Breathtaking AI generated graphics
- Creator
- Xgarius Games
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 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.
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Breathtaking AI generated graphics
Some generative AI tools were used as part of the creation of the sound track.
I use generative AI tools to assist with creating some pre-rendered assets for our Steam store materials and certain in-game UI graphics. All AI-assisted outputs are reviewed and edited before use. No AI-generated content is created live at runtime.
Some graphic elements, text content and translations are generated by AI.
Only capsule images (capsules, banners, logo) were partially generated with AI. All assets were manually edited to meet commercial and copyright standards.
Yes, I use artificial intelligence to generate pre-rendered content in my game. More specifically, I use AI to create the official posters for the game, which are used for visual communication (promotion, cover art, storefront elements, etc.).
Promotional artwork for R.E.M. Rage was created using AI-assisted tools. These assets are used solely for marketing purposes and do not reflect the in-game visuals or assets, which were created manually.
The final game contains no directly AI-generated assets. All content was created and finalized by the developer. AI-assisted tools were used for early concept exploration.
As an indie project developed purely out of passion and without any funding, we have used artificial intelligence to generate some of the game's images and voice lines, as we currently lack a team of professional artists or voice actors. However, if the game gains traction and development continues, these assets may be replaced with the work of real artists and industry professionals.
game environment texture generation
I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me.
We used AI-assisted tools during development to help generate portions of our game code, synthesize the voice of our virtual guide “MiM,” and create concept artwork and UI assets. No AI runs during gameplay—these technologies were purely production aids to streamline our workflow and enhance the game’s visuals and audio.
・The background images for stages 1, 2, 4, and 7 were created using the generative AI tool "mage". ・The character animation materials were created using "Flowframes".
The game's cover art was generated by AI and then refined by an environment artist.
1. achievement icon image 2. 1 In-game images.
Most character art is AI generated as you might expect.
This game includes a few character illustrations generated by ChatGPT. No other content—such as images, sounds, or text—has been created with generative AI. All other elements were produced and reviewed by humans.
AI-generated content is used for translation and the creation of some images and 3D models.
Some languages were AI translated from English.
〇 Illustration generation for rocks, shrines, torii gates, rain, and some characters 〇 Character transparency processing
AI was used to generate some concept art and Some codding assistance .
Some skill icons and the loading background asset are AI-generated and manually refined.
Background Music (BGM) Sound Effects (SE)
This game uses AI-generated sound effects (e.g., footsteps, ambient noises) to enhance the atmosphere. All gameplay, visuals, and story content are handcrafted.
This game uses generative AI to create certain assets, including character voice lines, some in-game items, and illustrations on the store page.
The store pages that were not English are machine translated (i.e. DeepL, Google Translate etc.).
AI generates some of the textures for this game and the marketing materials (media files , images)
A.I. is used for concept art and general ideas. A.I. is also used for fine tuning the code
Some of the game's music tracks were created using generative AI as a creative support tool. All compositions were manually selected, edited, and adapted to match the style and atmosphere of the game.
We are using AI-generated voiceovers and music.
AI assisted in programming the game and some of the artwork.
AI tools wEre used only as support, similar to Photoshop, but all creative direction and final artwork are entirely original by Gbaroli.
We use AI to quickly generate marketing materials—both images and text—during development to save time and explore ideas. These help us share the game's vision early, even as assets are still being created. All AI-generated content will be replaced with in-game footage and original art from our team as development progresses.
Ponchorado's music tracks where created with AI assistance.
Some marketing materials
We used AI to create Achievement images.
The AI has been used for gameplay concepts and suggestions.
Includes AI-generated in-game objects.
Placeholder Voices
some textures has been improved or changed using AI
Some of the art in the storepage is AI generated
Some of the texts and music is generated using A.I. Everything else is handcrafted.
AI was used for production tasks such as background removal on digitized sprites, interpolation frame generation, and some UI elements. Core visuals are a mix of traditional pixel art and 90s-style digitized assets. All music and sound effects are original and human-made.
Some characters, music are generated by AI
There is one soundtrack option for our own made (instrumental) songs and there are optional music styles you can unlock, these are all made using ai (including singing with funny mythic skijumping songs). Some 3d environment parts were made using ai. The portraits of the sponsors and trainers were made with ai. We do not have or use any AI Live / Online features, we only used it to help us to produce content parts that we control and improve before adding it to our game.
The big character portraits in the character choice screen are generated by AI and manually polished. Everything else is hand made by me.
AI was used to create some 2D graphics elements
Store page translations were created with the assistance of AI and reviewed for accuracy. AI was used to generate the background imagery for the Steam capsule art on the store page, while the logo and title were created without AI.
We use AI to make translation of text in different languages. After that we try always to proofread the texts by native speaker.
I used AIVA to create the music and ChatGPT helped me write the text.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Drow Space Shooter Store/marketing art | Breathtaking AI generated graphics | Xgarius Games | - | Mar 18, 2026 | |
Qubx 2 In-game content audio | Some generative AI tools were used as part of the creation of the sound track. | Iconic Games | - | Mar 18, 2026 | |
Soulcery: Deck of Shadows In-game content art | I use generative AI tools to assist with creating some pre-rendered assets for our Steam store materials and certain in-game UI graphics. All AI-assisted outputs are reviewed and edited before use. No AI-generated content is created live at runtime. | YS246 Games | - | Mar 18, 2026 | |
ToneTrek In-game content arttext | Some graphic elements, text content and translations are generated by AI. | Dark Waters Games | - | Mar 18, 2026 | |
I will be a star Store/marketing art | Only capsule images (capsules, banners, logo) were partially generated with AI.
All assets were manually edited to meet commercial and copyright standards. | JunSsangGaming | 12 | Mar 18, 2026 | |
Infinty Tower Store/marketing art | Yes, I use artificial intelligence to generate pre-rendered content in my game. More specifically, I use AI to create the official posters for the game, which are used for visual communication (promotion, cover art, storefront elements, etc.). | Arise | - | Mar 18, 2026 | |
R.E.M. Rage In-game content art | Promotional artwork for R.E.M. Rage was created using AI-assisted tools. These assets are used solely for marketing purposes and do not reflect the in-game visuals or assets, which were created manually. | Roger Eduardo de Couto | - | Mar 18, 2026 | |
Historic Helix Dev only | The final game contains no directly AI-generated assets. All content was created and finalized by the developer. AI-assisted tools were used for early concept exploration. | Tonkers Tinkers | - | Mar 18, 2026 | |
The Hero Tale In-game content artaudio | As an indie project developed purely out of passion and without any funding, we have used artificial intelligence to generate some of the game's images and voice lines, as we currently lack a team of professional artists or voice actors. However, if the game gains traction and development continues, these assets may be replaced with the work of real artists and industry professionals. | Saúl Rodríguez Roger | - | Mar 18, 2026 | |
Only Fans In-game content art | game environment texture generation | Meme Game Factory | - | Mar 18, 2026 | |
The Black Knight Chronicles - The Quest Beyond Destiny Dev only art | I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me. | ERMedia | - | Mar 18, 2026 | |
MiM: Meditation Interactive Matrix In-game content codeaudioart | We used AI-assisted tools during development to help generate portions of our game code, synthesize the voice of our virtual guide “MiM,” and create concept artwork and UI assets. No AI runs during gameplay—these technologies were purely production aids to streamline our workflow and enhance the game’s visuals and audio. | In Stereo Games | - | Mar 18, 2026 | |
Fenrir Banquet In-game content art | ・The background images for stages 1, 2, 4, and 7 were created using the generative AI tool "mage".
・The character animation materials were created using "Flowframes". | BoreBorekick | - | Mar 18, 2026 | |
Kotenok Store/marketing art | The game's cover art was generated by AI and then refined by an environment artist. | NipoBox | 13 | Mar 18, 2026 | |
SIRO In-game content art | 1. achievement icon image
2. 1 In-game images. | X Soft Studio | - | Mar 18, 2026 | |
Italian Brain Brawl In-game content art | Most character art is AI generated as you might expect. | Morrigan Labs | - | Mar 18, 2026 | |
RETRYS In-game content art | This game includes a few character illustrations generated by ChatGPT. No other content—such as images, sounds, or text—has been created with generative AI. All other elements were produced and reviewed by humans. | Studio Garage Inc. | - | Mar 18, 2026 | |
Mayoi Shopping Street In-game content textart | AI-generated content is used for translation and the creation of some images and 3D models. | Actor | 44 | Mar 18, 2026 | |
Doomriderz In-game content text | Some languages were AI translated from English. | SlicedBlue 3D | - | Mar 18, 2026 | |
祓ノ狐 In-game content art | 〇 Illustration generation for rocks, shrines, torii gates, rain, and some characters
〇 Character transparency processing | あるひと | - | Mar 18, 2026 | |
The Amygdala Protocol Dev only artcode | AI was used to generate some concept art and Some codding assistance . | Titnaz Games | - | Mar 18, 2026 | |
Shadow Quest In-game content art | Some skill icons and the loading background asset are AI-generated and manually refined. | Anaheim Works | - | Mar 18, 2026 | |
Maru Expedition: We can fly audio | Background Music (BGM)
Sound Effects (SE) | MoldGames | 183 | Mar 18, 2026 | |
Nexen In-game content audio | This game uses AI-generated sound effects (e.g., footsteps, ambient noises) to enhance the atmosphere.
All gameplay, visuals, and story content are handcrafted. | UNCERT Games | - | Mar 18, 2026 | |
PULL Panic : New PartyGame In-game content audioart | This game uses generative AI to create certain assets, including character voice lines, some in-game items, and illustrations on the store page. | Mihaya | - | Mar 18, 2026 | |
Tosbik Around The World In-game content text | The store pages that were not English are machine translated (i.e. DeepL, Google Translate etc.). | siriculo | - | Mar 18, 2026 | |
Courier Simulator In-game content art | AI generates some of the textures for this game and the marketing materials (media files , images) | Cyber Mode Software | - | Mar 18, 2026 | |
Command-Ω Omega Dev only artcode | A.I. is used for concept art and general ideas. A.I. is also used for fine tuning the code | IMPERIAL DYNAMICS | - | Mar 18, 2026 | |
Beyond the Pitch In-game content audio | Some of the game's music tracks were created using generative AI as a creative support tool. All compositions were manually selected, edited, and adapted to match the style and atmosphere of the game. | Appocalypse Games | - | Mar 18, 2026 | |
Zerun In-game content audio | We are using AI-generated voiceovers and music. | Mirakar Studio | 15 | Mar 18, 2026 | |
Shield Hero In-game content artcode | AI assisted in programming the game and some of the artwork. | Bryant Frankford | - | Mar 18, 2026 | |
Shitty Game Dev only art | AI tools wEre used only as support, similar to Photoshop, but all creative direction and final artwork are entirely original by Gbaroli. | Gbaroli | - | Mar 18, 2026 | |
Deep Breath In-game content arttext | We use AI to quickly generate marketing materials—both images and text—during development to save time and explore ideas. These help us share the game's vision early, even as assets are still being created. All AI-generated content will be replaced with in-game footage and original art from our team as development progresses. | dotgame | - | Mar 18, 2026 | |
Ponchorado In-game content audio | Ponchorado's music tracks where created with AI assistance. | SEAL.GAMES | - | Mar 18, 2026 | |
Mystic Store/marketing | Some marketing materials | ILHAM | - | Mar 18, 2026 | |
INK ENIGMA: Hidden Object Challenges Store/marketing art | We used AI to create Achievement images. | AVGAM | - | Mar 18, 2026 | |
TheAsterion Dev only | The AI has been used for gameplay concepts and suggestions. | Luca Rinaudo | - | Mar 18, 2026 | |
Gravity's Apple 2 In-game content | Includes AI-generated in-game objects. | TokyoEureka | - | Mar 18, 2026 | |
The INDIGO Initiative audio | Placeholder Voices | Caustic Reality | - | Mar 18, 2026 | |
southbound: cores of the andes In-game content art | some textures has been improved or changed using AI | taguagames | - | Mar 18, 2026 | |
Joyful Masks Store/marketing art | Some of the art in the storepage is AI generated | Heartfelt Edge Studio | - | Mar 18, 2026 | |
Horde Slayer In-game content textaudio | Some of the texts and music is generated using A.I.
Everything else is handcrafted. | Teodore | - | Mar 18, 2026 | |
Poodle Kick In-game content art | AI was used for production tasks such as background removal on digitized sprites, interpolation frame generation, and some UI elements. Core visuals are a mix of traditional pixel art and 90s-style digitized assets. All music and sound effects are original and human-made. | One Sunny Night | - | Mar 18, 2026 | |
Balloon Party In-game content artaudio | Some characters, music are generated by AI | - | - | Mar 18, 2026 | |
Ultimate Mythic Ski Jumping League In-game content audioart | There is one soundtrack option for our own made (instrumental) songs and there are optional music styles you can unlock, these are all made using ai (including singing with funny mythic skijumping songs).
Some 3d environment parts were made using ai.
The portraits of the sponsors and trainers were made with ai. We do not have or use any AI Live / Online features, we only used it to help us to produce content parts that we control and improve before adding it to our game. | Eric Behme | - | Mar 18, 2026 | |
We Interns In-game content art | The big character portraits in the character choice screen are generated by AI and manually polished. Everything else is hand made by me. | Tranquil | - | Mar 18, 2026 | |
Dragons Reef VR In-game content art | AI was used to create some 2D graphics elements | Radoslaw Kutowinski | - | Mar 18, 2026 | |
Death Counter In-game content textart | Store page translations were created with the assistance of AI and reviewed for accuracy. AI was used to generate the background imagery for the Steam capsule art on the store page, while the logo and title were created without AI. | Arman Pakan | - | Mar 18, 2026 | |
Tactical Response Team In-game content text | We use AI to make translation of text in different languages. After that we try always to proofread the texts by native speaker. | Z-Software | - | Mar 18, 2026 | |
Sophie in the Tangled World In-game content audiotext | I used AIVA to create the music and ChatGPT helped me write the text. | Strunov Studio | - | Mar 18, 2026 |