In the demo are a few pre-generated images in the blurry background
- Creator
- Weird Chicken Games
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 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.
In the demo are a few pre-generated images in the blurry background
AI was used to reduce time investment in illustration art. The AI art can be seen in various UI elements where illustrations are present. Please note, all of the AI art you see wasn't merely generated and thrown into the game, it obviously needed a fairly extensive degree of retouching.
The only AI in use is pre-rendered voice for all NPCs. Like voicing quests and interactions.
I used AI in the process of creating loading screens and the capsule images.
AI is only used to augment and adjust real voice acting.
Some in-game assets are developed with the help of generative AI tools
ai made me voicover because i am too poor to hire actors :(
Some images generated with AI are present in the loading screens and the intro cinematic.
The game features character portraits, generated by AI based on illustrations created specifically for the game by illustrators. The AI graphics will be replaced with hand-painted graphics and are currently serving as a prototype/reference work for human artists (we are planning a kickstarter fundraiser and will include illustrators' fees). The AI graphics will be removed as we raise funds. AI works for us and not us working for AI!
2D narrative images are created with A.I assistance. All images are then reworked to fit our ArtStyle
I only used AI for the capsule image.
Used for creating the game banner
During the development phase, some placeholder voices and vocal prototypes are generated using AI tools. These are used solely for iteration, testing, and internal production workflows. For the final release, all characters will be voiced by professional voice actors.
Generative AI Integration: During the early access phase, Morgenstern leverages generative AI to create placeholder assets, including images, sound effects, and text. This approach allows for rapid prototyping and iterative development, ensuring a dynamic and evolving gaming experience as we refine and enhance the final content.
Used for creating the game banner
The Store Page' game front cover(ie marketing material) made use of AI tools during its creation process.
Some visual elements in this game were initially generated with the help of AI tools. All such material has been extensively refined, altered, and expanded by a human creator to form the final in-game content.
AI is used to visualise some characters, locations, text, etc. for promotional materials and to enhance or support illustrations or textures. It is used sparingly to support and enhance rather than replace human effort.
- Some of the background assets were generated using AI and then manually modified. - The BGM was generated using AI.
Used for creating the game banner
Community items are created with the help of AI
Some arts and sounds is made with AI assistance
The aid of AI to generate Logo Art was used for Carth.
We trained an AI that helped us generate base pictures that we then used as source to create illustrations for blessings and some items ingame. All other illustration are original creation made by our artists.
Some of the images in the Intro Cinematic are AI generated. Some of the VO for the characters are AI generated.
Main menu graphics.
A portion of the Steam community assets and marketing materials are generated using AI.
AI processes were used in creating some of the icons in game
Various 2D Sprites
In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey.
Using generated images for the Steam store page icons
Translation into some (but not all) languages (in the game and on the store page) was made with the assistance of AI.
The game includes AI-generated images.
All in-game content is created and authored by the development team. Like most modern game development, our tools and software may include AI-assisted features for internal workflows such as iteration, editing, or placeholder experimentation. These tools do not generate final player-facing content.
1. We used ChatGPT-4 to make some custom javascript plugins. 2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu.
We do not use generative AI in the game. For community-requested languages that are not officially supported, we use DeepL to assist with localization, with the help of community members who review and improve the translations.
AI Generated: - Loading Screens - Store Graphical Assets - Achievements Icons. - Cinematics & Voice Overs.
minimal diegetic
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Tower Alchemist: Defend Khaldoria In-game content art | In the demo are a few pre-generated images in the blurry background | Weird Chicken Games | - | Mar 18, 2026 | |
Arhaekon In-game content art | AI was used to reduce time investment in illustration art. The AI art can be seen in various UI elements where illustrations are present. Please note, all of the AI art you see wasn't merely generated and thrown into the game, it obviously needed a fairly extensive degree of retouching. | Predict Edumedia | 27 | Mar 18, 2026 | |
Legendarium Online In-game content audio | The only AI in use is pre-rendered voice for all NPCs. Like voicing quests and interactions. | Maxim Galkin | - | Mar 18, 2026 | |
Powerlust Store/marketing art | I used AI in the process of creating loading screens and the capsule images. | Bart Mamzer | 83 | Mar 18, 2026 | |
Castle of Secrets In-game content audio | AI is only used to augment and adjust real voice acting. | Serene Questworks Studios | 45 | Mar 18, 2026 | |
Goose vs Zombies In-game content art | Some in-game assets are developed with the help of generative AI tools | Livinskii Aleksandr | - | Mar 18, 2026 | |
Keep This Land In-game content audio | ai made me voicover because i am too poor to hire actors :( | Games From The Deep | - | Mar 18, 2026 | |
Sir Galgano - A Medieval Tale In-game content art | Some images generated with AI are present in the loading screens and the intro cinematic. | La Fucina del Granducato | - | Mar 18, 2026 | |
Dungeons of the Amber Griffin In-game content art | The game features character portraits, generated by AI based on illustrations created specifically for the game by illustrators. The AI graphics will be replaced with hand-painted graphics and are currently serving as a prototype/reference work for human artists (we are planning a kickstarter fundraiser and will include illustrators' fees). The AI graphics will be removed as we raise funds.
AI works for us and not us working for AI! | Frozengem Studio | - | Mar 18, 2026 | |
DarkTimes In-game content art | 2D narrative images are created with A.I assistance. All images are then reworked to fit our ArtStyle | Salvagers Studio | - | Mar 18, 2026 | |
Legends of Dionysos Store/marketing art | I only used AI for the capsule image. | TheGamingVan | 13 | Mar 18, 2026 | |
Firelight Fantasy: Vengeance Store/marketing art | Used for creating the game banner | Quacky Games | 156 | Mar 18, 2026 | |
Shadow Strings In-game content audio | During the development phase, some placeholder voices and vocal prototypes are generated using AI tools. These are used solely for iteration, testing, and internal production workflows.
For the final release, all characters will be voiced by professional voice actors. | hybrisgames | - | Mar 18, 2026 | |
Morgenstern In-game content artaudiotext | Generative AI Integration:
During the early access phase, Morgenstern leverages generative AI to create placeholder assets, including images, sound effects, and text. This approach allows for rapid prototyping and iterative development, ensuring a dynamic and evolving gaming experience as we refine and enhance the final content. | Doublesmith GmbH | 87 | Mar 18, 2026 | |
Firelight Fantasy: Force Energy Store/marketing art | Used for creating the game banner | Quacky Games | 147 | Mar 18, 2026 | |
DoomBreaker Store/marketing art | The Store Page' game front cover(ie marketing material) made use of AI tools during its creation process. | wildlogicgames | - | Mar 18, 2026 | |
Beware of Dog In-game content art | Some visual elements in this game were initially generated with the help of AI tools. All such material has been extensively refined, altered, and expanded by a human creator to form the final in-game content. | DSW Games | - | Mar 18, 2026 | |
Wizard's Wrath In-game content arttext | AI is used to visualise some characters, locations, text, etc. for promotional materials and to enhance or support illustrations or textures. It is used sparingly to support and enhance rather than replace human effort. | DragonfiAR | - | Mar 18, 2026 | |
The Haunted House : Dark Island In-game content artaudio | - Some of the background assets were generated using AI and then manually modified.
- The BGM was generated using AI. | Dave Studio | - | Mar 18, 2026 | |
Firelight Fantasy: Phoenix Crew Store/marketing art | Used for creating the game banner | Quacky Games | 195 | Mar 18, 2026 | |
Dark frame In-game content art | Community items are created with the help of AI | Nimos Games | 53 | Mar 18, 2026 | |
Mister Furry: Hot Muscles In-game content artaudio | Some arts and sounds is made with AI assistance | Red Six Development | 308 | Mar 18, 2026 | |
Carth Store/marketing art | The aid of AI to generate Logo Art was used for Carth. | Deidre Reay Studios LLC | 66 | Mar 18, 2026 | |
Isles of Krom In-game content art | We trained an AI that helped us generate base pictures that we then used as source to create illustrations for blessings and some items ingame. All other illustration are original creation made by our artists. | Floppy Goat Inc. | - | Mar 18, 2026 | |
Hero's Story In-game content artaudio | Some of the images in the Intro Cinematic are AI generated.
Some of the VO for the characters are AI generated. | Silentplaygames | - | Mar 18, 2026 | |
KeeperRL In-game content art | Main menu graphics. | Electric Succubi | 1.6k | Mar 18, 2026 | |
An Amazing Wizard Store/marketing art | A portion of the Steam community assets and marketing materials are generated using AI. | Tiny Goblins | 96 | Mar 18, 2026 | |
Hell Heroes In-game content art | AI processes were used in creating some of the icons in game | Michael Watson | - | Mar 18, 2026 | |
Battlecaster art | Various 2D Sprites | Voltigeur | - | Mar 18, 2026 | |
Source of Madness Live AI arttext | In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey. | Carry Castle | 1.3k | Mar 18, 2026 | |
You Alone Can Defeat Evil In-game content art | Using generated images for the Steam store page icons | Edward Marchioni | - | Mar 18, 2026 | |
Vampire vs Devil In-game content text | Translation into some (but not all) languages (in the game and on the store page) was made with the assistance of AI. | Unusualsoft | - | Mar 18, 2026 | |
Ruin Hunters Unclear art | The game includes AI-generated images. | Prince Game Studio | - | Mar 18, 2026 | |
Deadhaus Sonata Dev only | All in-game content is created and authored by the development team.
Like most modern game development, our tools and software may include AI-assisted features for internal workflows such as iteration, editing, or placeholder experimentation. These tools do not generate final player-facing content. | Apocalypse Studios | 37 | Mar 17, 2026 | |
Star Shift Legacy In-game content artcode | 1. We used ChatGPT-4 to make some custom javascript plugins.
2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu. | Psychronic Game Studios | - | Mar 17, 2026 | |
Alaloth: Champions of The Four Kingdoms In-game content text | We do not use generative AI in the game. For community-requested languages that are not officially supported, we use DeepL to assist with localization, with the help of community members who review and improve the translations. | Gamera Interactive | 1.5k | Mar 17, 2026 | |
Ruzar - The Dark Stones In-game content artaudio | AI Generated:
- Loading Screens
- Store Graphical Assets
- Achievements Icons.
- Cinematics & Voice Overs. | Hammer Glass Studio Inc. | 20 | Mar 17, 2026 | |
Wooden Ocean Unclear | minimal
diegetic | Leif Ian Anderson | 239 | Mar 17, 2026 |