu logos made ai software tool | Saylor Games | - | Mar 18, 2026 | |
幸存者:枪火 Dev only | Games use AI as a creative aid in conceptual design. | XiheCreative | 18 | Mar 18, 2026 | |
古惑仔:風雲再起 Store/marketing arttext | 使用 AI 為遊戲生成行銷素材或內容 | FREEDOM ON LINE LIMITED | - | Mar 18, 2026 | |
Hunting Pro Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Hollow Ascent Store/marketing art | This game does not generate content during gameplay. AI was used only to create title and logo art. | Hollow Square | - | Mar 18, 2026 | |
Sands Of Avalon Forge Your Legend Live AI textaudio | Sands of Avalon uses AI exclusively to give the gods unique personalities and dynamic voice lines. Each god reacts differently to the player’s choices, offering distinct blessings, curses, and dialogue that make every playthrough feel personal and immersive. No gameplay mechanics rely on AI and it is used only to enrich storytelling and deepen the connection between players and the divine beings in the game. | Mummy Labs Studio | - | Mar 18, 2026 | |
Pathetic26 In-game content artaudio | This game uses AI-generated assets only in pre-rendered, non-interactive content.
Specifically, some character textures and 2D HUD elements were generated using AI tools, and certain background music tracks may include AI-assisted production via Pixabay resources.
No AI is used to generate gameplay content, logic, or code during live gameplay.
All interactive elements, level design, gameplay systems, animations, and story content were created manually by the developer. | Recollection Arc | - | Mar 18, 2026 | |
Heart of Vinterium Store/marketing art | Announce trailer parts were generated by AI. There are no AI elements in gameplay. | Sliva Group | - | Mar 18, 2026 | |
Crime Scene Clean: Paranormal In-game content art | Some game graphics made with AI help. | Alkame Games | - | Mar 18, 2026 | |
The 5th Realm Store/marketing arttextcode | I'm mostly doing this by myself and I have used AI to generate specific images related to The 5th Realm as described by myself and my game design documents. I have also given samples of documents generated by myself (like my game design document) to AI to enhance needed descriptions. These are for the initial "coming soon" store page. Except for when (and if) I get funding to complete The 5th Realm, there will be little to no AI used in generating content for the game. At this point all other documents and content are completely original. If needed, it is highly possible that in the future during further development I may ask AI for help in generating or correcting certain specific code or blueprints that I cannot do for myself. Ideally, I will pay a coder for this. In short, The 5th Realm is an all original idea and genre from my own mind that I have been working on since before the advent of AI. | Shawn Payne | - | Mar 18, 2026 | |
88 NIGHTS IN THE FOREST Store/marketing | Some elements of the store page were generated by AI | Axl'sGuns Studio | - | Mar 18, 2026 | |
Shattered Delirium In-game content art | AI was used to generate a game icon as well as certain store page graphics. AI was NOT used in the development of the game itself nor is it used during gameplay. | Jeremy Bahn | - | Mar 18, 2026 | |
FLOOR 100 Store/marketing art | Only the key (capsule) art for the game is AI generated. | Tbjbu2 | - | Mar 18, 2026 | |
100 ROOMS Unclear audio | One song | LabDev | - | Mar 18, 2026 |