AI is used for UI art
- Creator
- Moonshine Games
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 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 for UI art
AI Imagery on storefront
Some of the Marketing Materials and Images for The Trip are AI generated.
I did some loading screen of the games with DALL-E with a paid + program of OpenAI. Voices of the character are using "Replica Studios" Characters https://www.replicastudios.com/smart-npc
Some audio and music have been generated by IA.
The gameplay teaser has AI music currently
During development we use AI assistance in certain tasks, such as upscaling in-game assets to higher detail versions. An example would be creating higher detail 2D UI portraits for NPCs in their in-game environment from the in-game art. All original artwork and the final creative vision come from our development team. The game has optional computer generated voice overs.
AI-generated character illustrations.
The use of AI has been incorporated into the pipeline of some of our artists and developers, in some cases for creating references, in others as a base for further work and finishing.
Some game and marketing content was translated with the assistance of AI tools.
Collapsed State is a project created by the RevoltGPT to showcase the power of our proprietary game development platform! This project was created almost entirely using our proprietary AI game engine editor, which you can use yourself at https://revoltgpt.dev! Thank you so much to our community for coming together to turn this project into a reality, we truly appreciate each and every one of you!
AI has been partially used only for text translation.
Some AI tools were used as part of the creative process to assist with brainstorming, polishing text, and improving efficiency in content creation. However, all final assets, visuals, and materials are manually reviewed, edited, and finalized by the development team to ensure original quality and consistency with the game’s vision. No, the game does not use AI to generate content or code in real time during gameplay. All gameplay logic, assets, and mechanics are fully pre-defined and designed by the development team. AI is used only for traditional gameplay elements such as enemy behavior, pathfinding, and combat decision-making. These systems are entirely pre-programmed and do not involve generative AI. The goal is to provide challenging, reactive encounters that feel dynamic and engaging for the player.
Terrors of War is being developed solo on a tight budget. To get the project to its current state I've used generative AI for a handful of placeholder assets: some voice lines, sound effects, UI iconography and the current Steam capsule art. These are all temporary. Every AI-assisted asset is flagged in the project as a placeholder and will be replaced with custom work from freelance artists progressively through Early Access. Wherever possible I use in-game screenshots and footage. What you see represents actual gameplay. No content is generated at runtime. All AI-assisted assets ship pre-generated in the build.
PlaceHolder Photos.
In the development of this game generative AI was used for environment mood boards, 3D model drafts, and soundtrack inspirations. Final in-game assets are all human-curated with purpose and intent.
Special mode voice.
Some of the characters' phrases that they say during gameplay.
AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management.
Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original.
AI was used to assist with voice modification for certain characters. AI was used to help with soundtrack enhancement and editing. AI was used to create or refine some visual symbols and sigil designs.
This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms.
Generative AI tools were used during the development of Academy: Become a Hero to create and refine several game assets. The disclosure of its use is as follows: 2D Art and User Interface: All 2D illustrations, UI elements, icons, and menus (including upgrade screens, stage selection, and customization menus) were generated using AI tools and subsequently edited and refined for final integration. 3D Modeling: The main character (Troid) and its skeletal meshes were created using Meshy. We hold a valid commercial license for all content generated and used in the project. Localization: Game localization and translations into all supported languages were performed with the assistance of AI large language models to ensure global accessibility. Audio and Voiceovers: For the introductory cinematic, AI was utilized to modulate and process the developer's original voice recordings to create distinct and characterized voices for the different characters. All AI-generated content has been manually reviewed, corrected, and finalized by the developer to ensure artistic consistency and technical quality.
Dialogue voices were generated using the DeepVoice AI tool available in the Unity store.
Storepage descriptions frst draftwas were AI generated. Some concept work and refs for 'arts' were AI generated, used ChatGPT to help with grammar as well.
We use AI as a support tool in the game's development, helping with the creation and improvement of code, texts, images, music, and problem-solving.
Some UI elements and icons have been made using AI.
Some character voices are AI generated.
This game primarily uses AI technology to generate certain image assets, including in-game equipment, items, and avatars. This also includes some icons and resources in the Steam store.
The game uses generative AI to generate store page images for the game, as well as Steam community assets and marketing materials and parts of the game UI
Contains AI generated background art and 2D portraits/illustrations.
Some images in the game are generated by AI.
This is a SPOILER, actually, but your arch enemy in this game is an Evil Generative A. I. It must look accordingly. Big part of it is A. I. generated, and it's made as obvious as possible.
This platform features user-generated content, and some of that content may include AI-generated content. Our team does not use AI to generate any content.
Store page image assets (excluding screenshots and videos) has been generated with AI as the game will need to be further developed to get final assets but will fit the themes as presented.
Generative AI was used to generate a total of 3 silly meme songs/sounds in the game, the most prominent being the title screen music. All other level soundtracks/sfx were otherwise created by a human (shoutout to my lifelong DJ TheMedisin). Generative AI was used to create part of our steam page logos.
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.
Some of the marketing materials, 2D visuals, and voiceover assets were enhanced or created with the help of AI tools.
I Had A Plan! uses human-made sprites and assets, but uses AI to transform voices for most (non narrator/GM) characters. These were still recorded by the developer, but then transformed to sound like other people using AI. AI was also used to lip sync those voices.
Some translations, voicelines, and assets were made using generative AI. All carefully inspected by the developer. This is used to speed up the development, and is being slowly replaced with artists authored assets. No generative AI is used during gameplay.
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).
Ai has been used, to create steam page image (not screenshots) only for Header.
I used it to help with images in the game. No code was used or music creation. All code and concepts of the art direction was by me.
Some of the graphic assets used in the game were generated by AI.
I've created the sound tracks using AI.
Game art may contain some generative AI aspects.
We are using AI for testing content and ideas, our future focus is to make all of the content traditionally by hand to bring a good work like early stages of development in the game. AI usage is mainly used for concept content and support during the most complicated parts from the development of the game, the entirety of Ghoul Fright core is hand made
Some UI icons and 3D models use generated AI.
Animating static images.
In this game Akpala, there is a feature that allows players to converse with NPC characters during gameplay. For the responses to the player's voice input, we use AI-generated text.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Warbyte: Operation Falcon In-game content art | AI is used for UI art | Moonshine Games | - | Mar 18, 2026 | |
Quintus and the Formidable Curse Store/marketing art | AI Imagery on storefront | Wreck Tangle Games | - | 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 | |
Jesus Uncrossed In-game content artaudio | I did some loading screen of the games with DALL-E with a paid + program of OpenAI.
Voices of the character are using "Replica Studios" Characters https://www.replicastudios.com/smart-npc | VR-EXODUS | - | Mar 18, 2026 | |
Deep Loop In-game content audio | Some audio and music have been generated by IA. | Spurna Games | - | Mar 18, 2026 | |
Captain Buttface In-game content audio | The gameplay teaser has AI music currently | Jilted Generation Productions | - | Mar 18, 2026 | |
DYSPLACED In-game content artaudio | During development we use AI assistance in certain tasks, such as upscaling in-game assets to higher detail versions. An example would be creating higher detail 2D UI portraits for NPCs in their in-game environment from the in-game art. All original artwork and the final creative vision come from our development team.
The game has optional computer generated voice overs. | 10tons Ltd | 285 | Mar 18, 2026 | |
Home Run Batter: vs Fairy Tales Store/marketing art | AI-generated character illustrations. | INTENSE | - | Mar 18, 2026 | |
Goldilock One: The Mists of Jakaira Unclear art | The use of AI has been incorporated into the pipeline of some of our artists and developers, in some cases for creating references, in others as a base for further work and finishing. | Shed of Ideas | 36 | Mar 18, 2026 | |
THRONE AND LIBERTY In-game content text | Some game and marketing content was translated with the assistance of AI tools. | NC | 32.5k | Mar 18, 2026 | |
Anomalous Assault Unclear | Collapsed State is a project created by the RevoltGPT to showcase the power of our proprietary game development platform!
This project was created almost entirely using our proprietary AI game engine editor, which you can use yourself at https://revoltgpt.dev!
Thank you so much to our community for coming together to turn this project into a reality, we truly appreciate each and every one of you! | RevoltGPT.dev | - | Mar 18, 2026 | |
Blind Bullet In-game content text | AI has been partially used only for text translation. | tesakiza | 29 | Mar 18, 2026 | |
Versus In-game content text | Some AI tools were used as part of the creative process to assist with brainstorming, polishing text, and improving efficiency in content creation. However, all final assets, visuals, and materials are manually reviewed, edited, and finalized by the development team to ensure original quality and consistency with the game’s vision.
No, the game does not use AI to generate content or code in real time during gameplay. All gameplay logic, assets, and mechanics are fully pre-defined and designed by the development team.
AI is used only for traditional gameplay elements such as enemy behavior, pathfinding, and combat decision-making. These systems are entirely pre-programmed and do not involve generative AI. The goal is to provide challenging, reactive encounters that feel dynamic and engaging for the player. | Gabriel Lopez | - | Mar 18, 2026 | |
Terrors of War In-game content audioart | Terrors of War is being developed solo on a tight budget. To get the project to its current state I've used generative AI for a handful of placeholder assets: some voice lines, sound effects, UI iconography and the current Steam capsule art. These are all temporary. Every AI-assisted asset is flagged in the project as a placeholder and will be replaced with custom work from freelance artists progressively through Early Access. Wherever possible I use in-game screenshots and footage. What you see represents actual gameplay. No content is generated at runtime. All AI-assisted assets ship pre-generated in the build. | Hetki | - | Mar 18, 2026 | |
crystal caverns Unclear | PlaceHolder Photos. | Levi Martin | - | Mar 18, 2026 | |
Mailville In-game content artaudio | In the development of this game generative AI was used for environment mood boards, 3D model drafts, and soundtrack inspirations. Final in-game assets are all human-curated with purpose and intent. | HiveSpark LLC | - | Mar 18, 2026 | |
Flawless Darkness Unclear audio | Special mode voice. | Oldice | - | Mar 18, 2026 | |
Adrenaline Rampage In-game content text | Some of the characters' phrases that they say during gameplay. | Midhard Games | 25 | Mar 18, 2026 | |
Wild Witch In-game content artcode | AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management. | Giantmaker Studio | - | Mar 18, 2026 | |
Mother Ghoul - The Curse of Unborns In-game content art | Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original. | Queen | 18 | Mar 18, 2026 | |
Apex Path: BOLT In-game content audioart | AI was used to assist with voice modification for certain characters.
AI was used to help with soundtrack enhancement and editing.
AI was used to create or refine some visual symbols and sigil designs. | Sanswolf | - | Mar 18, 2026 | |
Lila's Synthetic Shadows In-game content artaudio | This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms. | Scripting Ventures | - | Mar 18, 2026 | |
Academy: Become a Hero In-game content arttextaudio | Generative AI tools were used during the development of Academy: Become a Hero to create and refine several game assets. The disclosure of its use is as follows:
2D Art and User Interface: All 2D illustrations, UI elements, icons, and menus (including upgrade screens, stage selection, and customization menus) were generated using AI tools and subsequently edited and refined for final integration.
3D Modeling: The main character (Troid) and its skeletal meshes were created using Meshy. We hold a valid commercial license for all content generated and used in the project.
Localization: Game localization and translations into all supported languages were performed with the assistance of AI large language models to ensure global accessibility.
Audio and Voiceovers: For the introductory cinematic, AI was utilized to modulate and process the developer's original voice recordings to create distinct and characterized voices for the different characters.
All AI-generated content has been manually reviewed, corrected, and finalized by the developer to ensure artistic consistency and technical quality. | More Dev Games | - | Mar 18, 2026 | |
The Multiverse Cleaner In-game content audio | Dialogue voices were generated using the DeepVoice AI tool available in the Unity store. | W Makes Games | - | Mar 18, 2026 | |
SLAVFIGHT Store/marketing textart | Storepage descriptions frst draftwas were AI generated. Some concept work and refs for 'arts' were AI generated, used ChatGPT to help with grammar as well. | SlavDev | - | Mar 18, 2026 | |
Low and Furious In-game content codetextartaudio | We use AI as a support tool in the game's development, helping with the creation and improvement of code, texts, images, music, and problem-solving. | Code IT Game Studio | 12 | Mar 18, 2026 | |
Darkblade Ascent In-game content art | Some UI elements and icons have been made using AI. | PST Games | 503 | Mar 18, 2026 | |
Rusty's Day Off: Episode One - Janitor on Duty In-game content audio | Some character voices are AI generated. | Onestone Software | 15 | Mar 18, 2026 | |
Shattered Lands (破碎之地) In-game content art | This game primarily uses AI technology to generate certain image assets, including in-game equipment, items, and avatars. This also includes some icons and resources in the Steam store. | VoidStudio | - | Mar 18, 2026 | |
Land of the Survivors In-game content art | The game uses generative AI to generate store page images for the game, as well as Steam community assets and marketing materials and parts of the game UI | ZHANGFAN | - | Mar 18, 2026 | |
Interactive Gun Range In-game content art | Contains AI generated background art and 2D portraits/illustrations. | Poleaxe Games LLC | - | Mar 18, 2026 | |
Sky The Scraper In-game content art | Some images in the game are generated by AI. | Ryo Kobuchi | 44 | Mar 18, 2026 | |
Bioysque In-game content art | This is a SPOILER, actually, but your arch enemy in this game is an Evil Generative A. I. It must look accordingly. Big part of it is A. I. generated, and it's made as obvious as possible. | Arkhouse Telegraph | 13 | Mar 18, 2026 | |
Airship general | This platform features user-generated content, and some of that content may include AI-generated content. Our team does not use AI to generate any content. | easy.gg | 153 | Mar 18, 2026 | |
My Game Store/marketing art | Store page image assets (excluding screenshots and videos) has been generated with AI as the game will need to be further developed to get final assets but will fit the themes as presented. | Zetaland Game Studios | - | Mar 18, 2026 | |
Lord O' Pirates In-game content audio | Generative AI was used to generate a total of 3 silly meme songs/sounds in the game, the most prominent being the title screen music. All other level soundtracks/sfx were otherwise created by a human (shoutout to my lifelong DJ TheMedisin).
Generative AI was used to create part of our steam page logos. | One Flow Man | 20 | 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 | |
Space Saga In-game content artaudio | Some of the marketing materials, 2D visuals, and voiceover assets were enhanced or created with the help of AI tools. | Hot October | - | Mar 18, 2026 | |
I Had a Plan! In-game content audio | I Had A Plan! uses human-made sprites and assets, but uses AI to transform voices for most (non narrator/GM) characters. These were still recorded by the developer, but then transformed to sound like other people using AI. AI was also used to lip sync those voices. | Benevolent Banana Studio | 18 | Mar 18, 2026 | |
Unnatural Worlds In-game content textaudioart | Some translations, voicelines, and assets were made using generative AI. All carefully inspected by the developer.
This is used to speed up the development, and is being slowly replaced with artists authored assets.
No generative AI is used during gameplay. | Tomáš Malý | - | 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 | |
Mortanis Prisoners Store/marketing art | Ai has been used, to create steam page image (not screenshots) only for Header. | Alexey Bulgakov | 64 | Mar 18, 2026 | |
Asteroid King In-game content art | I used it to help with images in the game. No code was used or music creation. All code and concepts of the art direction was by me. | John J Nowicki | - | Mar 18, 2026 | |
The Way of Death In-game content art | Some of the graphic assets used in the game were generated by AI. | Dawid Kusyk | - | Mar 18, 2026 | |
Ancestral Players In-game content audio | I've created the sound tracks using AI. | ENSLIP | - | Mar 18, 2026 | |
Scrap Warden Store/marketing art | Game art may contain some generative AI aspects. | Calcoa Mara | - | Mar 18, 2026 | |
Ghoul Fright Dev only arttext | We are using AI for testing content and ideas, our future focus is to make all of the content traditionally by hand to bring a good work like early stages of development in the game.
AI usage is mainly used for concept content and support during the most complicated parts from the development of the game, the entirety of Ghoul Fright core is hand made | Atrax | - | Mar 18, 2026 | |
无限RPG In-game content art | Some UI icons and 3D models use generated AI. | 不老之泉水 | - | Mar 18, 2026 | |
Dead Hook Unclear art | Animating static images. | Joy Way | 22 | Mar 18, 2026 | |
Akpala Live AI text | In this game Akpala, there is a feature that allows players to converse with NPC characters during gameplay.
For the responses to the player's voice input, we use AI-generated text. | RedefineArts.Inc | 14 | Mar 18, 2026 |