Used for creating the game banner
- Creator
- Whale Rock Games
- Reviews
- 609
- 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.
Used for creating the game banner
AI-Powered Cinematics & Immersion To bring the world of The Hive Pandemic to life, we’ve integrated cutting-edge AI technology to enhance both visuals and audio. 🎙️ AI Voice Generation – Leveraging Eleven Labs, we crafted realistic, emotive voice performances that breathe life into our characters, from the cold directives of corporate leaders to the haunting whispers of the Hive. 🎵 AI-Generated Music & Soundscapes – Using Suno, we designed dynamic, immersive soundscapes that evolve with the game’s intense action and eerie mind sequences. 🎨 AI-Assisted Cutscenes – Our art editor, combined with AI enhancements, has helped create stunning cinematic sequences, blending hand-crafted art with AI-powered refinements for a truly unique visual experience. By combining traditional artistry with AI-driven tools, The Hive Pandemic delivers a deeply atmospheric, story-rich experience that blurs the line between technology and creativity—just like the world it portrays.
Generative AI is used only during development for minor, replaceable elements like textures or icons. All core assets and code base are created entirely by Wargaming’s artists and developers.
AI upscaling is used for some of the textures AI Voice Generation is used for some of the NPCs
AI use is quite limited to speech-to-speech models, allowing us to voice act many characters. Fortunately, this voice is highly realistic since we actually do the acting ourselves, and use the AI to enhance it. Additionally, AI is sparingly used for some images, and then manually cleaned up and modified by a professional artist.
A portion of the Steam community assets and marketing materials are generated using AI.
The AI is used in one video in the steam and was used in videos between levels.
For images and loading screens only.
AI processes were used in creating some of the icons in game
Voice Acting (But this is just a template that we will later replace with real voice actors.)
This game was initially developed without using Artificial Intelligence. Later, I added scenes and images improved with Generative Artificial Intelligence. They are locally generated using Stable diffusion, without resorting to paying any generative AI company. Although paying them could have given me better tools and results, I decided not to pay for their use to support the claim of artists for fair royalties. (It is not possible to discuss such a complex issue here, but I will consider opening a discussion on the topic in the game forum, follow my game to be notified if it is created) Most of the artistic content in the game, mainly music, is compensated in various ways depending on the case to its artists. My original content is registered, but the images generated by AI are essentially treated as 'creative commons' and I consider them fanarts of my characters. All added scenes and backgrounds are of high quality and maintain good coherence, avoiding deformities in hands, eyes, etc., and without annoying or confusing shapes. All AI-generated images are generated, selected, and edited exclusively by me, the creator of the game, to reflect my original vision, previously inaccessible due to high costs. I have sought to include only select content that enriches the narrative and immersion of the game.
Various 2D Sprites
The game uses some AI-generated sound effects, music, voice overs and in-game localization. It may, in rare instances use AI art fully or adopted by artists.
A few images are generated by AI
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
Images have been generated for marketing , steam community items, storepage and in game menu images. Voice has also been generated
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
AI-generated art objects
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.
Some Assets, Music, Voices, and Art
AI was used to help with translating content , generate visual ideas or content that our artists and content creators use later.
Quick note: The capsule art is AI-generated as a temporary placeholder, but I’m already working with an artist to replace and upgrade it with final artwork.
In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey.
We’ve utilized AI to assist in the creation of certain visual elements, such as asteroids and ships, which are featured in the game. These AI-generated assets were thoughtfully integrated to enhance your visual experience. Please note, AI is not involved in gameplay or player interactions.
The game use AI generated music and some pictures generated by AI.
AI tools are used to assist with artwork and localization.
Use of AI for backgrounds images in the menu presentation. Some decorative assets in the game like posters and paintings.
- Part of the original texts in the briefing were spellchecked, reviewed and slightly improved using AI text tools. Original texts written by the Team. Original research and writing was human-made.
Using generated images for the Steam store page icons
Used AI powered video editing tool to animate the static images of our Rico Character and Sky Marshal. We used all our fully contracted and paid for existing content and images we had with these actors from our original recording sessions. No new AI content was generated.
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
The background of our logo is generated by AI. As a solo developer I've been 100% focused on gameplay and have not had the time or resources to work with an artist for marketing and social materials. Hopefully as we grow our community during Early Access we can find a few artists that are passionate about creating personalized content that best represent Nova. Nothing in-game is generated by AI.
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
The artist interacts with generative artificial intelligence to create the desired artistic effect that can evoke an emotional response.
We only use generative AI to create store page key art.
Steam achievements may contain pictures that was generated by AI
Generate achievement icons using AIGC
Using AI for marketing images and text translations.
- Promotional Art - In game static art and some background graphics (which can be disabled in options)
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
Generative AI was used to generate images for Store Capsule Assets and Library Capsule, Header, and Hero Assets. The game screenshots and gameplay footage (trailer) were not generated by AI and are unaffected by any AI.
Translation into some (but not all) languages (in the game and on the store page) was made with the assistance of AI.
The storefront Logo for this game was created with the help of AI-assisted tools and was then further developed through manual work — modified, improved, and integrated to align with the game’s overall style and vision. No other AI generation was used in the development of this game.
Some game content, marketing materials, and character voices for Medieval Frontiers were created or translated with the assistance of AI tools. While we use these technologies to support our workflow, every feature and narrative beat is a result of our team’s deliberate creative decisions. The final experience is hand-guided by our vision to ensure the world feels authentic to our players.
Parts of the trading cards artwork and profile backgrounds artwork were helped or enhanced by artificial intelligence.
AI tools were used in the production of the voice acting. We are a five-person team that has been working on this project for several years without the budget of a large studio. In our case, this was a practical solution that allowed us to complete the game at the level of quality we were aiming for. All creative decisions and the final shape of the game were made by our team. AI was used as a supporting production tool, not as a replacement for the creative work behind the game.
Some achievement icons and loading screen artwork were created by the developer using generative AI tools.
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.
We use AI for some 3d models and images, but most of the content created is not generated by AI.
Character audio is generated by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Cybernetic Fault Store/marketing art | Used for creating the game banner | Whale Rock Games | 609 | Mar 18, 2026 | |
The Hive Pandemic In-game content audioarttext | AI-Powered Cinematics & Immersion
To bring the world of The Hive Pandemic to life, we’ve integrated cutting-edge AI technology to enhance both visuals and audio.
🎙️ AI Voice Generation – Leveraging Eleven Labs, we crafted realistic, emotive voice performances that breathe life into our characters, from the cold directives of corporate leaders to the haunting whispers of the Hive.
🎵 AI-Generated Music & Soundscapes – Using Suno, we designed dynamic, immersive soundscapes that evolve with the game’s intense action and eerie mind sequences.
🎨 AI-Assisted Cutscenes – Our art editor, combined with AI enhancements, has helped create stunning cinematic sequences, blending hand-crafted art with AI-powered refinements for a truly unique visual experience.
By combining traditional artistry with AI-driven tools, The Hive Pandemic delivers a deeply atmospheric, story-rich experience that blurs the line between technology and creativity—just like the world it portrays. | Starving Lama Games | - | Mar 18, 2026 | |
World of Tanks In-game content art | Generative AI is used only during development for minor, replaceable elements like textures or icons. All core assets and code base are created entirely by Wargaming’s artists and developers. | Wargaming Group Limited | 25.1k | Mar 18, 2026 | |
RealRTCW In-game content artaudio | AI upscaling is used for some of the textures
AI Voice Generation is used for some of the NPCs | Wolfmap | 1.2k | Mar 18, 2026 | |
Pantomime In-game content audioart | AI use is quite limited to speech-to-speech models, allowing us to voice act many characters.
Fortunately, this voice is highly realistic since we actually do the acting ourselves, and use the AI to enhance it.
Additionally, AI is sparingly used for some images, and then manually cleaned up and modified by a professional artist. | Zachary Canann | - | Mar 18, 2026 | |
An Amazing Wizard Store/marketing art | A portion of the Steam community assets and marketing materials are generated using AI. | Tiny Goblins | 96 | Mar 18, 2026 | |
Dixotomia In-game content art | The AI is used in one video in the steam and was used in videos between levels. | DeepMatrix | - | Mar 18, 2026 | |
Animalia Survival In-game content art | For images and loading screens only. | High Brazil Studio | 1.9k | Mar 18, 2026 | |
Hell Heroes In-game content art | AI processes were used in creating some of the icons in game | Michael Watson | - | Mar 18, 2026 | |
No More Light Unclear audio | Voice Acting (But this is just a template that we will later replace with real voice actors.) | Para 51 Games | - | Mar 18, 2026 | |
Artificial Life 2061: Cybersys - Diva Of The VRworld, Babel Project: "Kodota Komori 1416" [Made by: Joseph Sanz] In-game content art | This game was initially developed without using Artificial Intelligence.
Later, I added scenes and images improved with Generative Artificial Intelligence.
They are locally generated using Stable diffusion, without resorting to paying any generative AI company. Although paying them could have given me better tools and results, I decided not to pay for their use to support the claim of artists for fair royalties. (It is not possible to discuss such a complex issue here, but I will consider opening a discussion on the topic in the game forum, follow my game to be notified if it is created)
Most of the artistic content in the game, mainly music, is compensated in various ways depending on the case to its artists.
My original content is registered, but the images generated by AI are essentially treated as 'creative commons' and I consider them fanarts of my characters.
All added scenes and backgrounds are of high quality and maintain good coherence, avoiding deformities in hands, eyes, etc., and without annoying or confusing shapes.
All AI-generated images are generated, selected, and edited exclusively by me, the creator of the game, to reflect my original vision, previously inaccessible due to high costs.
I have sought to include only select content that enriches the narrative and immersion of the game. | Joseph Sanz | - | Mar 18, 2026 | |
Battlecaster art | Various 2D Sprites | Voltigeur | - | Mar 18, 2026 | |
Call to Arms: Panzer Elite In-game content audiotext | The game uses some AI-generated sound effects, music, voice overs and in-game localization. It may, in rare instances use AI art fully or adopted by artists. | Digitalmindsoft | 1.9k | Mar 18, 2026 | |
Oops! Zombie Swarm Unclear art | A few images are generated by AI | Hugo | - | Mar 18, 2026 | |
Treasure of Cutuma 3rd Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | 11 | Mar 18, 2026 | |
Death in the Water 2 In-game content artaudio | Images have been generated for marketing , steam community items, storepage and in game menu images.
Voice has also been generated | Lighthouse Games Studio | 1.7k | Mar 18, 2026 | |
Poco In Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | 43 | Mar 18, 2026 | |
Hashiriya Drifter Unclear art | AI-generated art objects | Midnight Games | 1.3k | 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 | |
Delinquent Community In-game content artaudio | Some Assets, Music, Voices, and Art | Premiere Studios | 13 | Mar 18, 2026 | |
Wild Planet In-game content arttext | AI was used to help with translating content , generate visual ideas or content that our artists and content creators use later. | MonkeyFactory Media | 42 | Mar 18, 2026 | |
GraeHart Store/marketing art | Quick note: The capsule art is AI-generated as a temporary placeholder, but I’m already working with an artist to replace and upgrade it with final artwork. | Cole Hardin | - | Mar 18, 2026 | |
Source of Madness Live AI arttext | In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey. | Carry Castle | 1.3k | Mar 18, 2026 | |
Space Battle In-game content art | We’ve utilized AI to assist in the creation of certain visual elements, such as asteroids and ships, which are featured in the game. These AI-generated assets were thoughtfully integrated to enhance your visual experience. Please note, AI is not involved in gameplay or player interactions. | Adrián Corbalán | - | Mar 18, 2026 | |
Quarry Simulator In-game content audioart | The game use AI generated music and some pictures generated by AI. | Technologies&Simulators | - | Mar 18, 2026 | |
Time Wasters In-game content arttext | AI tools are used to assist with artwork and localization. | Proton Studio | 1.4k | Mar 18, 2026 | |
Terrordrome - Reign of the Legends In-game content art | Use of AI for backgrounds images in the menu presentation. Some decorative assets in the game like posters and paintings. | Huracan Studio | 155 | Mar 18, 2026 | |
Task Force Admiral In-game content text | - Part of the original texts in the briefing were spellchecked, reviewed and slightly improved using AI text tools. Original texts written by the Team. Original research and writing was human-made. | Drydock Dreams Games | 612 | Mar 18, 2026 | |
You Alone Can Defeat Evil In-game content art | Using generated images for the Steam store page icons | Edward Marchioni | - | Mar 18, 2026 | |
Starship Troopers: Extermination In-game content art | Used AI powered video editing tool to animate the static images of our Rico Character and Sky Marshal. We used all our fully contracted and paid for existing content and images we had with these actors from our original recording sessions. No new AI content was generated. | Offworld | 20.8k | Mar 18, 2026 | |
Escort Alia Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | - | Mar 18, 2026 | |
Nova In-game content art | The background of our logo is generated by AI. As a solo developer I've been 100% focused on gameplay and have not had the time or resources to work with an artist for marketing and social materials. Hopefully as we grow our community during Early Access we can find a few artists that are passionate about creating personalized content that best represent Nova.
Nothing in-game is generated by AI. | Tenlastic | - | Mar 18, 2026 | |
Get Gem Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | 13 | Mar 18, 2026 | |
EMPTY₁ / пустышка Unclear art | The artist interacts with generative artificial intelligence to create the desired artistic effect that can evoke an emotional response. | dipgames | - | Mar 18, 2026 | |
Warspace Store/marketing art | We only use generative AI to create store page key art. | Magic Game Art | 20 | Mar 18, 2026 | |
CatDog Puzzle In-game content art | Steam achievements may contain pictures that was generated by AI | Easy game | 32 | Mar 18, 2026 | |
SaveKunkun In-game content art | Generate achievement icons using AIGC | Qingmu production team | - | Mar 18, 2026 | |
Infestation: Battle Royale In-game content arttext | Using AI for marketing images and text translations. | Fredaikis AB | 341 | Mar 18, 2026 | |
Moons Of Darsalon In-game content art | - Promotional Art
- In game static art and some background graphics (which can be disabled in options) | Dr. Kucho! Games | 130 | Mar 18, 2026 | |
Super Hiking Simulator 2020 Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | 15 | Mar 18, 2026 | |
Gravity Pro Store/marketing art | Generative AI was used to generate images for Store Capsule Assets and Library Capsule, Header, and Hero Assets. The game screenshots and gameplay footage (trailer) were not generated by AI and are unaffected by any AI. | RS dynamics | - | Mar 18, 2026 | |
Vampire vs Devil In-game content text | Translation into some (but not all) languages (in the game and on the store page) was made with the assistance of AI. | Unusualsoft | - | Mar 18, 2026 | |
Xylith Store/marketing art | The storefront Logo for this game was created with the help of AI-assisted tools and was then further developed through manual work — modified, improved, and integrated to align with the game’s overall style and vision. No other AI generation was used in the development of this game. | Daniel Gill | - | Mar 18, 2026 | |
Medieval Frontiers In-game content textaudio | Some game content, marketing materials, and character voices for Medieval Frontiers were created or translated with the assistance of AI tools. While we use these technologies to support our workflow, every feature and narrative beat is a result of our team’s deliberate creative decisions. The final experience is hand-guided by our vision to ensure the world feels authentic to our players. | Active Fungus Studios | - | Mar 18, 2026 | |
One Gun Guy In-game content art | Parts of the trading cards artwork and profile backgrounds artwork were helped or enhanced by artificial intelligence. | Ritual Games | 58 | Mar 18, 2026 | |
I Am Jesus Christ In-game content audio | AI tools were used in the production of the voice acting. We are a five-person team that has been working on this project for several years without the budget of a large studio. In our case, this was a practical solution that allowed us to complete the game at the level of quality we were aiming for. All creative decisions and the final shape of the game were made by our team. AI was used as a supporting production tool, not as a replacement for the creative work behind the game. | Space Boat Studios | 1.3k | Mar 18, 2026 | |
MotoTrials In-game content art | Some achievement icons and loading screen artwork were created by the developer using generative AI tools. | Proud Arts | - | Mar 17, 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 | |
Outerstellar In-game content art | We use AI for some 3d models and images, but most of the content created is not generated by AI. | Strange Horizons Ltd | 172 | Mar 17, 2026 | |
Strike & Resist In-game content audio | Character audio is generated by AI. | Dark Deep Studio | 36 | Mar 17, 2026 |