AI Pictures AI Voiceover
- Creator
- Zeus159REG
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 disclosures tracked
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Code help, debugging and other development work.
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AI Pictures AI Voiceover
AI was used to generate in-game images, such as backgrounds and assets.
Some of the artworks are refined through an AI-assisted process
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* :/
Some asset concepts are adapted from AI generated images
Created some minor 3d assets with AI, and the game logo.
The game logo and some of the artwork in the store page were created with the assistance of AI.
The only AI-assisted elements are the background music and a small number of app-style icons used in the UI, all created during development and included as fixed assets.
To translate into multiple languages
I use AI to generate the store covers and then refine them in Photoshop, but the game screenshots are real and were taken by me during the gameplay, just like the trailer.
I used AI to generate code to speed up the development of the game.
AI is leveraged for game icons.
Aroya Knight is developed in Godot with a focus on precision and hand-crafted systems. While generative AI assisted in the early conceptual stages of asset creation, every asset has been manually crafted to ensure a cohesive aesthetic. Most importantly, all code is hand-written—including the 3,000+ line player controller—to guarantee the tight, responsive gameplay essential for a high-stakes Metroidvania.
The background music for this game was created by AI.
Generative AI is used to create some visual assets.
Some of the assets in this game were created using AI.
Logo is generated by AI.
This game's background music (BGM) and sound effects were created using generative artificial intelligence technology.
Certain mechanics and rendering optomizations were created using LLM(s). Majority of the code was written by me and some parts were taken from copyright-free tutorials on Youtube and Stack Overflow.
Please note: The effect images on the store page were generated by AI and are not game screenshots.
AI was used for localization only (UI and dialogue). The following languages were translated using AI: German, French, Spanish, Chinese (Simplified), Japanese, and Russian. All original English text is human-written, and the Greek translation was also done by a human.
Illustration images created using AI
Artificial intelligence has been used to generate pre-created content for the store page, marketing materials, and community assets.
Some aspects of Steam store page artwork was made using help from AI.
I automatically translated the game using AI for support in a total of 26 languages: Bulgarian, Chinese, Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Indonesian, Italian, Japanese, Norwegian, Polish, Portuguese, Russian, Spanish, Swedish, Thai, Turkish, Ukrainian, Vietnamese, etc.. Game & the store page in all languages except Korean and English were translated using AI. Translation errors may exist, so please always let me know on the discord server and help me fix them!
This game uses AI for localization into foreign languages.
Some assets were created using AI.
music in the trailer.Store description and promotional graphics generated using AI tools.
Some visual elements, such as promotional images, backgrounds, and decorative elements used on the store page and in the community, were created using artificial intelligence tools. All core gameplay elements and visual effects in the game were created by humans.
AI is currently used for character model generation.
Dialouges dubbed with "Elevenlabs".
An AI Code assistant was used to help write portions of the code for Don't Crack.
Some art assets were generated by AI.
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.
This game uses a small amount of AI-assisted imagery for some background or supplementary visuals. These assets were created using open-source AI tools and do not contain any copyrighted material. All main character designs, animations, gameplay graphics, and the overall artistic direction were manually created by the developer.
AI was used to create some pre-rendered art assets for the store page. The game itself does not use AI to generate content while playing.
AI tools were used for the music.
Various AI code edits for simple functions and easier testing. Some music and sound effects. No art.
This project may contain minimum AI generated content such as 2D sprite & voice lines, etc. We try to hand make everything as much as possible but we are a small team and occasionally we do use AI generated content.
“Some promotional images include AI-assisted lighting, glow and post-processing.”
to increase the resolution of screenshots in the store
Logo, screenshots, and in-store design
Our game leverages the power of AI in two key areas: Visual Content: Some in-game graphics and visual assets were created using AI tools, enhancing the artistic quality and ensuring a unique experience for players. Promotional Materials: The images and descriptions you see on this store page were generated with the help of AI, designed to provide clear and engaging information about the game. This ensures a creative and dynamic approach to both the game’s design and its presentation to the community.
Generative AI was used only to create a few illustrations shown as short comic-style scenes at the beginning and end of the game, as well as some promotional artwork (capsules and banners). These images do not affect gameplay or appear as part of the interactive experience. All game mechanics, characters, and environments were created manually. All AI-generated illustrations were created specifically for this project, and I have full rights to use and distribute them.
In the title screen scene displayed after launching the game, some poster artworks, prop covers, and similar visual elements were created with the assistance of AI. The game’s background music was produced with AI assistance to enhance its overall presentation. In addition, some in-game level asset textures, such as billboards, were also created with the assistance of AI.
AI is used in very limited terms for creating some portions of the store graphic images, which are then modified in paint software for the final product. AI images may be used in some in-game backgrounds like Credits pages, but modified as required. AI is not used to create the game itself or its scripting.
The marketing materials include AI generated contents.
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.
The promotional images for the store page were partially created using generative AI
Only a few visuals, specifically posters and promotional materials displayed on the Steam store page, were created with the help of AI tools. No in-game content was AI-generated
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Unreal Parkour Running In-game content artaudio | AI Pictures
AI Voiceover | Zeus159REG | - | Mar 18, 2026 | |
The Dinner Table In-game content art | AI was used to generate in-game images, such as backgrounds and assets. | J.M.S | - | 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 | |
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 | |
Rank the zombie triple pack In-game content art | Some asset concepts are adapted from AI generated images | Penguinguy0001 | - | Mar 18, 2026 | |
Sfigga Academy Adventure Store/marketing art | Created some minor 3d assets with AI, and the game logo. | Virtual Technologies | - | Mar 18, 2026 | |
Twin Balls Journey Store/marketing art | The game logo and some of the artwork in the store page were created with the assistance of AI. | Gaseous Cat Games | - | Mar 18, 2026 | |
Pawbay In-game content audioart | The only AI-assisted elements are the background music and a small number of app-style icons used in the UI, all created during development and included as fixed assets. | COMMANDO PANDA | 14 | Mar 18, 2026 | |
Portal Together In-game content text | To translate into multiple languages | YAMU STUDIOS | - | Mar 18, 2026 | |
Parkour Racing In-game content art | I use AI to generate the store covers and then refine them in Photoshop, but the game screenshots are real and were taken by me during the gameplay, just like the trailer. | SD Game Company | - | Mar 18, 2026 | |
Suction Bot Dev only code | I used AI to generate code to speed up the development of the game. | GameDesignerSilas | - | Mar 18, 2026 | |
A Whittle Tale In-game content art | AI is leveraged for game icons. | Mangy Goblin Games, LLC | - | Mar 18, 2026 | |
Aroya Knight In-game content artcode | Aroya Knight is developed in Godot with a focus on precision and hand-crafted systems. While generative AI assisted in the early conceptual stages of asset creation, every asset has been manually crafted to ensure a cohesive aesthetic. Most importantly, all code is hand-written—including the 3,000+ line player controller—to guarantee the tight, responsive gameplay essential for a high-stakes Metroidvania. | Ofir Aroya | - | Mar 18, 2026 | |
RETURN TO COMPANY OZIISAN In-game content audio | The background music for this game was created by AI. | chumji studio | - | Mar 18, 2026 | |
Indie GameDev Sim In-game content art | Generative AI is used to create some visual assets. | Relax & Play | - | Mar 18, 2026 | |
生存的抉择 In-game content | Some of the assets in this game were created using AI. | Altma | - | Mar 18, 2026 | |
Arnie's Maze Store/marketing art | Logo is generated by AI. | Szymon Krawczak | - | Mar 18, 2026 | |
mask of soul In-game content audio | This game's background music (BGM) and sound effects were created using generative artificial intelligence technology. | XION ENTERTAINMENT | 41 | Mar 18, 2026 | |
Blobbymite: Hero Of Power Dev only code | Certain mechanics and rendering optomizations were created using LLM(s). Majority of the code was written by me and some parts were taken from copyright-free tutorials on Youtube and Stack Overflow. | BlobbymiteGames | - | Mar 18, 2026 | |
Crazy Toad In-game content art | Please note: The effect images on the store page were generated by AI and are not game screenshots. | Timmy | - | Mar 18, 2026 | |
Pizza of the Gods In-game content text | AI was used for localization only (UI and dialogue).
The following languages were translated using AI: German, French, Spanish, Chinese (Simplified), Japanese, and Russian.
All original English text is human-written, and the Greek translation was also done by a human. | Brown Turtle Design | - | Mar 18, 2026 | |
STICKMAN DX : MEGA FIGHTERS Store/marketing art | Illustration images created using AI | LITTLE Z | - | Mar 18, 2026 | |
Submerge Store/marketing arttext | Artificial intelligence has been used to generate pre-created content for the store page, marketing materials, and community assets. | Neuron Activation | 78 | Mar 18, 2026 | |
Umbrella Postman Store/marketing art | Some aspects of Steam store page artwork was made using help from AI. | JB Game Dev | - | Mar 18, 2026 | |
Video Editor In-game content text | I automatically translated the game using AI for support in a total of 26 languages: Bulgarian, Chinese, Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Indonesian, Italian, Japanese, Norwegian, Polish, Portuguese, Russian, Spanish, Swedish, Thai, Turkish, Ukrainian, Vietnamese, etc..
Game & the store page in all languages except Korean and English were translated using AI.
Translation errors may exist, so please always let me know on the discord server and help me fix them! | r2turntrue | - | Mar 18, 2026 | |
Chegra: The Lost Recipe In-game content text | This game uses AI for localization into foreign languages. | Ciderheart Games | - | Mar 18, 2026 | |
Nikhad Islands Unclear | Some assets were created using AI. | El Abrigo de Paulo | - | Mar 18, 2026 | |
Hardcore and Death In-game content audioart | music in the trailer.Store description and promotional graphics generated using AI tools. | ZERO5GAMES | 76 | Mar 18, 2026 | |
FrogCore In-game content art | Some visual elements, such as promotional images, backgrounds, and decorative elements used on the store page and in the community, were created using artificial intelligence tools. All core gameplay elements and visual effects in the game were created by humans. | Vladyslav Pozdniakov | - | Mar 18, 2026 | |
Bad Goys In-game content art | AI is currently used for character model generation. | Silvercrest Studios | 10 | Mar 18, 2026 | |
Stealth Employee In-game content audio | Dialouges dubbed with "Elevenlabs". | Mr. Lemon Games | - | Mar 18, 2026 | |
Don't Crack!! Dev only code | An AI Code assistant was used to help write portions of the code for Don't Crack. | Rayleigh Studios LLC | - | Mar 18, 2026 | |
ALYUP In-game content art | Some art assets were generated by AI. | HashMO Interactive | - | 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 | |
BOD EFSANESI: PARS In-game content art | This game uses a small amount of AI-assisted imagery for some background or supplementary visuals.
These assets were created using open-source AI tools and do not contain any copyrighted material.
All main character designs, animations, gameplay graphics, and the overall artistic direction were manually created by the developer. | HAKAN KOC | - | Mar 18, 2026 | |
Until Death Store/marketing art | AI was used to create some pre-rendered art assets for the store page. The game itself does not use AI to generate content while playing. | OPBros | - | Mar 18, 2026 | |
Grand Valor In-game content audio | AI tools were used for the music. | Spin Slash | - | Mar 18, 2026 | |
Salmon Tower In-game content codeaudio | Various AI code edits for simple functions and easier testing. Some music and sound effects. No art. | Oolong Studios | 36 | Mar 18, 2026 | |
Manga Hero In-game content artaudio | This project may contain minimum AI generated content such as 2D sprite & voice lines, etc. We try to hand make everything as much as possible but we are a small team and occasionally we do use AI generated content. | Ten By Ten Games | - | Mar 18, 2026 | |
Hell Loop Store/marketing art | “Some promotional images include AI-assisted lighting, glow and post-processing.” | Tuncay Ayanoglu | - | Mar 18, 2026 | |
Monster Hard Defence Store/marketing art | to increase the resolution of screenshots in the store | LargeSmothy | - | Mar 18, 2026 | |
MadPug Store/marketing art | Logo, screenshots, and in-store design | AssinchroneTechnologyGames | - | Mar 18, 2026 | |
LootRun In-game content art | Our game leverages the power of AI in two key areas:
Visual Content: Some in-game graphics and visual assets were created using AI tools, enhancing the artistic quality and ensuring a unique experience for players.
Promotional Materials: The images and descriptions you see on this store page were generated with the help of AI, designed to provide clear and engaging information about the game.
This ensures a creative and dynamic approach to both the game’s design and its presentation to the community. | Four Arms Games | - | Mar 18, 2026 | |
Mission Whilkas Store/marketing art | Generative AI was used only to create a few illustrations shown as short comic-style scenes at the beginning and end of the game, as well as some promotional artwork (capsules and banners).
These images do not affect gameplay or appear as part of the interactive experience. All game mechanics, characters, and environments were created manually.
All AI-generated illustrations were created specifically for this project, and I have full rights to use and distribute them. | BaMNyX | - | Mar 18, 2026 | |
分头行动:chibichibi In-game content artaudio | In the title screen scene displayed after launching the game, some poster artworks, prop covers, and similar visual elements were created with the assistance of AI. The game’s background music was produced with AI assistance to enhance its overall presentation. In addition, some in-game level asset textures, such as billboards, were also created with the assistance of AI. | ManaWanderer | 333 | Mar 18, 2026 | |
Max Overeater In-game content art | AI is used in very limited terms for creating some portions of the store graphic images, which are then modified in paint software for the final product. AI images may be used in some in-game backgrounds like Credits pages, but modified as required. AI is not used to create the game itself or its scripting. | Demenzun Media | - | Mar 18, 2026 | |
Until the Fields: Farmageddon Store/marketing arttext | The marketing materials include AI generated contents. | No Joke Game Studios | - | 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 | |
Fish Go Store/marketing art | The promotional images for the store page were partially created using generative AI | KacperB | - | Mar 18, 2026 | |
Excavator Simulator REMAKE Store/marketing art | Only a few visuals, specifically posters and promotional materials displayed on the Steam store page, were created with the help of AI tools. No in-game content was AI-generated | idris Celik | - | Mar 18, 2026 |