Some generated sounds, images and subtitle translations.
- Creator
- Ionic Relay
- Reviews
- 20
- 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.
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.
Some generated sounds, images and subtitle translations.
The only uses of AI was a background remover for the logos, and to generate the assassin I use on the store page, there are some AI generated 2d elements inside of the game, but none of the 3d elements or map design is AI generated.
use only for covers
Generative AI was only used to create image references during the creation of promotionnal artworks : The main promotional artwork shows a hallway where the pillars and the lights are arranged to form the word : DON'T. The artist who drew these promotional artworks used generative AI to get reference images on how to integrate text with natural elements of a scene so that the elements of the scene seems to be forming letters. The final artwork is purely derivative and original and was made by the artist from zero, with the help of the AI generated images as inspiration for placing the letters on the final drawing.
AI is used as marketing, sprites, images, and a Steam page
AI has been used to create pre-rendered imagery used in loading screens and store pages
Artificial intelligence has been used for: - creating story videos for the game - some single images for user interface (character portraits) - game logo
AI usage limited to some UI images and store page assets only.
It uses AI generated voices, for better gaming experiences
一部の画像、3Dモデルの作成に生成AIを使用しています。
AI tools were used in a limited way to help generate parts of some in-game images, which were then edited, refined, and finalized by human artists.
AI generated images are only used for the store page, art, and logos in the game.
Double Crossed uses generative AI tools to help proofread and suggest minor edits to written text (e.g., in-game dialogue and marketing copy). No generative AI is used to create or alter in-game visuals, audio, or gameplay content.
Some images like paintings or puzzles are currently AI generated. Maybe they will be removed later on. Some voicelines has been enhanced through AI.
Some backgrounds and store assets have been generated combining artwork and pictures created by the AI
This game features AI-generated content to enhance the experience. AI is used to assist in creating in-game images, text, music, and sound effects, helping to shape the atmospheric world. Every AI-generated asset is carefully curated and refined to fit the game's style, ensuring a high-quality and cohesive experience.
We used AI to create the voices for John, Ellie, Matt, and Becca. This is a temporary solution; we intend to replace these audio tracks with professional voice acting as soon as possible.
This game utilizes AI technology to generate some of the background and store images. These AI-generated assets were carefully selected to enhance the overall aesthetic of the game. All AI-based content was created in compliance with legal requirements to prevent copyright infringements.
Capsule and Library imagery integrate AI generation.
Development content uses AI for narrative elements (like audio). This is intended to be replaced prior to release.
Some of the banners on the page have been partially created using AI tools.
AI, employed for the purpose of narrative refinement, intricately weaves the storyline into a captivating tapestry while preserving the fundamental essence envisioned by the developer. It is imperative to acknowledge that every narrative and enigma originates from the creative prowess of the developer, whose ingenuity shapes tales grounded in actuality.Only the steam page art are generated with AI.
Angel Guardian was developed with the help of AI tools across our creative pipeline — including story development, dialogue, enemy balancing, difficulty tuning, concept art exploration, animation prototyping, music iteration, and voice experimentation. AI acted as a creative accelerator, allowing us to rapidly test ideas, refine systems, and expand the scope of our world. All content was directed, curated, and finalized by our human development team.
Contains a certain amount of art, game textures, and radio music generated or assembled using AI.
The game contains portraits and images generated by AI.
Some minor details were created using AI image generation
Some parts of the images used in the Steam Storepage are AI generated.
AI Imagery on storefront
DeepVoice(from the unity asset store) asset is used to pre-generate some of the character voices in the game and in one of the trailers
DarkSwarm is built by hand, by talented individuals — but we may have used generative AI, among other tools, to visualize ideas during the concept phase, helping us deliver the best possible game experience. In that sense, it has supported the creation of certain environmental assets, images, and props. It's one of many tools in our creative toolbox and is always used alongside handcrafted work.
We generated drafts for the game's and company logos, part of the capsules art, the voice in the trailer and the store texts. Then we adapted them to our liking.
Some loading screens and main menu screen use ai generated images
Some voice-over lines are AI generated.
Every whisper, every shout, and every question you dare to utter can provoke a response from the beyond.
We use AI for creating some of the promotional images, and very small percentage of 2D art.
some textures were generated with AI
Voices: Some character voices, like Morana, were created using AI as a base and then refined through manual post-processing.
At the end of the game, each of the 20+ endings has an unique AI generated image.
AI was used to generate art for illustrating ingame events, encyclopedia pages, difficulty selection windows, host improvement illustrations and main menu backgrounds.
We use AI-based tools to assist in the creation of specific static User Interface (UI) assets. This includes inventory icons, status effect indicators (such as hunger and panic alerts), and the background artwork for the 'Quit Game' confirmation screen. All AI-generated assets were manually reviewed, edited, and integrated to fit the game's overall aesthetic. The core game environments and character models are human-created
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
The game uses pre-generated AI voice synthesis for pilot radio chatter and communication officer voice lines.
We use prerendered AI generated voices for in-game voice overs for dialogue. It is a paid asset on the Unity Asset Store: https://assetstore.unity.com/packages/tools/generative-ai/deepvoice-ai-text-to-voice-251738
Deadeye Deepfake Simulacrum makes use of a custom built variational autoencoder to assist in the creation of character sprites, trained exclusively on the sprites I've already created. A separate generative adversarial network is used to make images that serve as the basis for some facial sprites, and background art.
Dialogue Generation: An on-board AI character named AURORA uses a local offline LLM to generate procedural dialogue in response to player actions or voice input. This allows for varied, context-sensitive replies that maintain the tone and lore of the game world. Voice Interaction (optional): Players may speak to AURORA using voice recognition, which is then interpreted and processed to generate in-character responses, offering a more immersive narrative experience.
Used for creating the game banner
Our team uses AI tools to help develop some in-game content.
AI tools were used to pre-generate a marching song heard during one of the sequences in late game.
AI tools were used during the pre-production phase to generate concept art and visual references to help establish the game's atmosphere and mood. All final in-game assets were created or modified by our development team. No AI-generated content is created in real-time during gameplay.
No generative AI is used to write content or produce any kind of imagery or assets for the game. For localization, we hire professional translators with AI tools to reduce the workload. Final translations include both machine-translated text that's been human-reviewed and directly human-translated text (e.g. "The megacorps created Cyber Knights as the first quantum-secure data couriers").
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Caution Ahead: Part 1 In-game content audioarttext | Some generated sounds, images and subtitle translations. | Ionic Relay | 20 | Mar 18, 2026 | |
Assassins Unleashed: The Apocalypse In-game content art | The only uses of AI was a background remover for the logos, and to generate the assassin I use on the store page, there are some AI generated 2d elements inside of the game, but none of the 3d elements or map design is AI generated. | Dark Winter Studios | - | Mar 18, 2026 | |
Heist Hustle: The Unrecord Bank Job art | use only for covers | GELOS GAMES LTD | - | Mar 18, 2026 | |
Trust The Backrooms Store/marketing art | Generative AI was only used to create image references during the creation of promotionnal artworks :
The main promotional artwork shows a hallway where the pillars and the lights are arranged to form the word : DON'T.
The artist who drew these promotional artworks used generative AI to get reference images on how to integrate text with natural elements of a scene so that the elements of the scene seems to be forming letters.
The final artwork is purely derivative and original and was made by the artist from zero, with the help of the AI generated images as inspiration for placing the letters on the final drawing. | GobGames Studio | - | Mar 18, 2026 | |
Backrooms: Steps into the abyss In-game content art | AI is used as marketing, sprites, images, and a Steam page | SUDT Games | 24 | Mar 18, 2026 | |
Red Riddles Store/marketing art | AI has been used to create pre-rendered imagery used in loading screens and store pages | Wacky Wizard Studios | - | Mar 18, 2026 | |
Enemy Inside In-game content arttext | Artificial intelligence has been used for:
- creating story videos for the game
- some single images for user interface (character portraits)
- game logo | Six Ways Games | 10 | Mar 18, 2026 | |
Tales of Old: Dominus Store/marketing art | AI usage limited to some UI images and store page assets only. | Hvmana Industries MMD | 126 | Mar 18, 2026 | |
Iron Trails: Outlaw Pursuit In-game content audio | It uses AI generated voices, for better gaming experiences | Gloac Games | - | Mar 18, 2026 | |
クビトリドオルズ・レトリーバー: 島津怪談01 In-game content art | 一部の画像、3Dモデルの作成に生成AIを使用しています。 | 727 Not Hound | 41 | Mar 18, 2026 | |
Crime Simulator In-game content art | AI tools were used in a limited way to help generate parts of some in-game images, which were then edited, refined, and finalized by human artists. | CookieDev | 2.2k | Mar 18, 2026 | |
The Krampus Store/marketing art | AI generated images are only used for the store page, art, and logos in the game. | Horrid Vision LLC | 13 | Mar 18, 2026 | |
Double Crossed In-game content text | Double Crossed uses generative AI tools to help proofread and suggest minor edits to written text (e.g., in-game dialogue and marketing copy). No generative AI is used to create or alter in-game visuals, audio, or gameplay content. | Cold Signal | - | Mar 18, 2026 | |
Bionics In-game content artaudio | Some images like paintings or puzzles are currently AI generated. Maybe they will be removed later on.
Some voicelines has been enhanced through AI. | Tylobix UG (haftungsbeschränkt) | - | Mar 18, 2026 | |
Stealth Raider Store/marketing art | Some backgrounds and store assets have been generated combining artwork and pictures created by the AI | Orazio Principe | - | Mar 18, 2026 | |
Nightfall Wardens In-game content arttextaudio | This game features AI-generated content to enhance the experience. AI is used to assist in creating in-game images, text, music, and sound effects, helping to shape the atmospheric world. Every AI-generated asset is carefully curated and refined to fit the game's style, ensuring a high-quality and cohesive experience. | - | - | Mar 18, 2026 | |
IDILI In-game content audio | We used AI to create the voices for John, Ellie, Matt, and Becca. This is a temporary solution; we intend to replace these audio tracks with professional voice acting as soon as possible. | Megalith Interactive Studios | 27 | Mar 18, 2026 | |
Sqube Escape Store/marketing art | This game utilizes AI technology to generate some of the background and store images. These AI-generated assets were carefully selected to enhance the overall aesthetic of the game. All AI-based content was created in compliance with legal requirements to prevent copyright infringements. | RH POSITIVE | - | Mar 18, 2026 | |
Iridio Store/marketing art | Capsule and Library imagery integrate AI generation. | KR Games | 104 | Mar 18, 2026 | |
Squat Ops In-game content textaudio | Development content uses AI for narrative elements (like audio). This is intended to be replaced prior to release. | Parasol Corp | - | Mar 18, 2026 | |
Z.O.N.A: Origin Store/marketing art | Some of the banners on the page have been partially created using AI tools. | AGaming+ | 501 | Mar 18, 2026 | |
Son Of Killwa Store/marketing text | AI, employed for the purpose of narrative refinement, intricately weaves the storyline into a captivating tapestry while preserving the fundamental essence envisioned by the developer. It is imperative to acknowledge that every narrative and enigma originates from the creative prowess of the developer, whose ingenuity shapes tales grounded in actuality.Only the steam page art are generated with AI. | Killwa Studios | 10 | Mar 18, 2026 | |
Angel Guardian In-game content textartaudio | Angel Guardian was developed with the help of AI tools across our creative pipeline — including story development, dialogue, enemy balancing, difficulty tuning, concept art exploration, animation prototyping, music iteration, and voice experimentation.
AI acted as a creative accelerator, allowing us to rapidly test ideas, refine systems, and expand the scope of our world. All content was directed, curated, and finalized by our human development team. | Corgee inc | - | Mar 18, 2026 | |
ESCAPELAND In-game content artaudio | Contains a certain amount of art, game textures, and radio music generated or assembled using AI. | eX Software | - | Mar 18, 2026 | |
Anonymous Hacker Simulator In-game content art | The game contains portraits and images generated by AI. | Sicarius | 692 | Mar 18, 2026 | |
Pine Harbor Unclear art | Some minor details were created using AI image generation | Vision Forge Team | 492 | Mar 18, 2026 | |
Jorogumo - 絡新婦 Store/marketing art | Some parts of the images used in the Steam Storepage are AI generated. | Nyxtales | 49 | Mar 18, 2026 | |
Quintus and the Formidable Curse Store/marketing art | AI Imagery on storefront | Wreck Tangle Games | - | Mar 18, 2026 | |
Daemonium In-game content audio | DeepVoice(from the unity asset store) asset is used to pre-generate some of the character voices in the game and in one of the trailers | Steel Feather Studio | - | Mar 18, 2026 | |
DarkSwarm In-game content art | DarkSwarm is built by hand, by talented individuals — but we may have used generative AI, among other tools, to visualize ideas during the concept phase, helping us deliver the best possible game experience.
In that sense, it has supported the creation of certain environmental assets, images, and props. It's one of many tools in our creative toolbox and is always used alongside handcrafted work. | Bitfire Games | - | Mar 18, 2026 | |
Sneaky Pirates In-game content artaudiotext | We generated drafts for the game's and company logos, part of the capsules art, the voice in the trailer and the store texts. Then we adapted them to our liking. | Knights of the Gray Matter | 14 | Mar 18, 2026 | |
Red Glare In-game content art | Some loading screens and main menu screen use ai generated images | BT Studios | 60 | Mar 18, 2026 | |
Stealth Kill VR Missions In-game content audio | Some voice-over lines are AI generated. | Sky Yurt | - | Mar 18, 2026 | |
Ectoplasm Unclear | Every whisper, every shout, and every question you dare to utter can provoke a response from the beyond. | Scar | - | Mar 18, 2026 | |
Bunny Game Store/marketing art | We use AI for creating some of the promotional images, and very small percentage of 2D art. | Nocebo | 20 | Mar 18, 2026 | |
the Shadow of Swallow In-game content art | some textures were generated with AI | Raine Studio | 29 | Mar 18, 2026 | |
Code Alkonost In-game content audio | Voices: Some character voices, like Morana, were created using AI as a base and then refined through manual post-processing. | Alkonost Team | 13 | Mar 18, 2026 | |
The Backroom - Lost and Found In-game content art | At the end of the game, each of the 20+ endings has an unique AI generated image. | Lollin' Pony | 438 | Mar 18, 2026 | |
Parasite In-game content art | AI was used to generate art for illustrating ingame events, encyclopedia pages, difficulty selection windows, host improvement illustrations and main menu backgrounds. | StarInfidel | 43 | Mar 18, 2026 | |
DeathOmen In-game content art | We use AI-based tools to assist in the creation of specific static User Interface (UI) assets. This includes inventory icons, status effect indicators (such as hunger and panic alerts), and the background artwork for the 'Quit Game' confirmation screen. All AI-generated assets were manually reviewed, edited, and integrated to fit the game's overall aesthetic. The core game environments and character models are human-created | Jeff Winner | 45 | Mar 18, 2026 | |
Remnants of R'lyeh Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Darktree Game Studio | - | Mar 18, 2026 | |
Space Reign In-game content audio | The game uses pre-generated AI voice synthesis for pilot radio chatter and communication officer voice lines. | Propulsive Games | 425 | Mar 18, 2026 | |
Out of Sight In-game content audio | We use prerendered AI generated voices for in-game voice overs for dialogue.
It is a paid asset on the Unity Asset Store: https://assetstore.unity.com/packages/tools/generative-ai/deepvoice-ai-text-to-voice-251738 | Mainframe Games | - | Mar 18, 2026 | |
Deadeye Deepfake Simulacrum In-game content art | Deadeye Deepfake Simulacrum makes use of a custom built variational autoencoder to assist in the creation of character sprites, trained exclusively on the sprites I've already created. A separate generative adversarial network is used to make images that serve as the basis for some facial sprites, and background art. | nodayshalleraseyou | 806 | Mar 18, 2026 | |
RDL Live AI text | Dialogue Generation: An on-board AI character named AURORA uses a local offline LLM to generate procedural dialogue in response to player actions or voice input. This allows for varied, context-sensitive replies that maintain the tone and lore of the game world.
Voice Interaction (optional): Players may speak to AURORA using voice recognition, which is then interpreted and processed to generate in-character responses, offering a more immersive narrative experience. | Typho | - | Mar 18, 2026 | |
Cyberpunk SFX Store/marketing art | Used for creating the game banner | Whale Rock Games | 207 | Mar 18, 2026 | |
PUBG: BATTLEGROUNDS Unclear | Our team uses AI tools to help develop some in-game content. | PUBG Corporation | 447.5k | Mar 18, 2026 | |
Sumerian Six In-game content audio | AI tools were used to pre-generate a marching song heard during one of the sequences in late game. | Artificer | 1k | Mar 18, 2026 | |
Camp Nightwood In-game content art | AI tools were used during the pre-production phase to generate concept art and visual references to help establish the game's atmosphere and mood. All final in-game assets were created or modified by our development team. No AI-generated content is created in real-time during gameplay. | TBNGAMES | - | Mar 18, 2026 | |
Cyber Knights: Flashpoint In-game content text | No generative AI is used to write content or produce any kind of imagery or assets for the game.
For localization, we hire professional translators with AI tools to reduce the workload. Final translations include both machine-translated text that's been human-reviewed and directly human-translated text (e.g. "The megacorps created Cyber Knights as the first quantum-secure data couriers"). | Trese Brothers | 2.5k | Mar 17, 2026 |