English voices and musics are AI
- Creator
- FabLab Games
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,516 disclosures tracked
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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.
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English voices and musics are AI
AI was used for graphical inspiration as appropriate.
There are AI-generated visuals in the logos, the 3D models of towers and monuments, as well as the item and skill icons. There is no actively working AI within the game.
This game uses generative AI as part of its development process. Specifically, generative AI was used for some 2D assets such as materials, and for a portion of the sound effects. All gameplay systems, narrative design, visual direction, and decision-making elements were designed and created by humans.
We used AI for the game’s language translation descriptions, the Steam capsule image, and some in-game visuals.
Some visuals in the game (e.g., background art and character illustrations) were created using AI tools during development. These were inspired by public domain material and were edited extensively. No AI is used during gameplay or to generate real-time content.
A few background images and item images are AI-assisted.
Some of the placeholder assets are AI generated
Sounds and voice used.
Some item icons have been generated and for better sentence structure.
The game logo is generated using AI
We used generative AI solely for voice acting purposes in Oblivion. Since our development team consists of two women and we did not have access to a male voice actor, we used AI voice generation tools to create the voice of a male character. No other game content, such as visuals, text, music, or marketing materials, was generated using AI. All final content was created, reviewed, and approved by the human team.
Some sound effects were produced using generative AI, and some achievement icons also refer to AI-generated content.
Some of the graphical content on the store page was created with the help of artificial intelligence. We also used AI in the game to generate certain gameplay-related images and create some audio elements.
This game does not use AI in gameplay. However, some store page assets, such as promotional graphics and images, were created or enhanced using AI-generated art.
Some images and icons were created with the help of ai. And our music was generated using Suno.
Some visualizations on the Steam page were created by artificial intelligence.
This game uses AI to generate some images.
AI was used solely to generate some cover images
promo materials
Steam library, capsules and images
I use AI to generate some sprites/icons and for traduction.
The game uses artificial intelligence for localization assistance.
The store page and in-game main menu contain pre-generated AI assets.
Some texture files. Blueprint coding advice.
Store description and promotional graphics generated using AI tools.
Some images in the game (such as in-game posters/ads) and a few promotional materials were created using generative AI and manually edited.
The capsule art for the game was initially created using an AI tool, with significant manual refinements made in a graphic editor to achieve the final look and quality. In-game photographs were also generated with AI assistance, but all were pre-generated and further edited manually as needed. No AI is used in real-time within the game.
Some illustrations in the game generated by AI, whose license allows commercial use of the results. AI used only for rare illustrations or manipulation of photographs taken by the authors themselves. No AI was used to write any texts.
Some characters, music are generated by AI
Game logo and menu image made with ai tools
AI was used for Steam page assets.
Some parts of the game use AI-generated technology to restore historical illustrations, historical artifacts and other pre-rendered content.And it can have AI generated conversations with NPCs
We used the I.A. as technical support, particularly for music, code assistance, optimization, etc. We also used the I.A. for translation.
I receive suggestions on how to further optimize the existing code. I also use it for translations into languages other than English and Turkish.
Store description and promotional graphics generated using AI tools.
This game uses AI to generate placeholder store page logos to be replaced at a future date.
I am using plus licensed ChatGPT AI in order to create some of the Image elements.
AI has been used to generate store page elements only.
We use AI tools during development for concept exploration and texture generation only.
Some parts of the game code were generated by AI
Some of the artwork was edited/created using AI tools.
At present, the game is being developed by one person, and AI assistance is used to improve efficiency. In terms of code and illustrations, dubbing, and music, if there is funding, manual updates will be used to improve the quality of the game.
AI has assisted with code development, some textures, and several icons.
We apply artificial intelligence to enhance original materials in 2D content, such as character avatars and loading screens. Initially, we capture a screenshot of the staging scene within the game. Subsequently, this screenshot undergoes processing using artificial intelligence while preserving all key proportions and details of the original material. Following this, our artists conduct final processing if necessary.
The game uses AI-assisted art generation.
Fallen Hunter uses AI voice technology via Resemble AI to bring its characters to life with natural, immersive performances. This enhances the emotional depth of the story and helps create a more cinematic experience.
We used AI-based image generation tools to create our visual assets (store banners, concept art, and some in-game backgrounds). Voice performances were recorded manually, then processed with AI audio tools to enhance and modulate the actor’s voice (e.g. adjusting thickness and tone). No generative AI is used during actual gameplay or to create code or dialogue in real time.
Game logo and menu logo made with ai tools
AI assistance is used sparingly.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
PirateGate In-game content audio | English voices and musics are AI | FabLab Games | - | Mar 18, 2026 | |
Hero's Ignition Unclear art | AI was used for graphical inspiration as appropriate. | MocaJet | - | Mar 18, 2026 | |
Target Dragon 2: Maze Runner In-game content art | There are AI-generated visuals in the logos, the 3D models of towers and monuments, as well as the item and skill icons. There is no actively working AI within the game. | Mustafa OZTURK | - | Mar 18, 2026 | |
影棲:Deliverance In-game content artaudio | This game uses generative AI as part of its development process.
Specifically, generative AI was used for some 2D assets such as materials, and for a portion of the sound effects.
All gameplay systems, narrative design, visual direction, and decision-making elements were designed and created by humans. | Mizmic Studio | - | Mar 18, 2026 | |
Chasing Her Light In-game content textart | We used AI for the game’s language translation descriptions, the Steam capsule image, and some in-game visuals. | DodoModo | 19 | Mar 18, 2026 | |
“MANOS” The Hands Of Choice In-game content art | Some visuals in the game (e.g., background art and character illustrations) were created using AI tools during development. These were inspired by public domain material and were edited extensively. No AI is used during gameplay or to generate real-time content. | Clay Davis | - | Mar 18, 2026 | |
Concerto on White: Cajon Story In-game content art | A few background images and item images are AI-assisted. | C11 Games | 60 | Mar 18, 2026 | |
Full Metal Angel In-game content art | Some of the placeholder assets are AI generated | Unearthed Serenus LLC | - | Mar 18, 2026 | |
Ghost In The Grid Unclear audio | Sounds and voice used. | Luc2as Games | 18 | Mar 18, 2026 | |
As I Survive In-game content arttext | Some item icons have been generated and for better sentence structure. | Pinnacle Gaming Studios | - | Mar 18, 2026 | |
Ghost VCD Store/marketing art | The game logo is generated using AI | Qing Ping | - | Mar 18, 2026 | |
Oblivion In-game content audio | We used generative AI solely for voice acting purposes in Oblivion. Since our development team consists of two women and we did not have access to a male voice actor, we used AI voice generation tools to create the voice of a male character.
No other game content, such as visuals, text, music, or marketing materials, was generated using AI. All final content was created, reviewed, and approved by the human team. | Tomris Games | 13 | Mar 18, 2026 | |
Light and Sneak In-game content audioart | Some sound effects were produced using generative AI, and some achievement icons also refer to AI-generated content. | D-7080 | - | Mar 18, 2026 | |
THE LAST PORTRAIT In-game content artaudio | Some of the graphical content on the store page was created with the help of artificial intelligence. We also used AI in the game to generate certain gameplay-related images and create some audio elements. | LOCKDOWN Adventures | - | Mar 18, 2026 | |
Forgebound Store/marketing art | This game does not use AI in gameplay. However, some store page assets, such as promotional graphics and images, were created or enhanced using AI-generated art. | Amilcar Technologies | - | Mar 18, 2026 | |
Wake Explorer In-game content artaudio | Some images and icons were created with the help of ai.
And our music was generated using Suno. | Ocelli | - | Mar 18, 2026 | |
Ashuk and Mashuk Store/marketing art | Some visualizations on the Steam page were created by artificial intelligence. | Editmode | - | Mar 18, 2026 | |
Who's at the door? In-game content art | This game uses AI to generate some images. | SKONEC Entertainment | 1.5k | Mar 18, 2026 | |
Bubble Rage Store/marketing art | AI was used solely to generate some cover images | Wahat Games | - | Mar 18, 2026 | |
Outlanders: Hunt and Survive Store/marketing art | promo materials | Uberbax-Gaming | - | Mar 18, 2026 | |
Labyrinth : Dracula's lair Store/marketing art | Steam library, capsules and images | MyceliumGames | - | Mar 18, 2026 | |
Chicken Up In-game content arttext | I use AI to generate some sprites/icons and for traduction. | Moonclaw Games | - | Mar 18, 2026 | |
Ruling HorsesTown In-game content text | The game uses artificial intelligence for localization assistance. | HighGrounder Studio | - | Mar 18, 2026 | |
Canyon of Outlaws In-game content art | The store page and in-game main menu contain pre-generated AI assets. | Javlier P | 98 | Mar 18, 2026 | |
CATpillAr In-game content artcode | Some texture files.
Blueprint coding advice. | 27mth | - | Mar 18, 2026 | |
Gladiator Fights Store/marketing arttext | Store description and promotional graphics generated using AI tools. | ZERO5GAMES | 104 | Mar 18, 2026 | |
The Sushi House In-game content art | Some images in the game (such as in-game posters/ads) and a few promotional materials were created using generative AI and manually edited. | Noirbit | 90 | Mar 18, 2026 | |
Uncanny Tales: 1992 In-game content art | The capsule art for the game was initially created using an AI tool, with significant manual refinements made in a graphic editor to achieve the final look and quality. In-game photographs were also generated with AI assistance, but all were pre-generated and further edited manually as needed. No AI is used in real-time within the game. | VYASTUDIO | 301 | Mar 18, 2026 | |
Creepy Support In-game content art | Some illustrations in the game generated by AI, whose license allows commercial use of the results. AI used only for rare illustrations or manipulation of photographs taken by the authors themselves. No AI was used to write any texts. | Squirrel Melting | - | Mar 18, 2026 | |
Synthetic Captive In-game content artaudio | Some characters, music are generated by AI | Seasonbean Team | 13 | Mar 18, 2026 | |
Trump Horror Store/marketing art | Game logo and menu image made with ai tools | Tero Lunkka | 16 | Mar 18, 2026 | |
Mega Mouse Store/marketing art | AI was used for Steam page assets. | OMEGABYTE | - | Mar 18, 2026 | |
《十三州行动》三国搜打撤 In-game content arttext | Some parts of the game use AI-generated technology to restore historical illustrations, historical artifacts and other pre-rendered content.And it can have AI generated conversations with NPCs | 绝汪 | 516 | Mar 18, 2026 | |
Sectoris Sky In-game content audiocodetext | We used the I.A. as technical support, particularly for music, code assistance, optimization, etc. We also used the I.A. for translation. | Flicona_Studio | 14 | Mar 18, 2026 | |
Helldeliverers In-game content codetext | I receive suggestions on how to further optimize the existing code. I also use it for translations into languages other than English and Turkish. | KUP Interactive | - | Mar 18, 2026 | |
Magical Runes Store/marketing arttext | Store description and promotional graphics generated using AI tools. | ZERO5GAMES | 107 | Mar 18, 2026 | |
Grave's Halloween Tag In-game content art | This game uses AI to generate placeholder store page logos to be replaced at a future date. | Grave Limit Studio | - | Mar 18, 2026 | |
College Simulator: Who is the Killer? Store/marketing art | I am using plus licensed ChatGPT AI in order to create some of the Image elements. | Queen | - | Mar 18, 2026 | |
B.O.O. Squad Store/marketing arttext | AI has been used to generate store page elements only. | Revolt Games | - | Mar 18, 2026 | |
Dreamless Kingdom In-game content art | We use AI tools during development for concept exploration and texture generation only. | Hyperdense LLC | - | Mar 18, 2026 | |
Escape From The Island Dev only code | Some parts of the game code were generated by AI | LunarNeo | - | Mar 18, 2026 | |
Day X In-game content art | Some of the artwork was edited/created using AI tools. | Nexus Media | - | Mar 18, 2026 | |
水浒:八方枭雄 In-game content artaudiocode | At present, the game is being developed by one person, and AI assistance is used to improve efficiency. In terms of code and illustrations, dubbing, and music, if there is funding, manual updates will be used to improve the quality of the game. | 逐梦工作室 | - | Mar 18, 2026 | |
Louis Charles In The Louvre In-game content artcode | AI has assisted with code development, some textures, and several icons. | Matthew Melmon | - | Mar 18, 2026 | |
Future War Tactics: SOF vs Alien Invasion – Turn-Based Strategy In-game content art | We apply artificial intelligence to enhance original materials in 2D content, such as character avatars and loading screens.
Initially, we capture a screenshot of the staging scene within the game. Subsequently, this screenshot undergoes processing using artificial intelligence while preserving all key proportions and details of the original material. Following this, our artists conduct final processing if necessary. | QuadCom Interactive | 141 | Mar 18, 2026 | |
Профессор Галактионов и начало робоапокалипсиса In-game content art | The game uses AI-assisted art generation. | Retrohard Games | 17 | Mar 18, 2026 | |
Fallen Hunter In-game content audio | Fallen Hunter uses AI voice technology via Resemble AI to bring its characters to life with natural, immersive performances. This enhances the emotional depth of the story and helps create a more cinematic experience. | GrimHawk | - | Mar 18, 2026 | |
The Dark Legacy In-game content artaudio | We used AI-based image generation tools to create our visual assets (store banners, concept art, and some in-game backgrounds). Voice performances were recorded manually, then processed with AI audio tools to enhance and modulate the actor’s voice (e.g. adjusting thickness and tone). No generative AI is used during actual gameplay or to create code or dialogue in real time. | Hollowseed | 29 | Mar 18, 2026 | |
Trump Trade War In-game content art | Game logo and menu logo made with ai tools | Tero Lunkka | 13 | Mar 18, 2026 | |
Dark Sentinel Unclear | AI assistance is used sparingly. | Sentinel Studios | - | Mar 18, 2026 |