Sound effects and accompaniment partially created by AI
- Creator
- Venge
- Reviews
- -
- Added
- Aug 31, 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.
Sound effects and accompaniment partially created by AI
AI generative tools were used to create some 2D art assets used in the game
Artwork is currently initially generated using AI processes
AI has been used to help with coding, asset generation and voice generation.
AI tools were used in a limited way during development to assist with certain aspects of the game's creation. AI was mainly used for occasional assistance and brainstorming, while the majority of the game's design, development, artwork, and content were created and directed by the developer.
Generative AI was used to assist with the creation of selected visual assets. All final images were reviewed and edited by the developer.
Developer used AI to create some visual components of the game and Steam store page.
Some pre-generated visual assets used in Roulettegeddon, including portions of promotional artwork and certain in-game visual elements, were created or refined with the assistance of generative AI. The game's gameplay, mechanics, and player progression do not rely on AI-generated content during play.
Generative AI was used to create selected store and library artwork, music, and sound-effect source material. The outputs were curated and edited by the developer before inclusion. No generative AI runs during gameplay, and players cannot generate AI content.
Our work incorporates commissioned artwork, licensed and publicly available assets, and AI-generated content. Regardless of the source materials used, the final product is the creative expression of our development team.
本作では、複数の画像素材にのみ、AI生成物を独自加工したものを使用しています。
This game includes AI-generated voice performances for certain characters. Players have the option to disable AI-generated voices in the game settings. During development, AI-assisted tools were also used as part of the concept and reference creation process for some visual assets. Final in-game artwork has been substantially modified or created by the development team and is not presented as raw AI-generated content.
Our team uses AI tools to help develop some in-game content
Some 2D artwork (key art, item icons, and UI art) was created using generative-AI tools, with human selection and editing.
Generative AI is used in the localization of this game
Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
We use AI tools to support our development process
We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game. We also generate some voicing for dialogs using licensed voices. We also generate some other sounds such as sound effects (wind, sea waves) All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects.
ChatGpt was used for promo art.
The game's core visual presentation is built around human-created playable character sprite sheets and map artwork, while the level layouts and game design are created by the developer. Generative AI was used for selected pre-generated audio, localization, and supporting visual content such as the logo and key art. No generative AI content is generated during gameplay.
I am poor so I used AI for certain voice lines and scarce images, however the main character is voiced by a real person (yours truly)
The scripts of the game are written by the help of ChatGPT by OpenAI
The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations. The programming code of the game is generated using AI.
Our team uses generative AI tools to help develop some in game assets
This game contains content created with the help of generative AI tools. Specifically: some illustrations, including artwork used in the Steam capsule images, and some secondary environment props were produced with AI assistance and then edited and finalized by our team. AI tools were also used during pre-production for idea generation and concept art, and as a coding assistant during development. All core art, characters, level design, and writing are created by humans. The game does not contain live-generated AI content.
Some of the image is generated by AI
Soundtracks created with AI.
The loading screen and in game titles were generated via AI
Only 1 2D sprite in the game is AI generated
Some still images and and code bug fixes were developed with the assistance of AI
Some UI icons are AI-generated.
AI was used solely for translating the game's text and localizing the content into different languages. No AI-generated art or audio was used in the making of this game.
AI was used for localization and some visuals.
AI Art used for background images and some icons. AI used for code creation and writing assistance.
The character voices used in the game were generated by artificial intelligence.
Generative AI tools were used to assist in creating 3D models during development
Used to generate game logo, some in-game icons and steam store page content
All artwork, character art, animation and audio in Fleshgrinder were created by human artists — the use of generative AI for art was contractually prohibited on this project. Generative AI was used to translate the game's text into its ten non-English languages, and to draft a portion of the in-game item descriptions and dialogue. No generative AI runs while you play; nothing is generated at runtime.
Generative AI was used as a tool to assist with a portion of the character designs.
Generative AI was occasionally used to prototype assets and give ideas\reference for assets. It was also occasionally used to generate normal maps on textures I had created. Sometimes this had disastrous results.
This game does not generate or modify content at runtime. A small portion of assets (around 20%) was made with the help of some generative AI tools during development. All such assets were manually edited, reviewed, and finalized to ensure originality, quality, and compliance with copyright and safety standards.
Pre-generated AI was used for store text and five original rank-emblem images (Bronze, Silver, Gold, Diamond, and Grand Racc) shown in the ranked hub and marketing. The emblems were made from our own prompts with OpenAI Codex ImageGen, reviewed and processed by us, and use no third-party source art. The game generates no AI content during play.
All primary artwork in this game, including the main character and every enemy, was created by hand either drawn by the developer or by human artists. AI assistance was limited to a few secondary visual effects (light effects, explosions, blood/spray), produced with custom procedural drawing scripts written with the help of an AI coding assistant and then hand-edited and curated by the developer. Some in-game text translations may be pre-generated with AI-assisted localization and reviewed by the developer. No image, audio, or video generation models were used. No AI is used at runtime.
AI was used to create some visual assets and makes up less than 1% of the entire game.
Some Assets may be produced with the help of AI
I used Grok CLI for coding and all sprite generation. I use AI to debug. There are AI generated videos in the tutorial sections. AI was used to implement sound and music as well as menu assets and backgrounds. No AI LLM is in the game. There is no real time AI asset generation or LLM streaming.
Some visual assets in the game (character portraits, photographs and website imagery) were created with the assistance of AI image generation tools, then curated and edited by the developer. Portions of the game's code were written with AI coding assistance. All narrative, game design, voice acting and story content were created by humans. The game does not generate any content at runtime using AI.
All voice content in Abyssal Guardians is recorded using actor's real voices but some content might be modified with AI to achieve certain styles that match our game.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Nosophobia In-game content audio | Sound effects and accompaniment partially created by AI | Venge | - | Aug 31, 2026 | |
Requies In-game content art | AI generative tools were used to create some 2D art assets used in the game | Maksim Mazanets | - | Aug 29, 2026 | |
Drums & Steel Unclear art | Artwork is currently initially generated using AI processes | OuterBounds | - | Aug 29, 2026 | |
No Survivors In-game content artaudio | AI has been used to help with coding, asset generation and voice generation. | Sparky Games | - | Aug 28, 2026 | |
Forgotten Garden Dev only | AI tools were used in a limited way during development to assist with certain aspects of the game's creation. AI was mainly used for occasional assistance and brainstorming, while the majority of the game's design, development, artwork, and content were created and directed by the developer. | Sontex Studios | - | Aug 28, 2026 | |
ONE LAST BEAM In-game content art | Generative AI was used to assist with the creation of selected visual assets. All final images were reviewed and edited by the developer. | Ceozen Studio | - | Aug 28, 2026 | |
Heavyweight Bout In-game content art | Developer used AI to create some visual components of the game and Steam store page. | GameChanger Studio | - | Aug 28, 2026 | |
Roulettegeddon In-game content art | Some pre-generated visual assets used in Roulettegeddon, including portions of promotional artwork and certain in-game visual elements, were created or refined with the assistance of generative AI. The game's gameplay, mechanics, and player progression do not rely on AI-generated content during play. | Patria Games | - | Aug 28, 2026 | |
RIGMAROLE In-game content artaudio | Generative AI was used to create selected store and library artwork, music, and sound-effect source material. The outputs were curated and edited by the developer before inclusion. No generative AI runs during gameplay, and players cannot generate AI content. | The Iron Writ | - | Aug 28, 2026 | |
Sven Rescues a Princess In-game content art | Our work incorporates commissioned artwork, licensed and publicly available assets, and AI-generated content. Regardless of the source materials used, the final product is the creative expression of our development team. | Heroic Forge Games | - | Aug 27, 2026 | |
怪談寺 In-game content art | 本作では、複数の画像素材にのみ、AI生成物を独自加工したものを使用しています。 | 幻想怪談スタジオ | - | Aug 26, 2026 | |
Violence of Action In-game content audioart | This game includes AI-generated voice performances for certain characters. Players have the option to disable AI-generated voices in the game settings. During development, AI-assisted tools were also used as part of the concept and reference creation process for some visual assets. Final in-game artwork has been substantially modified or created by the development team and is not presented as raw AI-generated content. | Talking Drums | - | Aug 26, 2026 | |
PUBG: DED.NET Unclear | Our team uses AI tools to help develop some in-game content | PUBG Madison | - | Aug 25, 2026 | |
Dreadmark In-game content art | Some 2D artwork (key art, item icons, and UI art) was created using generative-AI tools, with human selection and editing. | Agentas | - | Aug 25, 2026 | |
August Star In-game content text | Generative AI is used in the localization of this game | CDiT | - | Aug 25, 2026 | |
Route Survivors: 1999 Store/marketing art | Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay. | Black Tortoise Studio | - | Aug 25, 2026 | |
The Last 15 Minutes on Tau Alpha 7 Unclear artaudio | We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon | - | Aug 24, 2026 | |
Death Bag Dev only | We use AI tools to support our development process | Eat People Not Animals | - | Aug 24, 2026 | |
1200 BC In-game content arttextaudio | We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game.
We also generate some voicing for dialogs using licensed voices.
We also generate some other sounds such as sound effects (wind, sea waves)
All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects. | Xno Games Studio | - | Aug 24, 2026 | |
ZIC - Zombies in City Store/marketing art | ChatGpt was used for promo art. | Megame LLC | 176 | Aug 23, 2026 | |
AMEN: MAYHEM In-game content artaudiotext | The game's core visual presentation is built around human-created playable character sprite sheets and map artwork, while the level layouts and game design are created by the developer. Generative AI was used for selected pre-generated audio, localization, and supporting visual content such as the logo and key art. No generative AI content is generated during gameplay. | Nutty Brain Games | - | Aug 23, 2026 | |
WEAPONS FREE In-game content audioart | I am poor so I used AI for certain voice lines and scarce images, however the main character is voiced by a real person (yours truly) | MythicPenguin | - | Aug 22, 2026 | |
Trick Or Terror Dev only code | The scripts of the game are written by the help of ChatGPT by OpenAI | Bad Hell Entertainment | - | Aug 22, 2026 | |
裁员审核中 In-game content artcode | The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations.
The programming code of the game is generated using AI. | Sheng Danjie | - | Aug 22, 2026 | |
Call of Duty®: Modern Warfare® 4 - Beta In-game content art | Our team uses generative AI tools to help develop some in game assets | Infinity Ward | 1.7k | Aug 22, 2026 | |
Kyndykan In-game content artcode | This game contains content created with the help of generative AI tools. Specifically: some illustrations, including artwork used in the Steam capsule images, and some secondary environment props were produced with AI assistance and then edited and finalized by our team. AI tools were also used during pre-production for idea generation and concept art, and as a coding assistant during development. All core art, characters, level design, and writing are created by humans. The game does not contain live-generated AI content. | iLii Games | - | Aug 21, 2026 | |
HEARKEN Unclear art | Some of the image is generated by AI | Alichal | - | Aug 20, 2026 | |
ZedFall: Outbreak In-game content audio | Soundtracks created with AI. | CaptainJaySolo | - | Aug 20, 2026 | |
Alien Hordes In-game content text | The loading screen and in game titles were generated via AI | Dave Thomas | - | Aug 20, 2026 | |
81 Days And Nights In-game content art | Only 1 2D sprite in the game is AI generated | AnomalyVN Studio | - | Aug 20, 2026 | |
OIL & HORROR artcode | Some still images and and code bug fixes were developed with the assistance of AI | 42 LONG | - | Aug 20, 2026 | |
Horde Up Ahead In-game content art | Some UI icons are AI-generated. | Aristocrat Mouse | - | Aug 19, 2026 | |
I Keep Reincarnating as a Rat in the Mad Scientist’s Maze In-game content text | AI was used solely for translating the game's text and localizing the content into different languages. No AI-generated art or audio was used in the making of this game. | vsaik | - | Aug 17, 2026 | |
Orkoriz In-game content textart | AI was used for localization and some visuals. | Chornozem Labs | - | Aug 17, 2026 | |
Idle Necronomics In-game content artcode | AI Art used for background images and some icons. AI used for code creation and writing assistance. | Echoswarm | - | Aug 16, 2026 | |
Carnage Mania In-game content audio | The character voices used in the game were generated by artificial intelligence. | Gensart | - | Aug 16, 2026 | |
Driving After Work : Cafe Guilt Dev only art | Generative AI tools were used to assist in creating 3D models during development | DH | - | Aug 16, 2026 | |
HellRock Diver In-game content art | Used to generate game logo, some in-game icons and steam store page content | HyugaHouse Games | - | Aug 16, 2026 | |
Fleshgrinder In-game content text | All artwork, character art, animation and audio in Fleshgrinder were created by human artists — the use of generative AI for art was contractually prohibited on this project. Generative AI was used to translate the game's text into its ten non-English languages, and to draft a portion of the in-game item descriptions and dialogue. No generative AI runs while you play; nothing is generated at runtime. | hainalcode | - | Aug 14, 2026 | |
VIOLENCE DOLL バイオレンスドール In-game content art | Generative AI was used as a tool to assist with a portion of the character designs. | Mechanical Games | - | Aug 14, 2026 | |
Skuffle In-game content art | Generative AI was occasionally used to prototype assets and give ideas\reference for assets. It was also occasionally used to generate normal maps on textures I had created. Sometimes this had disastrous results. | iddy Games | - | Aug 13, 2026 | |
Hunted Within: Terminal Rust In-game content art | This game does not generate or modify content at runtime.
A small portion of assets (around 20%) was made with the help of some generative AI tools during development.
All such assets were manually edited, reviewed, and finalized to ensure originality, quality, and compliance with copyright and safety standards. | LRDev Games | - | Aug 11, 2026 | |
Racc Game In-game content art | Pre-generated AI was used for store text and five original rank-emblem images (Bronze, Silver, Gold, Diamond, and Grand Racc) shown in the ranked hub and marketing. The emblems were made from our own prompts with OpenAI Codex ImageGen, reviewed and processed by us, and use no third-party source art. The game generates no AI content during play. | Racc PG | - | Aug 11, 2026 | |
Dreadbleed In-game content arttext | All primary artwork in this game, including the main character and every enemy, was created by hand either drawn by the developer or by human artists. AI assistance was limited to a few secondary visual effects (light effects, explosions, blood/spray), produced with custom procedural drawing scripts written with the help of an AI coding assistant and then hand-edited and curated by the developer. Some in-game text translations may be pre-generated with AI-assisted localization and reviewed by the developer. No image, audio, or video generation models were used. No AI is used at runtime. | FxGames | - | Aug 11, 2026 | |
Prison of Doubles In-game content art | AI was used to create some visual assets and makes up less than 1% of the entire game. | [HERROR] | - | Aug 11, 2026 | |
Odyssey Simulator Unclear | Some Assets may be produced with the help of AI | HistoryAccurateDevelopers | - | Aug 10, 2026 | |
Uncles In-game content artaudiocode | I used Grok CLI for coding and all sprite generation. I use AI to debug.
There are AI generated videos in the tutorial sections.
AI was used to implement sound and music as well as menu assets and backgrounds.
No AI LLM is in the game. There is no real time AI asset generation or LLM streaming. | bittabutt | - | Aug 8, 2026 | |
Digital Hunger In-game content artcode | Some visual assets in the game (character portraits, photographs and website imagery) were created with the assistance of AI image generation tools, then curated and edited by the developer. Portions of the game's code were written with AI coding assistance. All narrative, game design, voice acting and story content were created by humans. The game does not generate any content at runtime using AI. | BlackBeard Gaming | - | Aug 8, 2026 | |
Abyssal Guardians In-game content audio | All voice content in Abyssal Guardians is recorded using actor's real voices but some content might be modified with AI to achieve certain styles that match our game. | Titan Interactive | - | Aug 8, 2026 | |
Army Troop Remastered In-game content art | Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay. | Army Troop Studios | - | Aug 6, 2026 |