Usage of AI Generated Music, Sound Effects and Art. All Pre-Rendered / Recorded
- Creator
- Wintergrasped
- Reviews
- -
- Added
- Mar 18, 2026
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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.
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Usage of AI Generated Music, Sound Effects and Art. All Pre-Rendered / Recorded
AI was used for some art and dialog to supplement the extensive assets created by designers and actors.
New UI Designs
The store page capsule image background is generated by AI.
"We used generative AI tools to assist in creating some visual elements and layout concepts for the store page design. All final assets were reviewed and edited to ensure they meet quality and content standards."
Most in-game sprites and item art in this game were generated using DALL·E. As a solo developer, generative AI tools allow me to create a breadth of visual content that would otherwise not have been possible. All assets were carefully selected, curated, and integrated to ensure they align with the game's vision and quality.
Portions of the game's background artwork were generated and enhanced with the assistance of AI tools.
AI has been used for some store page and marketing materials.
AI-generated content is only used for character/map settings inspirations, none AI content is include in-game
We used AI to generate some game assets and edited them.
AI used to create artwork and images
Some of the background images, such as the one in the game main menu, and the promotional ones, have been generated with generative AI
We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience.
We are only 2 person excited to make the game we desire as soon as possible. Without AI for voice overs it becomes really hard for us to continue on our path. That is why this game utilizes AI-generated voice acting created with Replica Studios.
Some artwork and images in the game were created with the assistance of artificial intelligence (AI) tools. All AI-generated content has been reviewed and adapted by our team to ensure originality and quality. Our goal is to provide a unique visual experience that combines human creativity with technology.
AI is used to create pictures like the wallpapers
The game posters and the game menu contain images generated by AI, modified in a graphic editor.
This game makes limited use of generative AI tools. Some images and user interface elements were created with the assistance of AI during development.
We make use of co-pilot for code checking. We also make use of various tools during development for UV-wrapping & animation. We will use our own in-house proprietary mini-LLM that is packaged within the game to generate some parts of the dialogue.
We use AI to let our robots express themselves! If a robot became alive, it wouldn’t come pre-programmed with the perfect way to express its thoughts or emotions — it would have to figure it out along the way. That’s why the hero robots in Endless Machines use AI to give voice to their thoughts and feelings. What they say isn’t always polished or logical. It's quirky, weird, funny, and sometimes unexpectedly touching. It’s not a scripted, perfect dialogue. It’s more like a robot trying to make sense of the world — and itself — in real time. This approach makes their personalities dynamic and unpredictable. For us, that’s what makes AI-driven dialogue a perfect fit for the game: It’s about learning, exploring, and growing — just like the robots themselves. Under the hood, the game runs a small language model that has been custom fine-tuned for each robot's personality. It is instructed to speak through prompt engineering, ensuring the robot stays in character and relates to the game's lore. The model does not require online access. We chose to use SmolLM because we were looking for a language model where the training background, technical setup, and use of data are transparent (open source and based on publicly available texts), and where the model can be run locally. We use this locally hosted language model (LLM) to generate text content during gameplay. What the robots say in the game is defined and moderated by us. We have written a set of foundational texts that form the basis for each robot’s personality, tone, and way of expressing itself. From that foundation, they “build” further and develop over time. Endless Machines does not and cannot collect any data from the person playing the game. All outputs are guided by custom prompt engineering, custom fine-tuning, and are controlled by local code at runtime to ensure appropriate content. More details on the model architecture and dataset can be found here: 🔗 https://huggingface.co/datasets/HuggingFaceTB/smoltalk
AI-generated art object
1.We used the scenery and base images of the game background generated by AI, and based on these, we modified and created the background of the game scenes. 2.We used the concept images and dynamic elements of the images generated by AI for the production of game videos and promotional videos.
Use some materials from www.freepik.com as background, which may be created by AI
AI was used in the creation of some of the arts and BGM.
Only the cut-scene comics are made with the help of AI. All other graphics are handcrafted by myself.
AI has only been used for the background image, an underground castle with skeletons, which is displayed behind the game logo and on the main menu of the game. Nothing else.
Some visuals within this content and on the store page have been generated using AI.
Main menu drawings created by AI.
We only use artificial intelligence on the marketing art side
Part of the screen is assisted by AI.
Yes, some of the visuals (backgrounds) in our game are prepared with AI. Other than that, the remaining cards, buttons and environmental elements are assets we prepared ourselves.
We use AI to generate audio, facial animations and mockups.
Some of the background artwork & signs around the city contain A.I. Generated images.
We use AI tools to enhance the overall quality of the game, specifically for background music, translation, and streamlining early-stage work. We guarantee that all final art assets in the game have been meticulously hand-finished and completed by human artists.
AI was used to create some 2D graphics elements
Some visual elements in this game, such as textures and illustrations, were partially generated or enhanced using artificial intelligence tools, and then manually refined and integrated by the development team.
The current iteration of the game (the 5th Dimension World Builder application) does not utilize A.I. technology. However the beta release of the game following the end of early access in 2026, will empower players to create in-game companions called Mechs that will utilize large language model technology to produce humanlike conversational responses to questions and comments from players during the course of gameplay user experience
The capsule images, promotional images, and library background images on the store page are generated using AI technology
AI used in conjunction with 3D software for art and models.
Over 99% of all graphical content was created manually. AI-assisted tools were used additionally for selected cutscene illustrations and the title screen and currently serve as placeholders. Gameplay, programming, and game design were developed entirely without AI.
AI was used to help create a portion of the art for the game that is difficult and time consuming starting from nothing. This art is of some of the characters and objects in the game that had their rough form generated using google Gemini. All of the AI images generated were modified to match my game's world, and were made to be distinct and original from any other creative works. for example, one of the characters has an image of a beetle shell placed over his face among other artistic design changes to the original AI generated body.
AI was used to refine game description and other marketing material and for initial concepts for capsule images for the store page.
BGM in the game generated by Suno
AI generated images and voices for game trailers
Using AI to generate pre-rendered content for games, their store pages, marketing materials, and community assets.
Music generated with UDIO and Soundraw. Trailer includes a scene generated with Runway.
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.
No generative AI is used live by players. Artificial intelligence is used in Akumon Summoner as a support tool for development. It is involved in the following areas: Translations: AI was used to produce an early version of the in-game text translations. These translations are provisional and are subject to manual revisions. Visuals: AI tools were employed to create temporary visuals during the early stages of development. These visuals were used to test and adjust the game's artistic direction. Some of these temporary visuals may still be present during early access.
Some concept art uses AI.
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Project25 audioart | Usage of AI Generated Music, Sound Effects and Art.
All Pre-Rendered / Recorded | Wintergrasped | - | Mar 18, 2026 | |
The Longest Tale In-game content arttext | AI was used for some art and dialog to supplement the extensive assets created by designers and actors. | Dev Null Productions | - | Mar 18, 2026 | |
Lost Kingdom: Idle War Unclear | New UI Designs | AGS GAMES | - | Mar 18, 2026 | |
Pekla Store/marketing art | The store page capsule image background is generated by AI. | Project Dawn | - | Mar 18, 2026 | |
Veggie Brawl: Battle for the Garden Store/marketing art | "We used generative AI tools to assist in creating some visual elements and layout concepts for the store page design. All final assets were reviewed and edited to ensure they meet quality and content standards." | Not_Yortix | - | Mar 18, 2026 | |
Astroloot In-game content art | Most in-game sprites and item art in this game were generated using DALL·E. As a solo developer, generative AI tools allow me to create a breadth of visual content that would otherwise not have been possible. All assets were carefully selected, curated, and integrated to ensure they align with the game's vision and quality. | Andreas Hager Gaming | 560 | Mar 18, 2026 | |
404 Beat Crash In-game content art | Portions of the game's background artwork were generated and enhanced with the assistance of AI tools. | Evolution Studio | - | Mar 18, 2026 | |
Dragon Realms Store/marketing art | AI has been used for some store page and marketing materials. | Revolt Games | - | Mar 18, 2026 | |
The Professor Dev only | AI-generated content is only used for character/map settings inspirations, none AI content is include in-game | DREAM TECH | - | Mar 18, 2026 | |
哨兵骑士Sentinel Knights In-game content art | We used AI to generate some game assets and edited them. | ZiU Game | - | Mar 18, 2026 | |
Kisaragi Station Store/marketing art | AI used to create artwork and images | Audrey Rose Productions | - | Mar 18, 2026 | |
Hollow Frontier Store/marketing art | Some of the background images, such as the one in the game main menu, and the promotional ones, have been generated with generative AI | Sheipeg the game dev | - | Mar 18, 2026 | |
Monochrome Nemesis Store/marketing arttext | We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience. | BidouGameStudio | - | Mar 18, 2026 | |
CHAOS DWELLER: Havoc Of Tyranny In-game content audio | We are only 2 person excited to make the game we desire as soon as possible. Without AI for voice overs it becomes really hard for us to continue on our path. That is why this game utilizes AI-generated voice acting created with Replica Studios. | EGOLAST GAMES | - | Mar 18, 2026 | |
The Light and the Shadow In-game content art | Some artwork and images in the game were created with the assistance of artificial intelligence (AI) tools. All AI-generated content has been reviewed and adapted by our team to ensure originality and quality. Our goal is to provide a unique visual experience that combines human creativity with technology. | EnrolaDev | - | Mar 18, 2026 | |
Operation Anti-Robot Store/marketing art | AI is used to create pictures like the wallpapers | prinzbartu | - | Mar 18, 2026 | |
How Much Items - Plants In-game content art | The game posters and the game menu contain images generated by AI, modified in a graphic editor. | Hede | 10 | Mar 18, 2026 | |
Re – Fracture: The Prophet’s Awakening In-game content art | This game makes limited use of generative AI tools. Some images and user interface elements were created with the assistance of AI during development. | Project Contrast | - | Mar 18, 2026 | |
Faereld: Old Blood Live AI textcodeart | We make use of co-pilot for code checking. We also make use of various tools during development for UV-wrapping & animation. We will use our own in-house proprietary mini-LLM that is packaged within the game to generate some parts of the dialogue. | Grimmwyrd Studios | - | Mar 18, 2026 | |
Endless Machines Live AI text | We use AI to let our robots express themselves!
If a robot became alive, it wouldn’t come pre-programmed with the perfect way to express its thoughts or emotions — it would have to figure it out along the way. That’s why the hero robots in Endless Machines use AI to give voice to their thoughts and feelings.
What they say isn’t always polished or logical. It's quirky, weird, funny, and sometimes unexpectedly touching. It’s not a scripted, perfect dialogue. It’s more like a robot trying to make sense of the world — and itself — in real time.
This approach makes their personalities dynamic and unpredictable. For us, that’s what makes AI-driven dialogue a perfect fit for the game: It’s about learning, exploring, and growing — just like the robots themselves.
Under the hood, the game runs a small language model that has been custom fine-tuned for each robot's personality. It is instructed to speak through prompt engineering, ensuring the robot stays in character and relates to the game's lore. The model does not require online access.
We chose to use SmolLM because we were looking for a language model where the training background, technical setup, and use of data are transparent (open source and based on publicly available texts), and where the model can be run locally. We use this locally hosted language model (LLM) to generate text content during gameplay.
What the robots say in the game is defined and moderated by us. We have written a set of foundational texts that form the basis for each robot’s personality, tone, and way of expressing itself. From that foundation, they “build” further and develop over time. Endless Machines does not and cannot collect any data from the person playing the game.
All outputs are guided by custom prompt engineering, custom fine-tuning, and are controlled by local code at runtime to ensure appropriate content. More details on the model architecture and dataset can be found here:
🔗 https://huggingface.co/datasets/HuggingFaceTB/smoltalk | Corner Studio Games | - | Mar 18, 2026 | |
Sea Battle Simulator Store/marketing art | AI-generated art object | Sea Battle Simulator | - | Mar 18, 2026 | |
DEAD DAYLIGHT 死昼 In-game content art | 1.We used the scenery and base images of the game background generated by AI, and based on these, we modified and created the background of the game scenes.
2.We used the concept images and dynamic elements of the images generated by AI for the production of game videos and promotional videos. | KARMIU | 71 | Mar 18, 2026 | |
东方龙华传 - The Gatekeeper of Scarlet's Mansion Store/marketing art | Use some materials from www.freepik.com as background, which may be created by AI | Fs | - | Mar 18, 2026 | |
Murim Survival In-game content artaudio | AI was used in the creation of some of the arts and BGM. | Sunwood Games | 214 | Mar 18, 2026 | |
Kasperia Arena In-game content art | Only the cut-scene comics are made with the help of AI. All other graphics are handcrafted by myself. | Kaspertje | - | Mar 18, 2026 | |
Ferral Quest Store/marketing art | AI has only been used for the background image, an underground castle with skeletons, which is displayed behind the game logo and on the main menu of the game. Nothing else. | ZonaBit's Games | - | Mar 18, 2026 | |
Grim Pastures Store/marketing art | Some visuals within this content and on the store page have been generated using AI. | 7hgamestudio | 27 | Mar 18, 2026 | |
Super Miners In-game content art | Main menu drawings created by AI. | METAGAR | 13 | Mar 18, 2026 | |
Barracks Simulator In-game content art | We only use artificial intelligence on the marketing art side | Charlie Games | - | Mar 18, 2026 | |
黑神传:悟净 Live AI text | Part of the screen is assisted by AI. | AURORA STUDIO | - | Mar 18, 2026 | |
Day Zero In-game content art | Yes, some of the visuals (backgrounds) in our game are prepared with AI. Other than that, the remaining cards, buttons and environmental elements are assets we prepared ourselves. | Imdie Studios | 36 | Mar 18, 2026 | |
Chronos Phantasia In-game content audioart | We use AI to generate audio, facial animations and mockups. | Radical Dreams Entertainment | - | Mar 18, 2026 | |
Digipunks 2069 In-game content art | Some of the background artwork & signs around the city contain A.I. Generated images. | Archor Wright | - | Mar 18, 2026 | |
VOID DIVER: Escape from the Abyss In-game content audiotext | We use AI tools to enhance the overall quality of the game, specifically for background music, translation, and streamlining early-stage work. We guarantee that all final art assets in the game have been meticulously hand-finished and completed by human artists. | STUDIO NEMO | - | Mar 18, 2026 | |
Dragons Reef In-game content art | AI was used to create some 2D graphics elements | Radoslaw Kutowinski | - | Mar 18, 2026 | |
The Last Nordic Tribe In-game content art | Some visual elements in this game, such as textures and illustrations, were partially generated or enhanced using artificial intelligence tools, and then manually refined and integrated by the development team. | Never Say Never | - | Mar 18, 2026 | |
5th Dimension World Builder (Beta) text | The current iteration of the game (the 5th Dimension World Builder application) does not utilize A.I. technology.
However the beta release of the game following the end of early access in 2026, will empower players to create in-game companions called Mechs that will utilize large language model technology to produce humanlike conversational responses to questions and comments from players during the course of gameplay user experience | 5th Dimension Games | - | Mar 18, 2026 | |
Dragon Expedition Store/marketing art | The capsule images, promotional images, and library background images on the store page are generated using AI technology | Eternal Studio | - | Mar 18, 2026 | |
Supreme Heroes In-game content art | AI used in conjunction with 3D software for art and models. | The Robot | - | Mar 18, 2026 | |
Dungeons of Ironshade In-game content art | Over 99% of all graphical content was created manually. AI-assisted tools were used additionally for selected cutscene illustrations and the title screen and currently serve as placeholders. Gameplay, programming, and game design were developed entirely without AI. | Nurdogan Erdem | - | Mar 18, 2026 | |
Deep Space Facility: Outcast In-game content art | AI was used to help create a portion of the art for the game that is difficult and time consuming starting from nothing. This art is of some of the characters and objects in the game that had their rough form generated using google Gemini. All of the AI images generated were modified to match my game's world, and were made to be distinct and original from any other creative works. for example, one of the characters has an image of a beetle shell placed over his face among other artistic design changes to the original AI generated body. | DSF Studios | - | Mar 18, 2026 | |
A Handful of Dust Store/marketing textart | AI was used to refine game description and other marketing material and for initial concepts for capsule images for the store page. | BVS Studios | - | Mar 18, 2026 | |
Melt Abyss In-game content audio | BGM in the game generated by Suno | charglehoshoki | 10 | Mar 18, 2026 | |
Command or Engage In-game content artaudio | AI generated images and voices for game trailers | 1G Studio | - | 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 | |
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 | |
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 | |
Akumon Summoner In-game content textart | No generative AI is used live by players.
Artificial intelligence is used in Akumon Summoner as a support tool for development. It is involved in the following areas:
Translations: AI was used to produce an early version of the in-game text translations. These translations are provisional and are subject to manual revisions.
Visuals: AI tools were employed to create temporary visuals during the early stages of development. These visuals were used to test and adjust the game's artistic direction. Some of these temporary visuals may still be present during early access. | Nerking Games | 11 | Mar 18, 2026 | |
镇邪Ⅱ Store/marketing art | Some concept art uses AI. | 灵煦工作室 | 803 | 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 |