to create art objects
- Creator
- EchoVerse Core
- Reviews
- 20
- 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.
to create art objects
Artificial intelligence was used in generation of the game backgrounds
The Music is Generated, everything else is not.
The AI has been instrumental in my game for various purposes, including background music, texture generation, and assisting with design themes.
AI was used to generate 2D images for game and menu
We use generative AI for character voices, with detailed direction and review by our creative team.
We utilized AI to generate some of our graphic assets, create voiceovers, and produce video materials.
Yes, I use artificial intelligence. But it just helps to create images. Then I change them and adjust them after the process is complete. So yes, my game uses artificial intelligence.
We do not use live-generated AI in our game. All AI-related work has been curated, and we take great care to correct and finalize all AI-related work to avoid copyright infringement and meet our quality standards. AI is used as part of our art creation workflow. For example, we may create parts of an artwork (texture, illustration...), bring them into a graphics editor, combine, tweak and overpaint them there, then use different AI tools and configurations to inpaint and re-create parts of the artwork or create variations, then bring the results back into a graphics editor and combine and tweak them again. This is repeated until the artwork is complete, at which point we extract and repaint parts of the artwork to create separate layers that can be used for animation or simply allow us to be more flexible with the artwork. AI is also used to extend artwork for different aspect ratios, to select parts of an image, or to upscale artwork. As a small game studio we use AI to help our artists and creatives to improve our output and stay competitive. We understand that AI is a topic of concern for many. Our idea is to use these tools responsibly to support and not substitute. Thank you for supporting our small studio. Your trust and understanding means the world to us as we strive to bring you the best gaming experience possible.
In the game, you can change the visual style at any time, which is pre-generated by artificial intelligence. The original style is drawn by a person.
Some game materials are generated by AI
Character illustration, Background illustration
Music in the game is created using AI-generated samples. I also used AI-based tool to assist me with final touch of some environment backgrounds. Specifically as a filter tool to make the lines more shaky.
Artificial intelligence has been used in store materials due to financial difficulties.
use only for covers
Some visual assets were created with the help of artificial intelligence.
The skill display images are all generated using the text description of VIP Midjourney, based on the creative ideas of the author (myself). Not referencing any copyrighted images. Having specificity and uniqueness. There are no copyright related issues.
AI was used for the creation of the fake artwork that you will have to detect during the game, as well as for the visual elements of the game.
The game does not contain any AI-generated content in real-time, but it does feature music produced using AI. The game's music was created through suno.ai, where I am a paying member. The website assures that paying members have the right to use the generated music for commercial purposes. In terms of images, the game uses a picture of a dog in a suit that is AI-generated. For the shop interface, all images related to appearances are also AI-generated. The AI images were created on https://www.artbreeder.com, and I am a paid member of that website.
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.
- Page Artwork AI using Dallee3. Everything else has been made by our studio.
Аrt assets generated by artificial intelligence
Steam store page graphics and ingame avatars like people and company logos.
AI used for some of the translations.
Used for creating the game banner
During the development of this game, we utilised generative AI tools to assist with tasks such as code completion, optimisation, and drafting small code snippets. This use was for developer assistance during the creation process. All final assets, code, and gameplay systems were reviewed and authored by our development team to ensure originality and compliance with legal and copyright standards. No in-game content is dynamically generated by AI.
For Electric Alps, we utilize generative AI to aid in creating background assets and promotional materials, achieving a quality that would otherwise not be feasible for our small studio. All gameplay elements are meticulously handcrafted by our artist for a unique playing experience.
Generation of pictures.
AI was used to generate some of the images and to animate the historical characters.
Portion's paid for and built with the current available version of the modern "The Most High Level Programming Language" representation; through Microsoft's AI-powered coding assistant "Github Copilot".
Viking themed loadingscreen and Startscreen images pre generated by AI.
This game includes some AI-generated images.
i use Generated images as a puzzles for my game. nothing special, just random images that i was pre-rendered.
We created our in-game cards through an artificial intelligence-based system that is popular in our world. These cards are created from many people's personal dreams and ideas.
We used AI to optimize the art of the image materials, and the optimization rate was about 30%.
Generative AI (DALL·E 3) was used in Steam community resources. Specifically in achievements art.
Backgrounds
**Disclosure on Use of Generative AI in Development** *Lost Traces: False Awakening* and *Lost Traces: Genesis* are ambitious projects developed by a **small indie team**. To efficiently achieve the large scope and detail of the game's world, we made selective use of pre-generated tools during development. This approach was strictly limited to foundational elements which were then heavily refined by human artists and engineers: * **Character Designs (Images):** A portion of the initial character design concepts and visual elements (used on the store page and in-game) were informed by licensed image generation tools, such as **Stable Diffusion**. Every single piece of content has since been **manually edited, digitally painted, and extensively refined** by our artists to ensure unique visual identity and high quality. * **Voice Dialogue (Audio):** A portion of the in-game voice dialogue was generated using licensed text-to-speech or AI voice tools. This audio was subsequently run through **professional editing, mastering, and processing** to ensure vocal quality, pacing, and consistency across the game's soundscape. Our team maintains **full creative and artistic control** over all final assets. We did not use any AI tools to generate content *live* during gameplay.
Visual art
We use Windows Co-Pilot to answer questions regarding development tools (eg. how to approach technical problems) and Co-Pilot for Visual Studio Code to help improve coding efficiency (eg. code auto-completion).
Some background and foreground assets are AI generated then altered by Graphic design
In some of the game's cutscenes, we have used AI tools to generate several images to help present the story. These images have been edited and refined to enhance the player's visual experience. We are committed to providing rich content for our players and will continue to leverage innovative technologies to improve the overall game experience.
A texture for one backround asset was created using generative AI. The paintings, posters and other artwork you see in the game are NOT made by AI.
I just used AI pre-rendered images to create the cover page and monkey illustrations for Steam. The in-game sprites were done using Adobe Illustrator.
The achievement icon in the game store is generated using AI
We use Windows Co-Pilot to answer questions regarding development tools (eg. how to approach technical problems) and Co-Pilot for Visual Studio Code to help improve coding efficiency (eg. code auto-completion).
LLM was used to translate the text into different languages.
Sign design
The game itself does not contain AI generated content at all. But the Steam main image and the Menu background image was created with AI support.
We generate Artwork with AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SHARK SIEGE - TOGETHER SURVIVAL Unclear art | to create art objects | EchoVerse Core | 20 | Mar 18, 2026 | |
Buckshot Arena In-game content art | Artificial intelligence was used in generation of the game backgrounds | Cursed Creatives | - | Mar 18, 2026 | |
Enthrallor In-game content audio | The Music is Generated, everything else is not. | Neminis | - | Mar 18, 2026 | |
Jumping Orb In-game content audioart | The AI has been instrumental in my game for various purposes, including background music, texture generation, and assisting with design themes. | id811443 | - | Mar 18, 2026 | |
Critical Move In-game content art | AI was used to generate 2D images for game and menu | Photonius | - | Mar 18, 2026 | |
The Oversight Bureau In-game content audio | We use generative AI for character voices, with detailed direction and review by our creative team. | Iconic Interactive | - | Mar 18, 2026 | |
Divine Journey 2: The Five Books of Moses In-game content artaudio | We utilized AI to generate some of our graphic assets, create voiceovers, and produce video materials. | BRAVEGIANT LTD | - | Mar 18, 2026 | |
TileTurn In-game content art | Yes, I use artificial intelligence. But it just helps to create images. Then I change them and adjust them after the process is complete. So yes, my game uses artificial intelligence. | Petal Sakura | - | Mar 18, 2026 | |
Black Castle In-game content art | We do not use live-generated AI in our game.
All AI-related work has been curated, and we take great care to correct and finalize all AI-related work to avoid copyright infringement and meet our quality standards.
AI is used as part of our art creation workflow. For example, we may create parts of an artwork (texture, illustration...), bring them into a graphics editor, combine, tweak and overpaint them there, then use different AI tools and configurations to inpaint and re-create parts of the artwork or create variations, then bring the results back into a graphics editor and combine and tweak them again. This is repeated until the artwork is complete, at which point we extract and repaint parts of the artwork to create separate layers that can be used for animation or simply allow us to be more flexible with the artwork. AI is also used to extend artwork for different aspect ratios, to select parts of an image, or to upscale artwork.
As a small game studio we use AI to help our artists and creatives to improve our output and stay competitive. We understand that AI is a topic of concern for many. Our idea is to use these tools responsibly to support and not substitute.
Thank you for supporting our small studio. Your trust and understanding means the world to us as we strive to bring you the best gaming experience possible. | Zeitland | - | Mar 18, 2026 | |
My Adventure Book In-game content art | In the game, you can change the visual style at any time, which is pre-generated by artificial intelligence.
The original style is drawn by a person. | Kaser Studio | 28 | Mar 18, 2026 | |
Commute Unclear | Some game materials are generated by AI | Triple E Games | - | Mar 18, 2026 | |
Eureka! Superconductor Lab Unclear art | Character illustration, Background illustration | GomulGames | - | Mar 18, 2026 | |
Square of Joy In-game content audioart | Music in the game is created using AI-generated samples.
I also used AI-based tool to assist me with final touch of some environment backgrounds. Specifically as a filter tool to make the lines more shaky. | Demibug | - | Mar 18, 2026 | |
Battle Street Store/marketing art | Artificial intelligence has been used in store materials due to financial difficulties. | X Game Studio | - | Mar 18, 2026 | |
Heist Hustle: The Unrecord Bank Job art | use only for covers | GELOS GAMES LTD | - | Mar 18, 2026 | |
One Last Dinner In-game content art | Some visual assets were created with the help of artificial intelligence. | Cynosure Studios | - | Mar 18, 2026 | |
Magic Card:CZ12 Store/marketing art | The skill display images are all generated using the text description of VIP Midjourney, based on the creative ideas of the author (myself). Not referencing any copyrighted images. Having specificity and uniqueness. There are no copyright related issues. | Mars Game Studios | - | Mar 18, 2026 | |
Who made this art? Human or AI In-game content art | AI was used for the creation of the fake artwork that you will have to detect during the game, as well as for the visual elements of the game. | Regu Games | - | Mar 18, 2026 | |
Stock:Retail investors In-game content audioart | The game does not contain any AI-generated content in real-time, but it does feature music produced using AI. The game's music was created through suno.ai, where I am a paying member. The website assures that paying members have the right to use the generated music for commercial purposes.
In terms of images, the game uses a picture of a dog in a suit that is AI-generated. For the shop interface, all images related to appearances are also AI-generated. The AI images were created on https://www.artbreeder.com, and I am a paid member of that website. | JK.L | 20 | 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 | |
Crowd Control VR Store/marketing art | - Page Artwork AI using Dallee3.
Everything else has been made by our studio. | Celosya Games | - | Mar 18, 2026 | |
Hotel Business Simulator | Аrt assets generated by artificial intelligence | Geekon | 183 | Mar 18, 2026 | |
SysOps Saga In-game content art | Steam store page graphics and ingame avatars like people and company logos. | Sophism Games | - | Mar 18, 2026 | |
Kubikon 3D In-game content text | AI used for some of the translations. | KUBI Games | 12 | Mar 18, 2026 | |
Space Accident VR Store/marketing art | Used for creating the game banner | VR-WRG | 235 | Mar 18, 2026 | |
Squares Proximity Dev only code | During the development of this game, we utilised generative AI tools to assist with tasks such as code completion, optimisation, and drafting small code snippets. This use was for developer assistance during the creation process. All final assets, code, and gameplay systems were reviewed and authored by our development team to ensure originality and compliance with legal and copyright standards. No in-game content is dynamically generated by AI. | Bhanu Upadhyayula | - | Mar 18, 2026 | |
Electric Alps In-game content art | For Electric Alps, we utilize generative AI to aid in creating background assets and promotional materials, achieving a quality that would otherwise not be feasible for our small studio. All gameplay elements are meticulously handcrafted by our artist for a unique playing experience. | Dirty Paws Studio | - | Mar 18, 2026 | |
Aussie Rules Coach Unclear art | Generation of pictures. | Raymond Heaton | - | Mar 18, 2026 | |
A Taste of History In-game content art | AI was used to generate some of the images and to animate the historical characters. | Mama Makes Games | - | Mar 18, 2026 | |
wozitdev's 3D Chess Dev only code | Portion's paid for and built with the current available version of the modern "The Most High Level Programming Language" representation; through Microsoft's AI-powered coding assistant "Github Copilot". | wozitdev | - | Mar 18, 2026 | |
VikingScape Store/marketing art | Viking themed loadingscreen and Startscreen images pre generated by AI. | VikingRobz | - | Mar 18, 2026 | |
Tile Slider Unclear art | This game includes some AI-generated images. | Orbital | - | Mar 18, 2026 | |
MetaGraph In-game content art | i use Generated images as a puzzles for my game.
nothing special, just random images that i was pre-rendered. | SergioK | - | Mar 18, 2026 | |
Cardverse In-game content art | We created our in-game cards through an artificial intelligence-based system that is popular in our world. These cards are created from many people's personal dreams and ideas. | Codefirst.io | - | Mar 18, 2026 | |
第九竞技场 Dev only art | We used AI to optimize the art of the image materials, and the optimization rate was about 30%. | NINE CONCHES Studio | - | Mar 18, 2026 | |
The World's Hardest Game - On Steam Store/marketing art | Generative AI (DALL·E 3) was used in Steam community resources. Specifically in achievements art. | BrazMonkey Studio | 38 | Mar 18, 2026 | |
Myth Finders | Backgrounds | 8floor ltd | - | Mar 18, 2026 | |
Lost Traces: Genesis In-game content artaudio | **Disclosure on Use of Generative AI in Development**
*Lost Traces: False Awakening* and *Lost Traces: Genesis* are ambitious projects developed by a **small indie team**. To efficiently achieve the large scope and detail of the game's world, we made selective use of pre-generated tools during development.
This approach was strictly limited to foundational elements which were then heavily refined by human artists and engineers:
* **Character Designs (Images):** A portion of the initial character design concepts and visual elements (used on the store page and in-game) were informed by licensed image generation tools, such as **Stable Diffusion**. Every single piece of content has since been **manually edited, digitally painted, and extensively refined** by our artists to ensure unique visual identity and high quality.
* **Voice Dialogue (Audio):** A portion of the in-game voice dialogue was generated using licensed text-to-speech or AI voice tools. This audio was subsequently run through **professional editing, mastering, and processing** to ensure vocal quality, pacing, and consistency across the game's soundscape.
Our team maintains **full creative and artistic control** over all final assets. We did not use any AI tools to generate content *live* during gameplay. | Stavros Theologou | - | Mar 18, 2026 | |
Elven Rivers 6: Guardians of Hope Collector's Edition Unclear art | Visual art | BigCityLab | - | Mar 18, 2026 | |
Nekograms Dev only code | We use Windows Co-Pilot to answer questions regarding development tools (eg. how to approach technical problems) and Co-Pilot for Visual Studio Code to help improve coding efficiency (eg. code auto-completion). | Hungry Sky | 18 | Mar 18, 2026 | |
Slightly Overweight Superhero and the seven levels of death In-game content art | Some background and foreground assets are AI generated then altered by Graphic design | Nathan Laird | - | Mar 18, 2026 | |
Elemental Realms In-game content art | In some of the game's cutscenes, we have used AI tools to generate several images to help present the story. These images have been edited and refined to enhance the player's visual experience.
We are committed to providing rich content for our players and will continue to leverage innovative technologies to improve the overall game experience. | Bunker Games | 11 | Mar 18, 2026 | |
I'm on Observation Duty 7 In-game content art | A texture for one backround asset was created using generative AI. The paintings, posters and other artwork you see in the game are NOT made by AI. | Notovia | 396 | Mar 18, 2026 | |
Space Chimp In-game content art | I just used AI pre-rendered images to create the cover page and monkey illustrations for Steam. The in-game sprites were done using Adobe Illustrator. | Tuga Studios | - | Mar 18, 2026 | |
都市小面馆 In-game content art | The achievement icon in the game store is generated using AI | Terobi | 11 | Mar 18, 2026 | |
Snow Cone: The Inside Scoop Dev only code | We use Windows Co-Pilot to answer questions regarding development tools (eg. how to approach technical problems) and Co-Pilot for Visual Studio Code to help improve coding efficiency (eg. code auto-completion). | Hungry Sky | - | Mar 18, 2026 | |
Math & Topology In-game content text | LLM was used to translate the text into different languages. | Panthera Titanium | - | Mar 18, 2026 | |
Neural Synapse Unclear | Sign design | HelionGames | - | Mar 18, 2026 | |
The First Mine Store/marketing art | The game itself does not contain AI generated content at all. But the Steam main image and the Menu background image was created with AI support. | Stefan Böttcher | - | Mar 18, 2026 | |
Traitor's Gambit Store/marketing art | We generate Artwork with AI | Dominik Fuchs | - | Mar 18, 2026 |