AI-Generated Music
- Creator
- ELEON
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,394 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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AI-Generated Music
AI generation tools were used to assist in the creation of store marketing assets (such as capsule art) and some in-game item icons. These assets were further reviewed and polished by humans.
Some visual assets in the current Early Access build are placeholder concepts used during development. Original artwork is being produced and will replace these assets progressively throughout the Early Access period.
Use AI-generated images in in-game illustrations
AI is used to make code that I can't understand, math is hard for me, some text may also be generated with AI but most is written by me. Everything else is made by my, art, music and concepts.
Generated 3 textures for the level "Grey Spectrum".
This game uses AI-generated music tracks and AI-generated UI icons. All AI content is pre-rendered and shipped as standard audio and image files. No AI generates content or code during gameplay.
AI is used for one select character voice. Will be replaced in future update
No AI-generated content is used in gameplay or in-game assets. Only certain promotional banner images incorporate AI-assisted elements derived from original in-game artwork.
We use generative AI content for programming code, as well as for certain assets such as image backgrounds and effects.
This game uses generative artificial intelligence in a limited capacity to create some user interface images and visual elements for the narrative videos. AI was also used to support the writing of certain code snippets during development. No AI-generated content was used directly; everything was modified and adapted to integrate seamlessly with the game's visual and technical style. The 3D models, most of the code, and the overall design were developed manually by the team.
Some photos were created using artificial intelligence.
Ai is used for reference of art.
Using AI voice for in-game AI voice
We use AI to generate store page descriptions, translations into languages other than Japanese, and marketing materials.
Use AI-guided model style generation
I'm using an A.I. modified voice as a joke (which works great, by the way!). I'm using A.I. generated planets, stars and asteroids - all that stuff you see on the deepest layer of background (excluding some easily recognizable hand-drawn objects here and there).
A small number of models and textures were created with AI, the game title design was made using AI, and localization translations were generated with AI.
AI was used to aid in writing code for the game. Some in-game icons were 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.
We are using an AI-generated capsule image for our market research and testing phase. Once we wrap up these tests, we will create and share the final hand-painted capsule art.
> The player’s two robotic companions, the assistant Helena and the radio host, use AI voice synthesis. > Some visual assets, such as menu art, environmental textures, and achievement icons, were created with the help of AI image generation.
Graphic elements like some icons and backgrounds. We are working to change it.
Generative AI was used to assist in the early creation stages of a small portion of the game's 2D images. These assets were subsequently refined and heavily edited by hand to match the game's final artistic style and quality standards.
This game uses AI-generated content for the BGM and some in-game images (e.g., food and animal images).
This game was created by a person with no experience in game development, with artificial intelligence acting as a library and assistant
AI is a narrative theme, and AI was used as a coding resource. However, no AI was used in the creation of the art, music, or dialogue.
Some UI elements in this game (e.g., board visuals, evidence images, etc.) were created using AI tools. These elements are used solely as visual aids in gameplay, and no AI-generated content was used for the game's main story or text.
AI was used in the creation of Natalie's model.
Players can generate unique lines for stories based on their text input within their adventure. Additionally, the actions and thoughts of the NPCs players interacted with are controlled through Lattice AI Technology, enabling more engaging and intuitive interactions.
two image templates, coding assistance
The game promotional images and translations were partially created using AI. The game graphics and sound effects were also partially created using AI.
Some menu images, the game’s logo, and certain sprites were created using AI tools and edited manually. No AI content is generated during gameplay.
Some visual assets on this page as well as in-game content include pre-rendered imagery generated with the assistance of artificial intelligence. These images are used for illustrations only. This game does not contain any AI live-generated content nor code.
During the development of LOOPINITY: Break the Circle, artificial intelligence (AI) technologies were used to create concept art and finished sprites for some of the game's characters.
AI has been used in this product for rendering certain graphical assets and writing gameplay code/narrative elements.
Used AI to create 1950's style movie posters and game icon and some store artwork.
As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare. I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust. This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have. Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game!
AI was used to enhance the cover art and during the iteration phase of designing textures and object details. It provided design ideas but not finished products or assets. There is no AI present in FLH which generates content or produces output of any kind.
Used AI to generate text in different languages
This game uses generative AI tools in certain aspects of its development process, including: Music Design: Some background music and sound effects were generated using AI tools, then edited and finalized by human composers. Visual Assets: Selected textures and 3D models were created with reference to AI-generated concepts and were manually refined and integrated by artists. Programming Support: Generative AI was used to assist in debugging and refining small portions of the game code, with all output reviewed and tested by developers. No generative AI is used during gameplay. The game does not generate new AI content at runtime.
a few lines of the dialog were generated using AI and is currently used only as a placeholder. the concept of some icons was generated using AI, but they were largely edited.
The visuals and music were created by AI. We have obtained the commercial usage rights of this product.
Googunners uses upgrade card art that is generated by Midjourney, and then authored in post. Outiside of the updgrade cards art, everything else is human created.
Translation support, English writing support, Image and music generation support.
Yes, AI was used to help generate text for the Steam store page and translations
Some of the in-game menu images were originally AI generated, then modified in illustrator.
The images displayed on the cards and the figures named as heroes were made using generative A.I.
No AI has been used to generate game art or code. Some marketing materials use generated textures.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Barus Unclear audio | AI-Generated Music | ELEON | - | Mar 18, 2026 | |
R.I.P. - Reincarnation Insurance Program In-game content art | AI generation tools were used to assist in the creation of store marketing assets (such as capsule art) and some in-game item icons. These assets were further reviewed and polished by humans. | WarmCore Studio | 751 | Mar 18, 2026 | |
Battle Among Stars - Alien Wars Dev only art | Some visual assets in the current Early Access build are placeholder concepts used during development. Original artwork is being produced and will replace these assets progressively throughout the Early Access period. | Dewin Dev | - | Mar 18, 2026 | |
Nadia's Revenge In-game content art | Use AI-generated images in in-game illustrations | Doubleagames | - | Mar 18, 2026 | |
Astronomical 2 The Blue Fire Dev only codetext | AI is used to make code that I can't understand, math is hard for me, some text may also be generated with AI but most is written by me. Everything else is made by my, art, music and concepts. | Official_Tuho | - | Mar 18, 2026 | |
Solvimus In-game content art | Generated 3 textures for the level "Grey Spectrum". | Iocus GmbH | - | Mar 18, 2026 | |
Ghlobot Shift In-game content audioart | This game uses AI-generated music tracks and AI-generated UI icons.
All AI content is pre-rendered and shipped as standard audio and image files.
No AI generates content or code during gameplay. | Jacob Stetka | - | Mar 18, 2026 | |
DOOM 3: Phobos In-game content audio | AI is used for one select character voice. Will be replaced in future update | Team Future | 100 | Mar 18, 2026 | |
Astranded In-game content art | No AI-generated content is used in gameplay or in-game assets. Only certain promotional banner images incorporate AI-assisted elements derived from original in-game artwork. | Tim S. | - | Mar 18, 2026 | |
ARTIST SLAYER / RUSH In-game content artcode | We use generative AI content for programming code, as well as for certain assets such as image backgrounds and effects. | ARTIST SLAYER Project | - | Mar 18, 2026 | |
Death Flags: The Beginning of the End – Chapter I In-game content artcode | This game uses generative artificial intelligence in a limited capacity to create some user interface images and visual elements for the narrative videos. AI was also used to support the writing of certain code snippets during development. No AI-generated content was used directly; everything was modified and adapted to integrate seamlessly with the game's visual and technical style. The 3D models, most of the code, and the overall design were developed manually by the team. | Disaster Project | - | Mar 18, 2026 | |
Cyber Horror: Project S.Y.L.A. Store/marketing art | Some photos were created using artificial intelligence. | NEBULA NOVA GAMES | - | Mar 18, 2026 | |
Ether Core Dev only art | Ai is used for reference of art. | Cogetsu | - | Mar 18, 2026 | |
134 and counting Live AI audio | Using AI voice for in-game AI voice | Glass Of Cat | - | Mar 18, 2026 | |
Chrono Impact In-game content text | We use AI to generate store page descriptions, translations into languages other than Japanese, and marketing materials. | tatsumaki games | - | Mar 18, 2026 | |
Desserted Unclear | Use AI-guided model style generation | Prefabot Game | - | Mar 18, 2026 | |
Saturn Quest: The Loneliness Of Captain Navigator In-game content art | I'm using an A.I. modified voice as a joke (which works great, by the way!).
I'm using A.I. generated planets, stars and asteroids - all that stuff you see on the deepest layer of background (excluding some easily recognizable hand-drawn objects here and there). | Arkhouse Telegraph | - | Mar 18, 2026 | |
魔星兄弟2 In-game content arttext | A small number of models and textures were created with AI, the game title design was made using AI, and localization translations were generated with AI. | 易远游戏 | 239 | Mar 18, 2026 | |
Factory Works Idle In-game content artcode | AI was used to aid in writing code for the game. Some in-game icons were generated using AI. | EnricoBC | - | Mar 18, 2026 | |
Robots Arena Fight Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Spaceship Pro Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Ocean Keeper Co-op Store/marketing art | We are using an AI-generated capsule image for our market research and testing phase. Once we wrap up these tests, we will create and share the final hand-painted capsule art. | RetroStyle Games | 142 | Mar 18, 2026 | |
Rise of Atom In-game content audioart | > The player’s two robotic companions, the assistant Helena and the radio host, use AI voice synthesis.
> Some visual assets, such as menu art, environmental textures, and achievement icons, were created with the help of AI image generation. | Glass Bubble Software | 28 | Mar 18, 2026 | |
Space Hood In-game content art | Graphic elements like some icons and backgrounds. We are working to change it. | General Gibbon | - | Mar 18, 2026 | |
Why's It Getting DARKER?! In-game content art | Generative AI was used to assist in the early creation stages of a small portion of the game's 2D images. These assets were subsequently refined and heavily edited by hand to match the game's final artistic style and quality standards. | Kenan'sGames | - | Mar 18, 2026 | |
Fitforce2 In-game content audioart | This game uses AI-generated content for the BGM and some in-game images (e.g., food and animal images). | Runnex Technology | - | Mar 18, 2026 | |
Nightcrawler Dev only code | This game was created by a person with no experience in game development, with artificial intelligence acting as a library and assistant | TsuraiKuromaru | - | Mar 18, 2026 | |
Moon Garden Optimizer Dev only code | AI is a narrative theme, and AI was used as a coding resource. However, no AI was used in the creation of the art, music, or dialogue. | Tristan Miller | - | Mar 18, 2026 | |
EGO :: Exit Protocol In-game content art | Some UI elements in this game (e.g., board visuals, evidence images, etc.) were created using AI tools.
These elements are used solely as visual aids in gameplay, and no AI-generated content was used for the game's main story or text. | MinCheol | - | Mar 18, 2026 | |
Why Did You Leave Me Like This? In-game content art | AI was used in the creation of Natalie's model. | LeahGames | - | Mar 18, 2026 | |
Engram Live AI text | Players can generate unique lines for stories based on their text input within their adventure. Additionally, the actions and thoughts of the NPCs players interacted with are controlled through Lattice AI Technology, enabling more engaging and intuitive interactions. | sitoka | - | Mar 18, 2026 | |
Kola Аbyss Dev only artcode | two image templates, coding assistance | TwoDogs | - | Mar 18, 2026 | |
星舰骰(Starship Dice) In-game content artaudiotext | The game promotional images and translations were partially created using AI. The game graphics and sound effects were also partially created using AI. | 黄金喵 | - | Mar 18, 2026 | |
Infestation on Epsilon 13 In-game content art | Some menu images, the game’s logo, and certain sprites were created using AI tools and edited manually. No AI content is generated during gameplay. | Xayba | - | Mar 18, 2026 | |
VR Blasteroids In-game content art | Some visual assets on this page as well as in-game content include pre-rendered imagery generated with the assistance of artificial intelligence. These images are used for illustrations only. This game does not contain any AI live-generated content nor code. | IGA Flux LLC | - | Mar 18, 2026 | |
LOOPINITY: Break the Cycle In-game content art | During the development of LOOPINITY: Break the Circle, artificial intelligence (AI) technologies were used to create concept art and finished sprites for some of the game's characters. | Mynlex | - | Mar 18, 2026 | |
Stars of Strife In-game content arttextcode | AI has been used in this product for rendering certain graphical assets and writing gameplay code/narrative elements. | Sicur54 | - | Mar 18, 2026 | |
The Almagest Anomalies In-game content art | Used AI to create 1950's style movie posters and game icon and some store artwork. | Lee Powell | - | Mar 18, 2026 | |
Lightyears of Fervent Warfare In-game content artcode | As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare.
I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust.
This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have.
Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game! | Lea Creative Industries | - | Mar 18, 2026 | |
FIGHT LIKE HELL In-game content art | AI was used to enhance the cover art and during the iteration phase of designing textures and object details. It provided design ideas but not finished products or assets.
There is no AI present in FLH which generates content or produces output of any kind. | Progressive Destruction Games | - | Mar 18, 2026 | |
Gravity In-game content text | Used AI to generate text in different languages | VortexStudio | - | Mar 18, 2026 | |
Ekholux In-game content audioartcode | This game uses generative AI tools in certain aspects of its development process, including:
Music Design: Some background music and sound effects were generated using AI tools, then edited and finalized by human composers.
Visual Assets: Selected textures and 3D models were created with reference to AI-generated concepts and were manually refined and integrated by artists.
Programming Support: Generative AI was used to assist in debugging and refining small portions of the game code, with all output reviewed and tested by developers.
No generative AI is used during gameplay. The game does not generate new AI content at runtime. | NarriFlux | - | Mar 18, 2026 | |
Last Hammashan: Awakening of a Hero In-game content textart | a few lines of the dialog were generated using AI and is currently used only as a placeholder.
the concept of some icons was generated using AI, but they were largely edited. | ALAA HAMASH | 11 | Mar 18, 2026 | |
折翼 In-game content artaudio | The visuals and music were created by AI. We have obtained the commercial usage rights of this product. | TEBO_TEAM | 29 | Mar 18, 2026 | |
Googunners! In-game content art | Googunners uses upgrade card art that is generated by Midjourney, and then authored in post.
Outiside of the updgrade cards art, everything else is human created. | Tayden | 38 | Mar 18, 2026 | |
KIETA MEMORY – The Girl from the Stars In-game content textartaudio | Translation support, English writing support, Image and music generation support. | TBF | - | Mar 18, 2026 | |
The Splice Creatures In-game content text | Yes, AI was used to help generate text for the Steam store page and translations | Badri Bebua | - | Mar 18, 2026 | |
Return to Trahulara In-game content art | Some of the in-game menu images were originally AI generated, then modified in illustrator. | Mikey Makes Games | - | Mar 18, 2026 | |
Archomni Store/marketing art | The images displayed on the cards and the figures named as heroes were made using generative A.I. | DIONYSIOS DIAMANTOPOULOS | - | Mar 18, 2026 | |
Flux Commander In-game content art | No AI has been used to generate game art or code. Some marketing materials use generated textures. | Semiterrestrial | - | Mar 18, 2026 |