The Music is Generated, everything else is not.
- Creator
- Neminis
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 disclosures tracked
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The Music is Generated, everything else is not.
Some base image assets were generated using AI and used in the graphic design of the custom graphics you see in-game. Anything AI generated was heavily edited, animated, and customized for our games needs.
At the current stage of the project our artists use AI to quickly sketch the characters which are than made over by hands.
DALL-E was used in the creation of some of the enemy battle sprites, character portraits, parallax backgrounds (4 total), and the in-game polaroid pictures. All generated images were further modified by the developer.
An AI tool has been used to create background sketches of the main character. Aesthetic modifications have been made to remove artifacts generated by this application.
The game's list of trivia questions and options are generated using ChatGPT 4.0 based on the categories that the developer decided to put into the game. Then, the questions and answers are verified before being put into the game.
Sanguine does not use AI to generate gameplay, dialogue, or dynamic content for players. The game experience is fully authored and designed. AI was used in development in three ways: -Coding assistance: GitHub Copilot was used as a tool to speed up writing code, with all implementations reviewed and customized by the developer. -Small artwork elements: A limited number of in-game framed paintings, Steam Achievement Artwork, and Newspaper Artwork were created with AI and then curated/edited by the developer for use. -Additionally, AI was used to assist with Localization Translations. All story, characters, environments, music, voice performances, live VHS-style footage, 3D models, cutscenes, and overall production were created directly and originally for Sanguine, or were purchased for use, or are royalty-free for use.
The main capsule image that appears in the card when sharing Battle Marine's store page URL on social media such as Twitter is created using a generative AI.
AI is exclusively utilized in the pre-generated assets, with no live-generated AI employed. Following tools are used: Photoshop AI (main tool): Utilized for improving art, inpainting, and outpainting. Magnific AI: Employed for creative upscaling. Midjourney: Utilized for concept art generation of some assets. Subsequently, assets undergo a manual improvement process in Photoshop by combining different elements from the concept art to maintain a consistent art style. For robot hand animations, the process involves Spine and Adobe After Effects. Additionally, vehicles usually undergo the creation of a 3D model in Blender.
In game character art has been generated by AI but has been altered manually to best suit the style of the game.
menu page background, and other static non-gameplay GUI oriented page graphics
Part of the NPC dialogue is generated by AI
Cover and banners in the store page.
Some photos icons.
AI has been used in this game to create backgrounds and some flat illustrations in the game. Backgrounds and images have then been modified and retouched by the studio to fit the game.
Conversion from Japanese to foreign words and generation of terms suitable for games Generating concept images Generating icon images
Most of the artwork was generated by Dall-E 3 and the voice over is generated by elevenlabs.io
Some code and artwork was ai generated
AI art is used for the capsule and for some in-game backgrounds such as the background at the general store and blacksmith.
A small portion of visual effects and sound effects were created with the assistance of AI.
The trees in the Germany Stage (shown in the first trailer) were generated with retro-diffusion. I intend to replace them with hand-drawn trees in the final game. There's also the "modern art" enemy that has ai-generated images displayed inside a frame. Besides that everything is hand made.
Some item ICONS, card ICONS and characters were designed with AI-assisted. The scenes were designed with AI-assisted.
This game utilizes AI to assist in personalizing responses to content.
This game involves localization works (Russian, Korean) generated from GPT.
In the game, we utilized AI to assist in creating some of the background art and character voiceover content. These elements have been refined and optimized by our design team to provide players with a richer and more immersive gaming experience. All AI-generated content complies with platform rules and copyright requirements and has undergone strict review.
This game currently features AI-generated voiceovers to bring its characters and story to life. As a solo developer working on my first project, this was the most feasible option during development. A post-release roadmap will be published, where I plan to transition to fully voiced lines by real voice actors as soon as resources allow.
AI used for some of the translations.
We used some AI-tools to help develop the game.
Steam store page assets as well as some in game UI were created using a combination of hand drawn artwork and AI generated content.
Double Crossed uses generative AI tools to help proofread and suggest minor edits to written text (e.g., in-game dialogue and marketing copy). No generative AI is used to create or alter in-game visuals, audio, or gameplay content.
Planet surface images and some other 2D assets are AI-generated
AI was used for grammar support and translations into other languages. All in-game content is either developer-made or licensed from purchased assets.
Use of AI for visual materials on the Steam page due to limited resources and budget. This is done to try to give the page a better appearance than what we could achieve with our own skills.
A small number of textures were created using AI, and then manually processed to match the game's visual style.
There were 2 lines of code during the developmental process of building the game that I wasn't able to figure out on my own, I used Chat-GPT 3.5 in order to help out me with the code, and it filled in what I was struggling with.
AI has been used in image generation for the portraits of the characters. These images are then post-processed through a quantizer, which lowers the resolution and quantizes the image into only having the colors from my color palette.
The Maze on the Cover was generated with A.I.
This game includes some AI-generated images.
Some TV images (interaction optional) for comedic effect
This game is fully human‑programmed. All objects, characters and enemies were hand‑drawn with only one exception: The Rex head in level 10. A few AI‑generated images were used for Steam and simple backgrounds.
The images of the story trailer and a few shop icons were generated with the help of AI.
Generative AI (DALL·E 3) was used in Steam community resources. Specifically in achievements art.
- Capsule images: The images were created by a professional artist who partially used AI - Title screen: The background image on the title screen was partially AI generated
Some elements of the images were textured using AI.
Capsule image Ingame Texts Ingame Images
Original art, Blender, AI and Photoshop are combined to create in-game assets
There was AI image generation used for creating bases for some environment textures, those bases were heavily modified by hand to fit the game from the original texture spit out by AI.
Translation of game dialogues
In the development of this game generative AI was used for environment mood boards, 3D model drafts, and soundtrack inspirations. Final in-game assets are all human-curated with purpose and intent.
Storepage descriptions frst draftwas were AI generated. Some concept work and refs for 'arts' were AI generated, used ChatGPT to help with grammar as well.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Enthrallor In-game content audio | The Music is Generated, everything else is not. | Neminis | - | Mar 18, 2026 | |
Paragon Slots In-game content art | Some base image assets were generated using AI and used in the graphic design of the custom graphics you see in-game. Anything AI generated was heavily edited, animated, and customized for our games needs. | Depiction Games | - | Mar 18, 2026 | |
SeDECKtion Dev only art | At the current stage of the project our artists use AI to quickly sketch the characters which are than made over by hands. | Stepico Games LTD | - | Mar 18, 2026 | |
Grand Soul Story In-game content art | DALL-E was used in the creation of some of the enemy battle sprites, character portraits, parallax backgrounds (4 total), and the in-game polaroid pictures. All generated images were further modified by the developer. | Jeremy Reineck | 28 | Mar 18, 2026 | |
Ghost Teen Escape from Limbo In-game content art | An AI tool has been used to create background sketches of the main character. Aesthetic modifications have been made to remove artifacts generated by this application. | Derik D.F | - | Mar 18, 2026 | |
Bet Your Brain In-game content text | The game's list of trivia questions and options are generated using ChatGPT 4.0 based on the categories that the developer decided to put into the game. Then, the questions and answers are verified before being put into the game. | Elemental Studios | - | Mar 18, 2026 | |
Sanguine In-game content artcodetext | Sanguine does not use AI to generate gameplay, dialogue, or dynamic content for players. The game experience is fully authored and designed.
AI was used in development in three ways:
-Coding assistance: GitHub Copilot was used as a tool to speed up writing code, with all implementations reviewed and customized by the developer.
-Small artwork elements: A limited number of in-game framed paintings, Steam Achievement Artwork, and Newspaper Artwork were created with AI and then curated/edited by the developer for use.
-Additionally, AI was used to assist with Localization Translations.
All story, characters, environments, music, voice performances, live VHS-style footage, 3D models, cutscenes, and overall production were created directly and originally for Sanguine, or were purchased for use, or are royalty-free for use. | Ryan Berg | 12 | Mar 18, 2026 | |
Battle Marine Store/marketing art | The main capsule image that appears in the card when sharing Battle Marine's store page URL on social media such as Twitter is created using a generative AI. | Yoji Suzuki | - | Mar 18, 2026 | |
Atom Assault In-game content art | AI is exclusively utilized in the pre-generated assets, with no live-generated AI employed. Following tools are used:
Photoshop AI (main tool): Utilized for improving art, inpainting, and outpainting.
Magnific AI: Employed for creative upscaling.
Midjourney: Utilized for concept art generation of some assets. Subsequently, assets undergo a manual improvement process in Photoshop by combining different elements from the concept art to maintain a consistent art style. For robot hand animations, the process involves Spine and Adobe After Effects. Additionally, vehicles usually undergo the creation of a 3D model in Blender. | GameEraStudios | - | Mar 18, 2026 | |
Eagles of World War 2 In-game content art | In game character art has been generated by AI but has been altered manually to best suit the style of the game. | Paul Connor | 15 | Mar 18, 2026 | |
Montezuma's Revenge - Director's Cut In-game content art | menu page background, and other static non-gameplay GUI oriented page graphics | Normal Distribution LLC | - | Mar 18, 2026 | |
Cosmos Milk Tea Live AI text | Part of the NPC dialogue is generated by AI | Emma Yang | - | Mar 18, 2026 | |
Deadly Parkour Store/marketing art | Cover and banners in the store page. | Onduck Games | - | Mar 18, 2026 | |
Mortal Fight: Lethal Revenge Unclear art | Some photos icons. | Kanuni Games OYUN YAZILIM VE PAZARLAMA Ticaret Limited Sirketi | - | Mar 18, 2026 | |
Mutant Boxing League VR In-game content art | AI has been used in this game to create backgrounds and some flat illustrations in the game. Backgrounds and images have then been modified and retouched by the studio to fit the game. | Filmic Studios | 33 | Mar 18, 2026 | |
Sauna of the DEAD In-game content arttext | Conversion from Japanese to foreign words and generation of terms suitable for games
Generating concept images
Generating icon images | Finger tip | 35 | Mar 18, 2026 | |
Zarathustra - Cybergeddon In-game content artaudio | Most of the artwork was generated by Dall-E 3 and the voice over is generated by elevenlabs.io | Tim Rachor | 69 | Mar 18, 2026 | |
ZomBay In-game content artcode | Some code and artwork was ai generated | Tegridy Made Games | 23 | Mar 18, 2026 | |
Game Changer: Zenith In-game content art | AI art is used for the capsule and for some in-game backgrounds such as the background at the general store and blacksmith. | Philip Wolfe | - | Mar 18, 2026 | |
杀青 In-game content artaudio | A small portion of visual effects and sound effects were created with the assistance of AI. | 蒐藏馆工作室 | 110 | Mar 18, 2026 | |
WESTMEN In-game content art | The trees in the Germany Stage (shown in the first trailer) were generated with retro-diffusion.
I intend to replace them with hand-drawn trees in the final game.
There's also the "modern art" enemy that has ai-generated images displayed inside a frame.
Besides that everything is hand made. | Studio DynoStorm | - | Mar 18, 2026 | |
Three Kingdoms: The Blood Moon In-game content art | Some item ICONS, card ICONS and characters were designed with AI-assisted.
The scenes were designed with AI-assisted. | Kygua Tech | 624 | Mar 18, 2026 | |
紫斗千问 Live AI text | This game utilizes AI to assist in personalizing responses to content. | WANG XUEYUAN | - | Mar 18, 2026 | |
Hopeless Sea In-game content text | This game involves localization works (Russian, Korean) generated from GPT. | Potato Cat | 26 | Mar 18, 2026 | |
文物数独 In-game content artaudio | In the game, we utilized AI to assist in creating some of the background art and character voiceover content. These elements have been refined and optimized by our design team to provide players with a richer and more immersive gaming experience. All AI-generated content complies with platform rules and copyright requirements and has undergone strict review. | MuccyGames | - | Mar 18, 2026 | |
Blood Sins In-game content audio | This game currently features AI-generated voiceovers to bring its characters and story to life. As a solo developer working on my first project, this was the most feasible option during development.
A post-release roadmap will be published, where I plan to transition to fully voiced lines by real voice actors as soon as resources allow. | JGG Log Studio | 14 | Mar 18, 2026 | |
Kubikon 3D In-game content text | AI used for some of the translations. | KUBI Games | 12 | Mar 18, 2026 | |
Jazzhands Dev only | We used some AI-tools to help develop the game. | Amber & Toby | - | Mar 18, 2026 | |
Mimic Me In-game content art | Steam store page assets as well as some in game UI were created using a combination of hand drawn artwork and AI generated content. | Nevergreen Games | - | Mar 18, 2026 | |
Double Crossed In-game content text | Double Crossed uses generative AI tools to help proofread and suggest minor edits to written text (e.g., in-game dialogue and marketing copy). No generative AI is used to create or alter in-game visuals, audio, or gameplay content. | Cold Signal | - | Mar 18, 2026 | |
Planet Scanner In-game content art | Planet surface images and some other 2D assets are AI-generated | Ham Goblin | 27 | Mar 18, 2026 | |
Lands of Fury In-game content text | AI was used for grammar support and translations into other languages. All in-game content is either developer-made or licensed from purchased assets. | Fife | 11 | Mar 18, 2026 | |
Skate Summit Store/marketing art | Use of AI for visual materials on the Steam page due to limited resources and budget. This is done to try to give the page a better appearance than what we could achieve with our own skills. | PiconicStudios | - | Mar 18, 2026 | |
Back to Hearth In-game content art | A small number of textures were created using AI, and then manually processed to match the game's visual style. | Podoba Interactive | 256 | Mar 18, 2026 | |
Simple Stock Trading Simulator Dev only code | There were 2 lines of code during the developmental process of building the game that I wasn't able to figure out on my own, I used Chat-GPT 3.5 in order to help out me with the code, and it filled in what I was struggling with. | AnitaLee Game Studio | - | Mar 18, 2026 | |
Valdis In-game content art | AI has been used in image generation for the portraits of the characters. These images are then post-processed through a quantizer, which lowers the resolution and quantizes the image into only having the colors from my color palette. | Sgull Games | - | Mar 18, 2026 | |
The Alchemist's Apprentice in the Maze of Madness Store/marketing art | The Maze on the Cover was generated with A.I. | ERMedia | - | Mar 18, 2026 | |
Tile Slider Unclear art | This game includes some AI-generated images. | Orbital | - | Mar 18, 2026 | |
Machine Fable In-game content art | Some TV images (interaction optional) for comedic effect | Neil Craig | - | Mar 18, 2026 | |
Conquistador Rex | This game is fully human‑programmed. All objects, characters and enemies were hand‑drawn with only one exception: The Rex head in level 10. A few AI‑generated images were used for Steam and simple backgrounds. | 8º Arte Games | - | Mar 18, 2026 | |
Invaders 360 In-game content art | The images of the story trailer and a few shop icons were generated with the help of AI. | Holo Games GbR | - | Mar 18, 2026 | |
The World's Hardest Game - On Steam Store/marketing art | Generative AI (DALL·E 3) was used in Steam community resources. Specifically in achievements art. | BrazMonkey Studio | 38 | Mar 18, 2026 | |
Juna - The Dreamwalker In-game content art | - Capsule images: The images were created by a professional artist who partially used AI
- Title screen: The background image on the title screen was partially AI generated | WinterLyrics | - | Mar 18, 2026 | |
Shadows Labyrinth In-game content art | Some elements of the images were textured using AI. | Kratos Games | - | Mar 18, 2026 | |
Rebel! In-game content textart | Capsule image
Ingame Texts
Ingame Images | The Ministry of Propaganda | 19 | Mar 18, 2026 | |
Snavenger In-game content art | Original art, Blender, AI and Photoshop are combined to create in-game assets | Conklin Systems | - | Mar 18, 2026 | |
Deadshot In-game content art | There was AI image generation used for creating bases for some environment textures, those bases were heavily modified by hand to fit the game from the original texture spit out by AI. | v0lt | 10 | Mar 18, 2026 | |
Cybertrash STATYX In-game content text | Translation of game dialogues | Uncle Frost Team | 12 | Mar 18, 2026 | |
Mailville In-game content artaudio | In the development of this game generative AI was used for environment mood boards, 3D model drafts, and soundtrack inspirations. Final in-game assets are all human-curated with purpose and intent. | HiveSpark LLC | - | Mar 18, 2026 | |
SLAVFIGHT Store/marketing textart | Storepage descriptions frst draftwas were AI generated. Some concept work and refs for 'arts' were AI generated, used ChatGPT to help with grammar as well. | SlavDev | - | Mar 18, 2026 |