AI is used in various ways such as in parts of logos, in-game icons, and in the design of creatures.
- Creator
- 727 Not Hound
- Reviews
- 64
- 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.
AI is used in various ways such as in parts of logos, in-game icons, and in the design of creatures.
Embrace the future of puzzle gaming crafted by AI, where every level is filled with wisdom and every puzzle is innovative. Explore your insights and inspire your imagination.
AI tools were used to support the development process of X Burger: Visuals: Some environmental textures and specific parts of the promotional art on the store page were created or edited with the assistance of AI. Music & Audio: Some musical backgrounds supporting the game's atmosphere were composed or enhanced using AI tools. Content Generation: The entire script and core game design are 100% hand-crafted by the developer; AI was utilized solely as a tool to visually and audibly support this creative vision.
A small portion of visual effects and sound effects were created with the assistance of AI.
Most of the images are AI rendered images.
The design, audio, and background music for some of the collection items in this game were created by a generative AI.
Some of the original paintings and BGM in the game are generated by AI; Some of the original paintings were generated by MJ and manually revised; All music is generated, filtered, and tuned by Suno AI;
The cover photo of our game was created using artificial intelligence technology. Other than that, there is no other use of artificial intelligence in our game.
Generative AI was used as a step in the development of some texture and model assets.
Our Policy for AI Use Even if, and disclose from time to time that, we use AI in some of our products, it never means that our product consists of AI-generated content, which is simply impossible but may be presumed by some people. We continue our due diligence and necessary efforts to come up with the best content. AI is a field that we keep track of and welcome curiously and excitedly. It is something not the world gives us but what we get from the world according to our requirements. However, We always consider the rights of commercial and ethical use of AI. Therefore, we subscribe to their content, pay their respective fee, and keep their receipts/licenses. In this game, we use a few asset generators like open-source make-human generations or some publicly available animations or the generators of the asset store such as the Spaceship Generator or Character Creator 2d, which we have purchased, and which have been around for many years. These assets allow us to design or randomly generate our character models according to our requirements. We are also working on the trailer of the game which might include some elements that we make by distorting some AI images.
Character portraits, in-game prerenders, key art, and scare screens are currently rendered with Midjourney AI. Some of this content may be replaced with human-drawn art if the budget can be found between now and the final release planned for 7/14/24.
At Lovely Bytes, we're not just developers, we're passionate gamers like you. And because we understand the gamer's perspective, we firmly believe that the heart of a truly great game lies in the emotional depth and authenticity that only human creativity can provide. In the development of UNHEIM, artificial intelligence plays a supporting role to accelerate our production, and is used mindfully to help us with certain time-consuming tasks, such as visual brainstorming, or speeding up the process of creating some of the textures. Additionally, AI bravely tackles the Herculean task of turning our chaotic creative thoughts and wild brainstorming scribbles into something resembling coherent, actionable documents. Our approach to AI is to use it as a tool to augment our skills and capabilities, not to substitute the craft elements that are crucial for creating a deeply engaging and memorable game experience. Now go and have fun getting scared to death, knowing that what you experience is the result of a mindful blend of assistive technology and traditional craftsmanship.
AI was used in the process of creating backgrounds. Please be patient while we hone our digital art skills. Thank you for your understanding!
Yes. We are using AI power in our UI elements.
Background images in some scenes are created using artificial intelligence with significant post-processing. Some animations in the game are based on neural network animations with significant manual post-processing.
Partial of cards adopted AI generated textures.
The English synthetic voices have been developed using AI technology.
The game’s logo + the achievment logos was generated using AI and then manually edited and finalized by the developer. No gameplay, art, or audio content was AI-generated. All in-game content was manually created. The AI-generated logo does not affect gameplay or user experience.
This game contains works created by use of AI in the creation of dialogue audio for the characters. All AI generated content was created as original works by the developer.
This game contains AI generated contents. The graphic is generated by AI and fixed by human. This game contains violence scenes.
Some distant view images are edited from data output by the image generation AI.
Some object textures are AI generated to apparently look AI generated as a commentary, distorted and non human (dreamtexture plugin for Blender with prompts like "AI looking alien food" and such. Pictures of faces have been generated with this-person-does-not-exist.com to look like conventionnaly beautiful but generic portraits, again foreshadowing the idea what a person looks like, from an AI, algorithmically driven system.
Narrator uses AI voice over work as a placeholder. Currently the final game is slotted to feature 100% human actors for maximum expression. An example of this is the demo's ending cutscene.
AI has been used in a limited way* for the following aspects: Text Localization, Speech Localization and Musical Audio. *The base was AI-generated, but the transformative creation built upon it stands as an original work. (Text was controlled by a human, the voice and musical audio were edited and reworked by a human)
We reaffirm our respect for human artists and their work. Due to current technical limitations, we employed AI image generator during development and apologize to players for any concerns this may cause. AI tools such as Doubao, Gemini, and Stable Diffusion were used solely as references to visualize concepts and inform the creation of game content. All in-game AI assets have been substantially transformed — through redesign, editing, fusion, animation, recoloring, and pixelation in professional digital art tools — to produce original assets consistent with the game’s visual style. We do not use or reproduce AI-generated content created by third parties. All applicable copyright and licensing terms were reviewed to ensure lawful commercial use.
Some of the Marketing Materials and Images for The Trip are AI generated.
The gameplay teaser has AI music currently
Hand refined and adjusted Midjourney generations have been used for certain ingame graphics. (Optional)Deepvoice has been used for certain enemy vocal exclamations. Can be changed ingame to human VA only.
AI was used to generate some of the paintings seen on the walls in-game, as well as some community profile items (such as Steam badges).
FACEMINER is a concept-driven game that directly engages with the ethics of AI. For thematic purposes, the game features faces which have been generated by a GAN (Generative Adversarial Network) trained on the FFHQ dataset, a research dataset released by NVIDIA that is the backbone of many real-world facial recognition applications. Per NVIDIA, only images under permissive licenses were collected. The 'AI training' in this game is fictional and has been simulated for entertainment purposes. The game can be interpreted as a critique of AI specifically relating to the ecological impact of mass data hoarding, surveillance concerns, and way it is used to compound corporate power.
Part of the game images are generated by AI
Two profile pictures (one of these designs is also used as a decal on a tool), all of the "records" in the main characters room, designs on the vape packaging, and a background image for a vending machine were created with Adobe Generative Fill. The Security Robots and The Coffee Time video use audio generated by TTS Maker. The TOS was templated with AI as a generic TOS and meaningful elements were edited in. The Coffee Drink descriptions are pure, unfiltered, AI corpo-garbage-text. I used AI for these purposes because the uncanny-valley, soulless, style was exactly what I wanted as an art direction. I wanted to depict a future in which the soul of the world has been killed by AI. Making humans create art in the style of AI sounds completely dehumanizing, but you're entitled to your opinion.
Only voiceacting
Every whisper, every shout, and every question you dare to utter can provoke a response from the beyond.
Project Electric Sheep uses generative AI to create character conversations inspired by your dream prompts, as well as to tailor dream worlds to your chosen topics. Below is some more information about which generative AI services we're using in PES, and how: 1. We use ChatGPT to generate NPC dialogue when dream worlds are created and when you reply to an NPC. We use AWS to generate voices for our NPCs. 2. We also use ChatGPT to write in-game world building details, such as graffiti and advertisements, as well as to create the dream description that displays on the dream loading screen. 3. We use DALL·E 2 to paint in-game murals inspired by your dream prompt. 4. Lastly, during the dream generation phase, we use ChatGPT to make creative decisions about world design based on the given dream prompt.
Prototypes for pregenerated content were used in one of the announcements.
UPDATE: over 90% of the AI-generated content was removed! Some of the 2D art and music in The Classrooms were originally created with the help of AI tools, not as a replacement for artists, but to get the uncanny, slightly "off" look of AI-generated content. This was intentional, as it reflects the kind of strange content the Superstructure itself would make. Our goal has always been to evoke that uneasy and almost-familiar feeling. To build on this while moving away from AI, we are now trying approaches like fan art contests to gradually replace this content, while still preserving this unique aesthetic. For video and music production, we plan to collaborate with real people, though budget and scheduling mean this will take time.
- AI voice changer applied to some voice acting. - Some in game posters.
I created promotional images for the community page using AI.
Both Generative AI and AI editing tools were used for some background and menu images, textures, and voices.
Generative AI was used to create six placeholder images and one piece of music used in the game. These assets are temporary and are intended to be replaced with non-AL-created assets.
Dev uses generative AI tools to help develop some in game assets.
AI is only used to augment and adjust real voice acting.
1. We used ChatGPT-4 to make some custom javascript plugins. 2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu.
Generating inventory items icons using AI during prototyping stage for the game
We use AI as a supportive tool for localization.
AI generated art
Description of the Game’s Use of AI Our game does not use generative AI to create gameplay behavior or influence player decisions. All narrative content, character behavior, dialogue, level design, and artistic direction are hand-crafted by the developer. We only use AI in limited, non-gameplay ways, such as: Development assistance (e.g., debugging or improving scripts). Optional asset prototyping (concept sketches used as early references before creating final assets). No AI systems interact with the player during gameplay, and no player data is used to train AI models. The in-game guidance, character responses, and story progression are fully authored, not generated dynamically by AI.
Steam store page description corrections
AI-assisted coding tools have been used to help develop code for game updates. No AI-generated artwork, audio, music, or other creative content has been used.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
ヴィクトルズ・テスト・ナイト In-game content art | AI is used in various ways such as in parts of logos, in-game icons, and in the design of creatures. | 727 Not Hound | 64 | Mar 18, 2026 | |
Poorzzle Unclear | Embrace the future of puzzle gaming crafted by AI, where every level is filled with wisdom and every puzzle is innovative. Explore your insights and inspire your imagination. | YMQWORKS | - | Mar 18, 2026 | |
X Burger In-game content artaudio | AI tools were used to support the development process of X Burger:
Visuals: Some environmental textures and specific parts of the promotional art on the store page were created or edited with the assistance of AI.
Music & Audio: Some musical backgrounds supporting the game's atmosphere were composed or enhanced using AI tools.
Content Generation: The entire script and core game design are 100% hand-crafted by the developer; AI was utilized solely as a tool to visually and audibly support this creative vision. | Midnight Fork | - | Mar 18, 2026 | |
杀青 In-game content artaudio | A small portion of visual effects and sound effects were created with the assistance of AI. | 蒐藏馆工作室 | 110 | Mar 18, 2026 | |
忘川游RiverLife In-game content art | Most of the images are AI rendered images. | 面包店的面包 | - | Mar 18, 2026 | |
FALLEN : Fatal Force In-game content artaudio | The design, audio, and background music for some of the collection items in this game were created by a generative AI. | GOOFEES | - | Mar 18, 2026 | |
黑公司:上班 In-game content artaudio | Some of the original paintings and BGM in the game are generated by AI;
Some of the original paintings were generated by MJ and manually revised;
All music is generated, filtered, and tuned by Suno AI; | MengErGou Personal Game Studio | - | Mar 18, 2026 | |
Escape Zombie Maze Store/marketing art | The cover photo of our game was created using artificial intelligence technology. Other than that, there is no other use of artificial intelligence in our game. | VELİ ARIK | - | Mar 18, 2026 | |
Sidereal In-game content art | Generative AI was used as a step in the development of some texture and model assets. | r7321 | 32 | Mar 18, 2026 | |
Hellsting In-game content art | Our Policy for AI Use
Even if, and disclose from time to time that, we use AI in some of our products, it never means that our product consists of AI-generated content, which is simply impossible but may be presumed by some people. We continue our due diligence and necessary efforts to come up with the best content.
AI is a field that we keep track of and welcome curiously and excitedly. It is something not the world gives us but what we get from the world according to our requirements.
However,
We always consider the rights of commercial and ethical use of AI. Therefore, we subscribe to their content, pay their respective fee, and keep their receipts/licenses.
In this game, we use a few asset generators like open-source make-human generations or some publicly available animations or the generators of the asset store such as the Spaceship Generator or Character Creator 2d, which we have purchased, and which have been around for many years. These assets allow us to design or randomly generate our character models according to our requirements. We are also working on the trailer of the game which might include some elements that we make by distorting some AI images. | DreamMasters Studio | - | Mar 18, 2026 | |
Backstage: Murdered Sleep In-game content art | Character portraits, in-game prerenders, key art, and scare screens are currently rendered with Midjourney AI. Some of this content may be replaced with human-drawn art if the budget can be found between now and the final release planned for 7/14/24. | invisible inc games | - | Mar 18, 2026 | |
Unheim In-game content arttext | At Lovely Bytes, we're not just developers, we're passionate gamers like you. And because we understand the gamer's perspective, we firmly believe that the heart of a truly great game lies in the emotional depth and authenticity that only human creativity can provide.
In the development of UNHEIM, artificial intelligence plays a supporting role to accelerate our production, and is used mindfully to help us with certain time-consuming tasks, such as visual brainstorming, or speeding up the process of creating some of the textures. Additionally, AI bravely tackles the Herculean task of turning our chaotic creative thoughts and wild brainstorming scribbles into something resembling coherent, actionable documents.
Our approach to AI is to use it as a tool to augment our skills and capabilities, not to substitute the craft elements that are crucial for creating a deeply engaging and memorable game experience.
Now go and have fun getting scared to death, knowing that what you experience is the result of a mindful blend of assistive technology and traditional craftsmanship. | Lovely Bytes | 52 | Mar 18, 2026 | |
Rogue Climber Unclear art | AI was used in the process of creating backgrounds. Please be patient while we hone our digital art skills. Thank you for your understanding! | Imaginary Game Studios | - | Mar 18, 2026 | |
The Boneless In-game content art | Yes. We are using AI power in our UI elements. | Dozer Game Studio | - | Mar 18, 2026 | |
MEAT-GRINDER In-game content art | Background images in some scenes are created using artificial intelligence with significant post-processing.
Some animations in the game are based on neural network animations with significant manual post-processing. | Oyashiro.dev | - | Mar 18, 2026 | |
TEMPEST : Tower of Probatio In-game content art | Partial of cards adopted AI generated textures. | New Normal Soft Inc. | 62 | Mar 18, 2026 | |
GINKA In-game content audio | The English synthetic voices have been developed using AI technology. | Frontwing | 2.6k | Mar 18, 2026 | |
Dash Or Die In-game content art | The game’s logo + the achievment logos was generated using AI and then manually edited and finalized by the developer. No gameplay, art, or audio content was AI-generated.
All in-game content was manually created. The AI-generated logo does not affect gameplay or user experience. | Clocknotionstudio | - | Mar 18, 2026 | |
Unfeigned Depths In-game content audio | This game contains works created by use of AI in the creation of dialogue audio for the characters. All AI generated content was created as original works by the developer. | Voidwire Interactive | - | Mar 18, 2026 | |
It was a human. In-game content art | This game contains AI generated contents. The graphic is generated by AI and fixed by human.
This game contains violence scenes. | Loser/s | 461 | Mar 18, 2026 | |
TENSEI In-game content art | Some distant view images are edited from data output by the image generation AI. | Project Pegasus | 49 | Mar 18, 2026 | |
Innertial In-game content art | Some object textures are AI generated to apparently look AI generated as a commentary, distorted and non human (dreamtexture plugin for Blender with prompts like "AI looking alien food" and such.
Pictures of faces have been generated with this-person-does-not-exist.com to look like conventionnaly beautiful but generic portraits, again foreshadowing the idea what a person looks like, from an AI, algorithmically driven system. | studio invisible | - | Mar 18, 2026 | |
Veil: Alter Unknown In-game content audio | Narrator uses AI voice over work as a placeholder.
Currently the final game is slotted to feature 100% human actors for maximum expression. An example of this is the demo's ending cutscene. | Peter Lantz | - | Mar 18, 2026 | |
Amygdala In-game content textaudio | AI has been used in a limited way* for the following aspects: Text Localization, Speech Localization and Musical Audio.
*The base was AI-generated, but the transformative creation built upon it stands as an original work. (Text was controlled by a human, the voice and musical audio were edited and reworked by a human) | Stigma Studios | 169 | Mar 18, 2026 | |
18 Levels of Hells In-game content art | We reaffirm our respect for human artists and their work. Due to current technical limitations, we employed AI image generator during development and apologize to players for any concerns this may cause.
AI tools such as Doubao, Gemini, and Stable Diffusion were used solely as references to visualize concepts and inform the creation of game content. All in-game AI assets have been substantially transformed — through redesign, editing, fusion, animation, recoloring, and pixelation in professional digital art tools — to produce original assets consistent with the game’s visual style.
We do not use or reproduce AI-generated content created by third parties. All applicable copyright and licensing terms were reviewed to ensure lawful commercial use. | yii | - | Mar 18, 2026 | |
The Trip Store/marketing art | Some of the Marketing Materials and Images for The Trip are AI generated. | Trippy Game Studio | - | Mar 18, 2026 | |
Captain Buttface In-game content audio | The gameplay teaser has AI music currently | Jilted Generation Productions | - | Mar 18, 2026 | |
Unbroken The Awakening In-game content artaudio | Hand refined and adjusted Midjourney generations have been used for certain ingame graphics.
(Optional)Deepvoice has been used for certain enemy vocal exclamations. Can be changed ingame to human VA only. | MGP Studios | 23 | Mar 18, 2026 | |
Spectator 2 In-game content art | AI was used to generate some of the paintings seen on the walls in-game, as well as some community profile items (such as Steam badges). | Neko Machine | 31 | Mar 18, 2026 | |
FACEMINER In-game content art | FACEMINER is a concept-driven game that directly engages with the ethics of AI. For thematic purposes, the game features faces which have been generated by a GAN (Generative Adversarial Network) trained on the FFHQ dataset, a research dataset released by NVIDIA that is the backbone of many real-world facial recognition applications. Per NVIDIA, only images under permissive licenses were collected.
The 'AI training' in this game is fictional and has been simulated for entertainment purposes. The game can be interpreted as a critique of AI specifically relating to the ecological impact of mass data hoarding, surveillance concerns, and way it is used to compound corporate power. | Wristwork | 1.5k | Mar 18, 2026 | |
Idle Banshee Alliance In-game content art | Part of the game images are generated by AI | okyakusama | 41 | Mar 18, 2026 | |
DRINK HUMAN BEANS In-game content artaudiotext | Two profile pictures (one of these designs is also used as a decal on a tool), all of the "records" in the main characters room, designs on the vape packaging, and a background image for a vending machine were created with Adobe Generative Fill.
The Security Robots and The Coffee Time video use audio generated by TTS Maker.
The TOS was templated with AI as a generic TOS and meaningful elements were edited in. The Coffee Drink descriptions are pure, unfiltered, AI corpo-garbage-text.
I used AI for these purposes because the uncanny-valley, soulless, style was exactly what I wanted as an art direction. I wanted to depict a future in which the soul of the world has been killed by AI. Making humans create art in the style of AI sounds completely dehumanizing, but you're entitled to your opinion. | Last Dissent | 11 | Mar 18, 2026 | |
Castle of secrets: Prologue In-game content audio | Only voiceacting | SQ Game Studios | 350 | 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 | |
Project Electric Sheep Live AI textaudioart | Project Electric Sheep uses generative AI to create character conversations inspired by your dream prompts, as well as to tailor dream worlds to your chosen topics. Below is some more information about which generative AI services we're using in PES, and how:
1. We use ChatGPT to generate NPC dialogue when dream worlds are created and when you reply to an NPC. We use AWS to generate voices for our NPCs.
2. We also use ChatGPT to write in-game world building details, such as graffiti and advertisements, as well as to create the dream description that displays on the dream loading screen.
3. We use DALL·E 2 to paint in-game murals inspired by your dream prompt.
4. Lastly, during the dream generation phase, we use ChatGPT to make creative decisions about world design based on the given dream prompt. | Charisma Entertainment Limited | 25 | Mar 18, 2026 | |
TRACHI – ANARCHY Unclear | Prototypes for pregenerated content were used in one of the announcements. | nory | - | Mar 18, 2026 | |
The Classrooms In-game content artaudio | UPDATE: over 90% of the AI-generated content was removed!
Some of the 2D art and music in The Classrooms were originally created with the help of AI tools, not as a replacement for artists, but to get the uncanny, slightly "off" look of AI-generated content. This was intentional, as it reflects the kind of strange content the Superstructure itself would make.
Our goal has always been to evoke that uneasy and almost-familiar feeling. To build on this while moving away from AI, we are now trying approaches like fan art contests to gradually replace this content, while still preserving this unique aesthetic.
For video and music production, we plan to collaborate with real people, though budget and scheduling mean this will take time. | Xefier Games | 1.7k | Mar 18, 2026 | |
By Grit Alone In-game content audioart | - AI voice changer applied to some voice acting.
- Some in game posters. | Crooks Peak | - | Mar 18, 2026 | |
Strange Hunting Grounds Store/marketing art | I created promotional images for the community page using AI. | GaniTani | - | Mar 18, 2026 | |
GOONCRUSHER In-game content artaudio | Both Generative AI and AI editing tools were used for some background and menu images, textures, and voices. | Gregry Boyd | - | Mar 18, 2026 | |
Escape Purgatory In-game content artaudio | Generative AI was used to create six placeholder images and one piece of music used in the game. These assets are temporary and are intended to be replaced with non-AL-created assets. | JamBit Games | 10 | Mar 18, 2026 | |
Out Of Hands In-game content art | Dev uses generative AI tools to help develop some in game assets. | Game River | 1.3k | Mar 18, 2026 | |
Castle of Secrets In-game content audio | AI is only used to augment and adjust real voice acting. | Serene Questworks Studios | 45 | Mar 18, 2026 | |
Star Shift Rebellion In-game content artcode | 1. We used ChatGPT-4 to make some custom javascript plugins.
2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu. | Psychronic Game Studios | 29 | Mar 18, 2026 | |
Paragrowth In-game content art | Generating inventory items icons using AI during prototyping stage for the game | Fimpossible Creations | - | Mar 18, 2026 | |
Cognition Method In-game content text | We use AI as a supportive tool for localization. | Team Cognition | - | Mar 18, 2026 | |
City Of Stolen Worlds Unclear art | AI generated art | Michael Rfdshir | - | Mar 18, 2026 | |
Below the Underworld In-game content codeart | Description of the Game’s Use of AI
Our game does not use generative AI to create gameplay behavior or influence player decisions. All narrative content, character behavior, dialogue, level design, and artistic direction are hand-crafted by the developer.
We only use AI in limited, non-gameplay ways, such as:
Development assistance (e.g., debugging or improving scripts).
Optional asset prototyping (concept sketches used as early references before creating final assets).
No AI systems interact with the player during gameplay, and no player data is used to train AI models.
The in-game guidance, character responses, and story progression are fully authored, not generated dynamically by AI. | Nick van 't End | - | Mar 18, 2026 | |
Orders of Magnitude general | Steam store page description corrections | Ouroboro Soft Inc. | 64 | Mar 18, 2026 | |
Vecter Dev only code | AI-assisted coding tools have been used to help develop code for game updates. No AI-generated artwork, audio, music, or other creative content has been used. | Taranasus | 1.8k | Mar 17, 2026 |