Some audio assets have been created using generative AI.
- Creator
- Glophouse Labs LLC
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Some audio assets have been created using generative AI.
Some character designs, cover art, or sound effects are inspired by or modified versions of AI-generated art.
We utilize AI-generated art for some of our backgrounds.
The music was generated with help of AI. Store images were generated with help of AI.
The soundtrack has been created with the assistance of artificial intelligence tools.
Some in-game or store images were created with the assistance of artificial intelligence.
AI is used to generate some graphical and audio content.
Store page: AI was used to localize the marketing text and to create the store banner. In-Game: AI was used to localize the in-game text.
Music generated with UDIO and Soundraw. Trailer includes a scene generated with Runway.
This game incorporates generative artificial intelligence to create select assets, including some in-game textures and AI-generated voices, enhancing the immersive and dynamic player experience. This game does not use AI to live-generated content or code during gameplay.
Store page header image is partly ai generated
Some elements of Underside: The Lift were partially created using generative artificial intelligence tools: Several environment artworks and the project logo were generated with the help of AI tools and later refined manually. A portion of the in-game notes and lore texts were drafted with the help of AI and then edited by the developer. The game's Steam store page and marketing materials do not include AI-generated content. Only minor editorial assistance from AI was used when writing the store description. There is no generative AI operating in real time within the game itself.
Procedural post processing and content aware tools in Affinity photo were used to clean up capsule art, assets were sourced from in engine screenshots and painted over and then composited.
We used for for a few item generation icons, and banner.
Some AI-generated music is still used, which is replaced in the Early Access version.
The title splash art was generated with AI then manually modified by artists
Players can prompt unique 3D realms into existence using Nyric. An API breaks down text inputs into a pipeline of world attributes in order to generate biomes from a pre-loaded cache of assets at runtime. World themes, weather, time periods, hostility, and unique asset names are generated at runtime for novel worldbuilding. AI companion moods, reactions, and personalities are generated at runtime using API responses.
AI generated Songs /Music but with human Poetry
AI was used during development to assist with the translation. These are partially converted to audio using TTS. Otherwise, AI was no longer used.
In early access, the game will contain some AI-generated images that will be replaced up to full release. AI-generated with: - Craiyon
Illustration: Event, Trial, Card Background Music
We use style transfer and generative ai to assist in art asset development.
We used AI to generate some store page graphics and marketing materials.
Used to generate the icons.
Stable Diffusion was used for generating marketing images, as well as for generating images of installable components.
All visual art and assets in Nightmare Frontier were created entirely by human hands; no art assets in the game have been generated or assisted by AI. Our use of AI is strictly limited to translation and localization. Specifically, AI-powered translation tools were used to help adapt and refine the game's text across different languages.
The game utilizes a mix of traditional audio and AI-generated sound effects.
We’ve used AI technology in a minimal capacity to assist in the creation of the game’s visuals. AI was utilized primarily for generating rough background sketches and concept drafts. All final artwork was hand-drawn to ensure a personal, unique touch and to maintain a distinct artistic style in the game.
Background music (instrumental)
Generative AI was used in the multilingual translation process.
The sounds in this game are generated using AI.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Operation: Strike & Secure uses generative artificial intelligence to create certain visual elements, including the background image of its main menu. This image was generated using an AI tool to bring a unique and immersive aesthetic to the game interface. However, no AI is used to generate real-time content during gameplay, and all other visual and mechanical elements were created and verified by the development team. The AI-generated image meets copyright requirements and has been carefully checked to ensure it fits the theme and atmosphere of the game.
BGM
Steam store page capsule art appears is pre-generated AI art.
AI generated paintings on wall and localization
The music is AI generated. The Chinese translations are AI generated.
Our advanced AI enables lifelike conversations, merchant negotiations, and AI-generated quests tailored to your playstyle. Soon, AI Player Companions will join you on your quests, assist with tasks, and even help while you’re AFK. These AI Companions will grow alongside you, feeling more like friends than game characters, making every adventure deeply personal and immersive.
I've used AI for two things: to improve some texts that rely heavily on narration, like those you find in the Challenge mode; and also to improve the French translation. Everything else has been designed by a standard human brain!
Placeholder art
For the demo of Rise of the Vanguard, we have used AI generation primarily to create temporary character voices. This decision was made due to the realities of being a single-developer studio with no funding or external support, and these AI-generated voices are intended only as a stopgap until we can secure funding and hire dedicated professional voice actors. Beyond this, our use of AI has been limited to standard development tooling, such as IDE line-completion features and AI-assisted debugging, which are customary in modern software development. We do not use AI for narrative design, worldbuilding, or core creative direction, and we strongly support creative professionals and the long-term importance of human-created art and performances.
AI was used in the creation of the store page material. In game, there are a couple fake advertisement posters scattered for products and services. For example, the insurance advertisement seen in the game trailer.
I created the original sound tracks of Mad Miner 2 with artificial intelligence.
My game uses pic.posters generated by "Midjourney".
Some character portraits and visual elements were created with the assistance of generative AI tools as part of the art production process. All assets were curated, edited, and integrated to maintain a consistent artistic direction. As the game continues development, certain visual elements may be refined or replaced. AI-assisted tools may also be used to support translations.
AI was used to generate a capsule for the store page, logo of the game and main menu background.
We used generative artificial intelligence to localize the game into 11 languages and refine and improve the game's texts and dialogues, ensuring better fluidity and quality of the narrative for players.
Character portraits, backgrounds, some in-game sprites, and parts of character dialogue were created using AI.
Music and some UI elements generated with AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Starlight Mining Company In-game content audio | Some audio assets have been created using generative AI. | Glophouse Labs LLC | - | Mar 18, 2026 | |
Taram Baba In-game content artaudio | Some character designs, cover art, or sound effects are inspired by or modified versions of AI-generated art. | Sofa Interactive | 14 | Mar 18, 2026 | |
Catalyst In-game content art | We utilize AI-generated art for some of our backgrounds. | Ravonix Entertainment | - | Mar 18, 2026 | |
LuminaRun In-game content audioart | The music was generated with help of AI.
Store images were generated with help of AI. | LuminaRun | - | Mar 18, 2026 | |
Sixteen Undead In-game content audio | The soundtrack has been created with the assistance of artificial intelligence tools. | One of Daggers | 62 | Mar 18, 2026 | |
Brutal Cube In-game content art | Some in-game or store images were created with the assistance of artificial intelligence. | Woziva | - | Mar 18, 2026 | |
Hayden's Odyssey In-game content artaudio | AI is used to generate some graphical and audio content. | MxCreationLab | - | Mar 18, 2026 | |
Space Grunts: Chrono Shard In-game content textart | Store page: AI was used to localize the marketing text and to create the store banner.
In-Game: AI was used to localize the in-game text. | Orangepixel | - | 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 | |
Void Harvest In-game content artaudio | This game incorporates generative artificial intelligence to create select assets, including some in-game textures and AI-generated voices, enhancing the immersive and dynamic player experience. This game does not use AI to live-generated content or code during gameplay. | LoneBit | - | Mar 18, 2026 | |
Sweep City Store/marketing art | Store page header image is partly ai generated | Helm Boy Studios | - | Mar 18, 2026 | |
Underside: The Lift In-game content arttext | Some elements of Underside: The Lift were partially created using generative artificial intelligence tools:
Several environment artworks and the project logo were generated with the help of AI tools and later refined manually.
A portion of the in-game notes and lore texts were drafted with the help of AI and then edited by the developer.
The game's Steam store page and marketing materials do not include AI-generated content. Only minor editorial assistance from AI was used when writing the store description.
There is no generative AI operating in real time within the game itself. | Underside Entertainment | - | Mar 18, 2026 | |
15 minutes Store/marketing art | Procedural post processing and content aware tools in Affinity photo were used to clean up capsule art, assets were sourced from in engine screenshots and painted over and then composited. | Construct Games | - | Mar 18, 2026 | |
Papercraft Tactics art | We used for for a few item generation icons, and banner. | AGE Zero | - | Mar 18, 2026 | |
Chessfall In-game content audio | Some AI-generated music is still used, which is replaced in the Early Access version. | LEVEL Manufactory | - | Mar 18, 2026 | |
Biophyllia Store/marketing art | The title splash art was generated with AI then manually modified by artists | Paidia Interactive | - | Mar 18, 2026 | |
Nyric Live AI text | Players can prompt unique 3D realms into existence using Nyric. An API breaks down text inputs into a pipeline of world attributes in order to generate biomes from a pre-loaded cache of assets at runtime. World themes, weather, time periods, hostility, and unique asset names are generated at runtime for novel worldbuilding. AI companion moods, reactions, and personalities are generated at runtime using API responses. | Lovelace Studio | - | Mar 18, 2026 | |
Symphorix In-game content audiotext | AI generated Songs /Music but with human Poetry | OnTriggerJoy | 11 | Mar 18, 2026 | |
Empluna In-game content textaudio | AI was used during development to assist with the translation. These are partially converted to audio using TTS. Otherwise, AI was no longer used. | BigCodersPlanet | - | Mar 18, 2026 | |
We must survive In-game content art | In early access, the game will contain some AI-generated images that will be replaced up to full release.
AI-generated with:
- Craiyon | Milan Popovic | - | Mar 18, 2026 | |
Balantica Unclear artaudio | Illustration: Event, Trial, Card
Background Music | Team Hanzan | 134 | Mar 18, 2026 | |
Peaceable Kingdom Green In-game content art | We use style transfer and generative ai to assist in art asset development. | Peaceable Kingdom Green | - | Mar 18, 2026 | |
Fantasy Planet Painter Store/marketing art | We used AI to generate some store page graphics and marketing materials. | Methodox Technologies, Inc. | - | Mar 18, 2026 | |
Mine of despair In-game content art | Used to generate the icons. | Breizhiev | - | Mar 18, 2026 | |
Speed Lane Store/marketing art | Stable Diffusion was used for generating marketing images, as well as for generating images of installable components. | mannered.monster | - | Mar 18, 2026 | |
Nightmare Frontier In-game content text | All visual art and assets in Nightmare Frontier were created entirely by human hands; no art assets in the game have been generated or assisted by AI.
Our use of AI is strictly limited to translation and localization. Specifically, AI-powered translation tools were used to help adapt and refine the game's text across different languages. | Ice Code Games | 186 | Mar 18, 2026 | |
Settle and Battle: New Empires In-game content audio | The game utilizes a mix of traditional audio and AI-generated sound effects. | Attic Games Studio | - | Mar 18, 2026 | |
Monday Syndrome Dev only art | We’ve used AI technology in a minimal capacity to assist in the creation of the game’s visuals. AI was utilized primarily for generating rough background sketches and concept drafts. All final artwork was hand-drawn to ensure a personal, unique touch and to maintain a distinct artistic style in the game. | hyesmo | 72 | Mar 18, 2026 | |
Octohill Ski Tycoon Unclear audio | Background music (instrumental) | DeuxBaguettes | 37 | Mar 18, 2026 | |
LootMage In-game content text | Generative AI was used in the multilingual translation process. | CurlyMango | 13 | Mar 18, 2026 | |
コントロールルーム In-game content audio | The sounds in this game are generated using AI. | uehara create | - | Mar 18, 2026 | |
Lucky Hand: Roguelike Deck Builder Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Forgotten Cave: Roguelite Dungeon Crawler Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Operation : Strike & Secure Store/marketing art | Operation: Strike & Secure uses generative artificial intelligence to create certain visual elements, including the background image of its main menu. This image was generated using an AI tool to bring a unique and immersive aesthetic to the game interface. However, no AI is used to generate real-time content during gameplay, and all other visual and mechanical elements were created and verified by the development team. The AI-generated image meets copyright requirements and has been carefully checked to ensure it fits the theme and atmosphere of the game. | WanderLab | 13 | Mar 18, 2026 | |
Hashi Infinite Unclear audio | BGM | Vector Game | - | Mar 18, 2026 | |
Moon Carrier Store/marketing art | Steam store page capsule art appears is pre-generated AI art. | UNPREDICTABLE GAMES | - | Mar 18, 2026 | |
Patient-001 In-game content arttext | AI generated paintings on wall and localization | Sunil Sutariya | 12 | Mar 18, 2026 | |
Cardcaster In-game content audiotext | The music is AI generated.
The Chinese translations are AI generated. | Taco Snake Games | - | Mar 18, 2026 | |
Epitome Live AI text | Our advanced AI enables lifelike conversations, merchant negotiations, and AI-generated quests tailored to your playstyle. Soon, AI Player Companions will join you on your quests, assist with tasks, and even help while you’re AFK. These AI Companions will grow alongside you, feeling more like friends than game characters, making every adventure deeply personal and immersive. | Epitome P.S.A. | - | Mar 18, 2026 | |
Roots of Harmony In-game content text | I've used AI for two things: to improve some texts that rely heavily on narration, like those you find in the Challenge mode; and also to improve the French translation. Everything else has been designed by a standard human brain! | Guillaume Beaumel | 20 | Mar 18, 2026 | |
Cone Crushers: Autocross Unclear art | Placeholder art | MoosieStudios | - | Mar 18, 2026 | |
Rise of the Vanguard In-game content audio | For the demo of Rise of the Vanguard, we have used AI generation primarily to create temporary character voices. This decision was made due to the realities of being a single-developer studio with no funding or external support, and these AI-generated voices are intended only as a stopgap until we can secure funding and hire dedicated professional voice actors. Beyond this, our use of AI has been limited to standard development tooling, such as IDE line-completion features and AI-assisted debugging, which are customary in modern software development. We do not use AI for narrative design, worldbuilding, or core creative direction, and we strongly support creative professionals and the long-term importance of human-created art and performances. | Galactic Studio | - | Mar 18, 2026 | |
Warranty Man In-game content art | AI was used in the creation of the store page material. In game, there are a couple fake advertisement posters scattered for products and services. For example, the insurance advertisement seen in the game trailer. | ENT3RWH | 47 | Mar 18, 2026 | |
Mad Miner 2 In-game content audio | I created the original sound tracks of Mad Miner 2 with artificial intelligence. | Mercimek Games | - | Mar 18, 2026 | |
delivery pals Store/marketing art | My game uses pic.posters generated by "Midjourney". | stre1itzia | 139 | Mar 18, 2026 | |
Belatoris In-game content arttext | Some character portraits and visual elements were created with the assistance of generative AI tools as part of the art production process. All assets were curated, edited, and integrated to maintain a consistent artistic direction. As the game continues development, certain visual elements may be refined or replaced. AI-assisted tools may also be used to support translations. | Adrian Labudzki | - | Mar 18, 2026 | |
Dungeon Ward Store/marketing art | AI was used to generate a capsule for the store page, logo of the game and main menu background. | František Liška | - | Mar 18, 2026 | |
Red Pistol In-game content text | We used generative artificial intelligence to localize the game into 11 languages and refine and improve the game's texts and dialogues, ensuring better fluidity and quality of the narrative for players. | Ace Horizon Studios | 13 | Mar 18, 2026 | |
The Last Dig In-game content arttext | Character portraits, backgrounds, some in-game sprites, and parts of character dialogue were created using AI. | Chuckle Interactive | - | Mar 18, 2026 | |
HexaTerra In-game content audioart | Music and some UI elements generated with AI | fridgeBaron Games | - | Mar 18, 2026 |