Promo materials.
- Creator
- Taranau Aliaksei
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,508 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.
Promo materials.
Some in-game or store images were created with the assistance of artificial intelligence.
Promo materials.
Some game assets.
AI generated images and voices for game trailers
I use generative AI in Chaos Machina for the following: 1. Generating background for some promotional materials (example is Steam Capsule). 2. Grammar check of all written text. 3. Translation of Chaos Machina text to languages that are not English and Croatian.
AI-generated content does not directly affect the player's experience in our game. AI has been used as a development tool to optimize content creation, such as scriptwriting for videos, cinematics, character models, and sound effects. However, all gameplay and in-game interactions have been manually designed and fine-tuned to ensure an authentic and controlled experience.
Artificial intelligence was used to create promotional art. Also for creating some graphic banners in the game.
AI is used to generate some graphical and audio content.
The game uses ai for the cover art and some assets in the game.
We use AI to generate the music for the game.
Using AI to generate pre-rendered content for games, their store pages, marketing materials, and community assets.
Store page: AI was used to localize the marketing text and to create the store banner. In-Game: AI was used to localize the in-game text.
Music generated with UDIO and Soundraw. Trailer includes a scene generated with Runway.
Some game materials are generated by AI.
Language Translation, Skill Icons, Cooking Illustrations
In developing Maid of Venia, I harnessed the power of AI tools to create compelling and immersive cutscenes. Using art editing software, I refined the visual elements to align with the story’s rich, fantasy-driven aesthetic, enhancing the details and creating cinematic transitions. For voice acting, Eleven Labs provided lifelike and emotionally resonant performances that brought the characters of Venia to life. Suno’s AI-driven music composition tools helped craft a unique and evocative soundtrack, blending traditional and modern sounds to enrich the game’s atmosphere. These AI technologies enabled me to elevate the storytelling and artistry of Maid of Venia, making it a truly captivating experience.
Basic, limited use of AI in sound and 2D images.
Music generated by AI.
We are a small team of designers and we use AI technologies for music and texture images so that the players can enjoy more from the final game.
Some of the music, sound effects, and visuals in this game have been generated using AI technologies, bringing a unique and creative twist to the game's overall experience.
Infernity: The Devil's Arena utilizes artificial intelligence solely for the creation of the game's music. These AI-generated tracks are designed to enhance the dark and gothic atmosphere of the game. All other content is crafted using pre-made assets and manual design processes.
Used for in-game objects
The promotional image for the game, which is also used as the image for the 'play' button on both the home screen and character selection screen, was generated using AI along with some amount of human made alterations. In addition, the "Coming Soon" trailer on Steam features music that was generated using AI.
This game incorporates generative artificial intelligence to create select assets, including some in-game textures and AI-generated voices, enhancing the immersive and dynamic player experience. This game does not use AI to live-generated content or code during gameplay.
Some images and videos used in in-game signs Character voices: AI placeholders; professional voice acting is intended for a future update. Translations
The description of game content translated with multiple languages helped by AI
The game uses very simple artificial intelligence and on some occasions, an algorithm randomly draws hints to help you progress through the game, the soundtrack varies depending on the scenarios. All characters and images were generated by artificial intelligence and are completely fictitious.
Some in-game paintings and images were created using AI and then further refined. The translations into some languages have been done by AI
AI is used to create some of the background images in the game.
Rest assured, there is no AI content in the game itself! In order to save your eyes from the utter lack of artistry that envelops thy hands, I have used AI to aid with the capsule background on the store page.
"Resurrection: The Judgment" incorporates AI technology to enhance the player experience by creating dynamic and immersive gameplay elements. Pre-Designed AI Content: All visuals, dialogues, and story elements generated with AI have been carefully curated and integrated into the game during development to ensure originality and quality. No Live AI Interaction: The game does not use live AI systems or external services during gameplay, ensuring a stable and seamless experience. Enhanced Immersion: AI-generated assets help build a rich and atmospheric world, offering players a deeper connection to the game's narrative and setting. Our use of AI is guided by respect for creativity and adherence to ethical standards, ensuring all content is unique and tailored to the Resurrection: The Judgment universe.
Voice Acting is AI generated, since I am solo developing the game for free and so far i do not have the chance to change this.
AI use was minimal and limited to non-gameplay elements, such as generating some in-game audio, assisting with draft texts, and providing a rough sketch for the initial logo concept. All gameplay, design, and final assets were created and refined by hand.
Tropicalypse and AI In Tropicalypse, our primary focus is to deliver an engaging, immersive experience for players. AI is not used in the game mechanics, story design, or player interactions. Instead, we utilize AI tools solely for creating high-quality marketing materials, such as promotional visuals, descriptions, and campaign strategies. This ensures that all in-game content is crafted directly by our development team to maintain a personal, hand-designed touch. Our use of AI is purely external and aims to enhance how we present Tropicalypse to the world, without affecting the authenticity of your gameplay experience.
Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library
Some of the textures and SFX was created with AI
Use AI to generate background music and text
AI-powered NPCs allow for immersive, real-time voice interactions. Speak directly to the grandparents using your microphone, and they’ll respond with natural, dynamic dialogue. Their advanced AI adapts to your choices, creating a unique experience where every conversation shapes the unfolding mystery. As you explore their remote house, the NPCs will react to your actions, listen to your questions, and even talk to each other, making each encounter unpredictable and intense.
It will be used to help generate randomness and realism to the NPC interactions. The hope is pull content from my book, Children of Arla, to help support the plot and story in the game.
Some assets within the game have been generated under a commercial license via AI sources. The game also supports original art works by the game's developer and the wider artists community.
PAATH-Z embraces cutting-edge technology by incorporating AI-generated images to enhance the game’s immersive atmosphere. AI was utilized to create intricate creature textures, detailed panel backgrounds, and striking static imagery, adding depth and realism to the world and advertising. These AI-driven elements complement the design process, bringing a unique visual style that captures the eerie and intense nature of the PAATH-Z universe, while maintaining the creative vision of the development team.
Generative artificial intelligence was used to create some background graphics for the store and the game
The concept design of the game uses artificial intelligence (AI) tools to assist in creation
Use AI for store graphic ressource.
Some image assets are generated using Midjourney and PixelLab, which are purchased by members and can be used for commercial purposes.
Due to the limitation of development funds, the game's equipment icons, item icons, objects on the scene, and animation sequence frames of characters are generated with AI-assisted generation. This game only uses pre-rendered art assets, not real-time generation AI. If the financial conditions permit, we will gradually replace these art assets.
We use AI-generated images only for some marketing materials and a few decorative textures in-game (e.g. posters/background art). All assets are manually reviewed and edited. AI is not used for gameplay, code, logic, or real-time content, and no player data is sent to external AI services.
Some of the in-game images and textures will be generated using AI.
The game utilizes pre-generated AI imagery for specific environmental 2D assets, including decorative billboards and UI-related PC screen textures found within the game world. Additionally, the Steam store page capsule images and marketing materials have been created or enhanced using AI tools. All AI-generated content is static and does not involve real-time generation during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ninja Store/marketing art | Promo materials. | Taranau Aliaksei | - | Mar 18, 2026 | |
Brutal Cube In-game content art | Some in-game or store images were created with the assistance of artificial intelligence. | Woziva | - | Mar 18, 2026 | |
Military Defense Store/marketing art | Promo materials. | Taranau Aliaksei | - | Mar 18, 2026 | |
Super Farmer Unclear | Some game assets. | Sun Haitao | - | Mar 18, 2026 | |
Command or Engage In-game content artaudio | AI generated images and voices for game trailers | 1G Studio | - | Mar 18, 2026 | |
Chaos Machina In-game content text | I use generative AI in Chaos Machina for the following:
1. Generating background for some promotional materials (example is Steam Capsule).
2. Grammar check of all written text.
3. Translation of Chaos Machina text to languages that are not English and Croatian. | Marko Zovko | 12 | Mar 18, 2026 | |
Breaking Point: Operation Exodus In-game content artaudiotext | AI-generated content does not directly affect the player's experience in our game. AI has been used as a development tool to optimize content creation, such as scriptwriting for videos, cinematics, character models, and sound effects. However, all gameplay and in-game interactions have been manually designed and fine-tuned to ensure an authentic and controlled experience. | Aurora Abyss | - | Mar 18, 2026 | |
MR DONALD In-game content art | Artificial intelligence was used to create promotional art. Also for creating some graphic banners in the game. | RSK TEAM | - | Mar 18, 2026 | |
Hayden's Odyssey In-game content artaudio | AI is used to generate some graphical and audio content. | MxCreationLab | - | Mar 18, 2026 | |
Rise of the Penguins GB In-game content art | The game uses ai for the cover art and some assets in the game. | Bill Woo | 16 | Mar 18, 2026 | |
Together We Play: Help Me Help You In-game content audio | We use AI to generate the music for the game. | Risen Realms | - | Mar 18, 2026 | |
Magic World Simulator Store/marketing art | Using AI to generate pre-rendered content for games, their store pages, marketing materials, and community assets. | Xu Miping | - | Mar 18, 2026 | |
Space Grunts: Chrono Shard In-game content textart | Store page: AI was used to localize the marketing text and to create the store banner.
In-Game: AI was used to localize the in-game text. | Orangepixel | - | Mar 18, 2026 | |
Smith & Dungeon: Crafting the Legendary Weapons In-game content audio | Music generated with UDIO and Soundraw. Trailer includes a scene generated with Runway. | Zoo Corporation | 38 | Mar 18, 2026 | |
神籠り -かみこもり- Unclear | Some game materials are generated by AI. | Algomatic AI GAME Studio | - | Mar 18, 2026 | |
Abyss Ring In-game content textart | Language Translation, Skill Icons, Cooking Illustrations | Northern Studio LLC | - | Mar 18, 2026 | |
Maid of Venia In-game content artaudiotext | In developing Maid of Venia, I harnessed the power of AI tools to create compelling and immersive cutscenes. Using art editing software, I refined the visual elements to align with the story’s rich, fantasy-driven aesthetic, enhancing the details and creating cinematic transitions. For voice acting, Eleven Labs provided lifelike and emotionally resonant performances that brought the characters of Venia to life. Suno’s AI-driven music composition tools helped craft a unique and evocative soundtrack, blending traditional and modern sounds to enrich the game’s atmosphere. These AI technologies enabled me to elevate the storytelling and artistry of Maid of Venia, making it a truly captivating experience. | Starving Lama Games | - | Mar 18, 2026 | |
Creepy Shift: House For Sale In-game content audioart | Basic, limited use of AI in sound and 2D images. | Night Shift Team | 231 | Mar 18, 2026 | |
Parkour Skyrun In-game content audio | Music generated by AI. | skyrun company | - | Mar 18, 2026 | |
The Night Shift In-game content audioart | We are a small team of designers and we use AI technologies for music and texture images so that the players can enjoy more from the final game. | Kerem Karal | - | Mar 18, 2026 | |
Drones vs Tanks In-game content audioart | Some of the music, sound effects, and visuals in this game have been generated using AI technologies, bringing a unique and creative twist to the game's overall experience. | Nokwite Games | - | Mar 18, 2026 | |
Infernity: The Devil's Arena In-game content audio | Infernity: The Devil's Arena utilizes artificial intelligence solely for the creation of the game's music. These AI-generated tracks are designed to enhance the dark and gothic atmosphere of the game. All other content is crafted using pre-made assets and manual design processes. | SFA | - | Mar 18, 2026 | |
Gravity's Apple In-game content art | Used for in-game objects | TokyoEureka | 11 | Mar 18, 2026 | |
Nine Minute Mayhem In-game content artaudio | The promotional image for the game, which is also used as the image for the 'play' button on both the home screen and character selection screen, was generated using AI along with some amount of human made alterations.
In addition, the "Coming Soon" trailer on Steam features music that was generated using AI. | Supercap Games LLC | - | Mar 18, 2026 | |
Void Harvest In-game content artaudio | This game incorporates generative artificial intelligence to create select assets, including some in-game textures and AI-generated voices, enhancing the immersive and dynamic player experience. This game does not use AI to live-generated content or code during gameplay. | LoneBit | - | Mar 18, 2026 | |
Liminal City: Axiom of Maria - Chapter One In-game content artaudiotext | Some images and videos used in in-game signs
Character voices: AI placeholders; professional voice acting is intended for a future update.
Translations | Studio Ganzheit | - | Mar 18, 2026 | |
SKYLARK In-game content text | The description of game content translated with multiple languages helped by AI | SKYWONDER | - | Mar 18, 2026 | |
Who Made This In-game content artaudiotext | The game uses very simple artificial intelligence and on some occasions, an algorithm randomly draws hints to help you progress through the game, the soundtrack varies depending on the scenarios. All characters and images were generated by artificial intelligence and are completely fictitious. | BRUNOARTS Entertainment | - | Mar 18, 2026 | |
Gun Reflex VR In-game content arttext | Some in-game paintings and images were created using AI and then further refined. The translations into some languages have been done by AI | OBGames | 39 | Mar 18, 2026 | |
Gumpy Brawl In-game content art | AI is used to create some of the background images in the game. | Digit-Atlantis | - | Mar 18, 2026 | |
The Ultimate Trickshot Challenge Store/marketing art | Rest assured, there is no AI content in the game itself! In order to save your eyes from the utter lack of artistry that envelops thy hands, I have used AI to aid with the capsule background on the store page. | Nothing But Clutch | - | Mar 18, 2026 | |
Resurrection The Judgment In-game content arttext | "Resurrection: The Judgment" incorporates AI technology to enhance the player experience by creating dynamic and immersive gameplay elements.
Pre-Designed AI Content: All visuals, dialogues, and story elements generated with AI have been carefully curated and integrated into the game during development to ensure originality and quality.
No Live AI Interaction: The game does not use live AI systems or external services during gameplay, ensuring a stable and seamless experience.
Enhanced Immersion: AI-generated assets help build a rich and atmospheric world, offering players a deeper connection to the game's narrative and setting.
Our use of AI is guided by respect for creativity and adherence to ethical standards, ensuring all content is unique and tailored to the Resurrection: The Judgment universe. | GRIMHAWK | - | Mar 18, 2026 | |
Infested In-game content audio | Voice Acting is AI generated, since I am solo developing the game for free and so far i do not have the chance to change this. | UHGDEV | - | Mar 18, 2026 | |
Gunpoint Gambit In-game content audiotextart | AI use was minimal and limited to non-gameplay elements, such as generating some in-game audio, assisting with draft texts, and providing a rough sketch for the initial logo concept.
All gameplay, design, and final assets were created and refined by hand. | Robert Bogdan | - | Mar 18, 2026 | |
Tropicalypse In-game content arttext | Tropicalypse and AI
In Tropicalypse, our primary focus is to deliver an engaging, immersive experience for players. AI is not used in the game mechanics, story design, or player interactions. Instead, we utilize AI tools solely for creating high-quality marketing materials, such as promotional visuals, descriptions, and campaign strategies. This ensures that all in-game content is crafted directly by our development team to maintain a personal, hand-designed touch. Our use of AI is purely external and aims to enhance how we present Tropicalypse to the world, without affecting the authenticity of your gameplay experience. | Andrei | 25 | Mar 18, 2026 | |
Skuf vs beer bottle party Store/marketing art | Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library | Gamesforgames | 13 | Mar 18, 2026 | |
MY HOUSE In-game content artaudio | Some of the textures and SFX was created with AI | Sushko Dmytro | - | Mar 18, 2026 | |
灵能奇点之第一魔法师 In-game content audiotext | Use AI to generate background music and text | YUAN GUO LIANG | - | Mar 18, 2026 | |
Behind The Smile Live AI text | AI-powered NPCs allow for immersive, real-time voice interactions. Speak directly to the grandparents using your microphone, and they’ll respond with natural, dynamic dialogue. Their advanced AI adapts to your choices, creating a unique experience where every conversation shapes the unfolding mystery. As you explore their remote house, the NPCs will react to your actions, listen to your questions, and even talk to each other, making each encounter unpredictable and intense. | AI Motion | - | Mar 18, 2026 | |
The Advent: Children of Arla Live AI text | It will be used to help generate randomness and realism to the NPC interactions. The hope is pull content from my book, Children of Arla, to help support the plot and story in the game. | Planet Postmoderna LLC | - | Mar 18, 2026 | |
Singularity Strike In-game content art | Some assets within the game have been generated under a commercial license via AI sources. The game also supports original art works by the game's developer and the wider artists community. | RUOK | - | Mar 18, 2026 | |
PAATH-Z In-game content art | PAATH-Z embraces cutting-edge technology by incorporating AI-generated images to enhance the game’s immersive atmosphere. AI was utilized to create intricate creature textures, detailed panel backgrounds, and striking static imagery, adding depth and realism to the world and advertising. These AI-driven elements complement the design process, bringing a unique visual style that captures the eerie and intense nature of the PAATH-Z universe, while maintaining the creative vision of the development team. | TVirtual Studios | - | Mar 18, 2026 | |
Tryü Sora - Space Shooter In-game content art | Generative artificial intelligence was used to create some background graphics for the store and the game | DeadFly.Games | - | Mar 18, 2026 | |
Project DomeForge Dev only | The concept design of the game uses artificial intelligence (AI) tools to assist in creation | SixSong | - | Mar 18, 2026 | |
FearCarly Store/marketing art | Use AI for store graphic ressource. | Netiwork | - | Mar 18, 2026 | |
Homebound Path In-game content art | Some image assets are generated using Midjourney and PixelLab, which are purchased by members and can be used for commercial purposes. | Naughty Oxygen | - | Mar 18, 2026 | |
Amusement Park In-game content art | Due to the limitation of development funds, the game's equipment icons, item icons, objects on the scene, and animation sequence frames of characters are generated with AI-assisted generation. This game only uses pre-rendered art assets, not real-time generation AI. If the financial conditions permit, we will gradually replace these art assets. | 暗爵 | - | Mar 18, 2026 | |
Speed Rivals - Slot Racing In-game content art | We use AI-generated images only for some marketing materials and a few decorative textures in-game (e.g. posters/background art). All assets are manually reviewed and edited. AI is not used for gameplay, code, logic, or real-time content, and no player data is sent to external AI services. | BabelGames | 11 | Mar 18, 2026 | |
轮回之始 In-game content art | Some of the in-game images and textures will be generated using AI. | NingBoFanTu | - | Mar 18, 2026 | |
Go-Kart Simulator In-game content art | The game utilizes pre-generated AI imagery for specific environmental 2D assets, including decorative billboards and UI-related PC screen textures found within the game world. Additionally, the Steam store page capsule images and marketing materials have been created or enhanced using AI tools. All AI-generated content is static and does not involve real-time generation during gameplay. | Payna Games | 28 | Mar 18, 2026 |