music by ai
- Creator
- Bakuevo
- Reviews
- -
- Added
- Aug 4, 2026
Public Steam disclosure research 25,512 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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music by ai
Some in-game voice lines and music were created with generative AI. No AI content is generated live during gameplay.
Steam capsule art is made with the help of generative artificial intelligence.
Some of the content in this game was created using generative AI tools - this includes converting to seamless textures, some visual elements, localization (interface translations), as well as some sound effects and music. All AI-generated materials have been reviewed, edited and adapted by the game's creators.
Generative AI was used for text proofreading on the Steam store page and to assist in creating Steam capsule artwork.
The only AI assistance we used was for brainstorming and polishing the wording of the Steam store page description/marketing copy. AI was not used to generate visual assets or in-game content
We used AI tools during development to assist with portions of the game's code and some textures/images. All AI-assisted content was reviewed and finalized by the development team before being included in the game. No AI-generated content is created during gameplay.
AI tools were used only during the concept development stages. All final content was reviewed and edited by the development team. All artwork used on the Steam store page was created by freelance 2D artists.
Generative AI tools (img2img / AI styling) were used to enhance and stylize original, hand-created base artwork and concept sketches into finalized high-fidelity assets.
Some pre-generated 2D artwork, character portraits, branding, and marketing assets were created using generative AI tools and subsequently selected, edited, and integrated by the developer. The game does not use live-generated AI content during gameplay.
Artificial intelligence was used in the creation of some 2D artwork and the trailer's audio.
Some 2D art assets in this game (such as item and relic icons) were created with the assistance of generative AI image tools. All AI-assisted assets are reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay.
During the development of El sonido de un sueño, generative AI tools were used as support for the creation and prototyping of some game assets, including 3D models, visual elements, music and programming assistance. All AI-generated or AI-assisted content was reviewed, edited, integrated and manually adjusted by the development team before being included in the game. The game does not use live generative AI during gameplay. No text, images, music, dialogue or narrative decisions are generated by AI while the player is playing.
Some visual assets and textures used in this game were created or assisted by generative AI and have been reviewed and modified by the developer before being included in the final game.
Generative AI was used during development to assist with some visual assets, text and localization, and code. All AI-assisted content included in the game and its marketing materials was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Some of Pick Playground's development was assisted by generative AI tools, including parts of the code and some of the art. Everything in the game was reviewed and finalized by the developer.
Some icons were generated using AI.
Generative AI tools were used during development to assist with the creation of certain visual assets, 3D assets, textures, localization text, and other pre-generated content included with the product. All such content has been manually reviewed, selected, and edited by the developer to ensure quality and to avoid illegal, infringing, or impersonating content.
Some images are maded with AI
Some in-game backgrounds and icons, as well as icons in the game preview thumbnails.
Some of the in-game text has been translated using AI.
Generative AI was used during development as a supporting tool to create secondary assets and assist with text revision. All AI-generated content was manually reviewed, edited, and integrated into the game engine to ensure the project's visual and gameplay consistency.
Header image
This game uses AI-generated audio content, including some music, sound, and voice elements.
As a solo developer, I use generative image AI to assist in creating Called Shot's 2D artwork — specifically the card illustrations and the store page key art (capsule images). No content is generated by AI in real time during gameplay. All AI-assisted art is created in advance during development, then reviewed and revised before being included in the game. The in-game 3D models and environment art are not AI-generated.
Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence.
The store page and in-game localized text have been translated using AI.
Some of the art assets in Battle of Plans were produced with AI-assisted tools. Specifically, a number of 3D props (weapon models) were created using AI-assisted 3D generation and then manually retopologized, re-textured and integrated by our team, and some promotional/store images were created with AI image tools. Every AI-assisted asset was reviewed by a human before it shipped. Localization into languages other than Turkish and English was produced with machine translation. The game does not generate any content while you play: there is no AI chat, no AI-generated dialogue, and no runtime asset generation. Player chat is written by players and filtered server-side.
The game contains content created with the assistance of AI tools. AI-assisted tools were used during development, including programming assistance and the creation of some audio and 3D assets. These assets were reviewed, edited, and integrated into the game by the developers.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
1. Game Logo (Marketing / Store Page Asset) The game's logo was created using generative AI tools. This logo appears on the store page, marketing materials, and within the game itself 2. Player Battle Armor Voice (In-Game Audio) The player's battle armor uses voice samples generated using the ElevenLabs AI voice synthesis platform. This voice is heard in-game when the player receives feedback from the armor system (e.g., status alerts, warnings, or interactions).
Generative AI was used in this game to assist with the creation of some character voiceovers and in the coding process. The game's visual and narrative design were created by our team.
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets. Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
Icons, Background Images
This game uses pre-generated AI only for some decorative static models in scenes, selected UI assets, and promotional artwork, all of which have been manually reviewed by our team. It contains no live-generated AI content; core gameplay and level design are original works of the development team.
Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles. 3D art: Made by a professional artist. No AI. Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work. Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues. Illustrations: Not in the game yet. They will be commissioned from professional artists.
AI was used to generate some music and in-game images.
Greenrise includes a small amount of AI-assisted content created during development (pre-generated): one sound effect and one visual asset were made with the help of generative AI tools. Generative AI was also used to help review and verify the game's localization. The game does not generate any AI content live at runtime. We hold the rights to use this content and it does not infringe on any third-party intellectual property.
Generative AI was used in the creation of some of the digital assets in this game.
Artificial Intelligence was used primarily for generating Steam capsule artwork, specific gameplay sounds, and assistance with mathematical code functions. All AI-generated content was manually edited and reviewed throughout every stage of development.
some of the 3D vases are created with help of AI
This project is human-led and human-authored. The core concept, research direction, cultural framing, interactive decisions, visual judgement, source selection, and the final content of the work were all determined by me. AI was used as a supporting production tool, mainly for: debugging Unity and C# errors; suggesting code structure for prototype scripts; organising local folders and repository structure; searching for public references and technical resources; and drafting editable documentation outlines that I then reviewed and revised. AI was not used as an autonomous author. It did not decide the research direction, cultural interpretation, aesthetic intention, or final meaning of the work. AI-generated text and code were treated as working material - selected, edited, corrected, rejected, or rewritten. The personal reflection was written by me; no AI-generated text is presented as personal reflective writing.
The store page and promotional images for VoxCaster were made with the help of generative AI tools. The game itself contains no real-time AI-generated content. All AI-assisted art is human-reviewed.
Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services.
Mars Directive features autonomous AI characters powered by Large Language Models. They don't just generate dialogue—they can observe their surroundings, reason about situations, make independent decisions, interact with the environment, and communicate naturally with both the player and each other. Their behavior is guided by character definitions, gameplay context, and behavioral rules to ensure a consistent gameplay experience.
AI were used to improve the language and readability of the in-game tutorial and the Steam store page.
Part of the art and audio assets are AI-generated.
This game uses AI-generated voice acting. All character voices were synthesized with ElevenLabs using original text prompts and original scripts written for this game. No real person's voice was cloned, recorded, or used as source material. Some creature and ambient sound effects are also AI-generated. All audio is pre-generated and ships with the game; nothing is generated at runtime.
This game uses pre-generated AI content for a small number of UI button press sound effects created during development using ElevenLabs. These audio assets are included in the shipped game and do not generate dynamically during gameplay. The game does not use live generative AI to create player-facing content while the game is running.
AI is used for store page capsule art and in-game character portrait art creation, which are then remodeled by our graphic.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
MAINLINE In-game content audio | music by ai | Bakuevo | - | Aug 4, 2026 | |
Taxi Shift In-game content audio | Some in-game voice lines and music were created with generative AI. No AI content is generated live during gameplay. | Shaktillar Games | - | Aug 4, 2026 | |
Little Legs Store/marketing art | Steam capsule art is made with the help of generative artificial intelligence. | Twenty Ninety Creative | - | Aug 4, 2026 | |
Texas Oil Baron In-game content artaudiotext | Some of the content in this game was created using generative AI tools - this includes converting to seamless textures, some visual elements, localization (interface translations), as well as some sound effects and music. All AI-generated materials have been reviewed, edited and adapted by the game's creators. | Slabon Games | - | Aug 4, 2026 | |
Broken Dagger Store/marketing textart | Generative AI was used for text proofreading on the Steam store page and to assist in creating Steam capsule artwork. | Electro Soul Games | - | Aug 4, 2026 | |
Gold Up Store/marketing text | The only AI assistance we used was for brainstorming and polishing the wording of the Steam store page description/marketing copy. AI was not used to generate visual assets or in-game content | ASHVEIL Games | - | Aug 4, 2026 | |
Only Booze: Liquor Store Simulator In-game content artcode | We used AI tools during development to assist with portions of the game's code and some textures/images. All AI-assisted content was reviewed and finalized by the development team before being included in the game. No AI-generated content is created during gameplay. | HighOnGames | - | Aug 4, 2026 | |
Deep Blue Sushi Dev only art | AI tools were used only during the concept development stages. All final content was reviewed and edited by the development team. All artwork used on the Steam store page was created by freelance 2D artists. | PaperPixel Games | 96 | Aug 3, 2026 | |
Nightmare Owl In-game content art | Generative AI tools (img2img / AI styling) were used to enhance and stylize original, hand-created base artwork and concept sketches into finalized high-fidelity assets. | Backbreaker games | - | Aug 3, 2026 | |
RuinsEnd Store/marketing art | Some pre-generated 2D artwork, character portraits, branding, and marketing assets were created using generative AI tools and subsequently selected, edited, and integrated by the developer. The game does not use live-generated AI content during gameplay. | Dungeon Builder Studios | - | Aug 2, 2026 | |
Fish Restaurant & Farming Simulator In-game content artaudio | Artificial intelligence was used in the creation of some 2D artwork and the trailer's audio. | Arcane Lantern studio | - | Aug 2, 2026 | |
Memory Cyphers In-game content art | Some 2D art assets in this game (such as item and relic icons) were created with the assistance of generative AI image tools. All AI-assisted assets are reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay. | Brain Soda Games | - | Aug 2, 2026 | |
El sonido de un sueño In-game content artaudiocode | During the development of El sonido de un sueño, generative AI tools were used as support for the creation and prototyping of some game assets, including 3D models, visual elements, music and programming assistance. All AI-generated or AI-assisted content was reviewed, edited, integrated and manually adjusted by the development team before being included in the game.
The game does not use live generative AI during gameplay. No text, images, music, dialogue or narrative decisions are generated by AI while the player is playing. | Juan Carlos Rios Gamez | - | Aug 2, 2026 | |
AFTERLIGHT: The Apartment In-game content art | Some visual assets and textures used in this game were created or assisted by generative AI and have been reviewed and modified by the developer before being included in the final game. | SUPERLIGHTTTT | 12 | Aug 2, 2026 | |
GO or STOP In-game content arttextcode | Generative AI was used during development to assist with some visual assets, text and localization, and code. All AI-assisted content included in the game and its marketing materials was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | lee09lee26 | - | Aug 2, 2026 | |
Pick Playground In-game content artcode | Some of Pick Playground's development was assisted by generative AI tools, including parts of the code and some of the art. Everything in the game was reviewed and finalized by the developer. | Nathan Young | - | Aug 2, 2026 | |
A Volta Dos Que Não Foram In-game content art | Some icons were generated using AI. | Dellamarque Productions | - | Aug 2, 2026 | |
DeskFamiliar In-game content arttext | Generative AI tools were used during development to assist with the creation of certain visual assets, 3D assets, textures, localization text, and other pre-generated content included with the product. All such content has been manually reviewed, selected, and edited by the developer to ensure quality and to avoid illegal, infringing, or impersonating content. | LinxTech | - | Aug 2, 2026 | |
Fame & Fear: Dungeon Architect Unclear art | Some images are maded with AI | Wasdlab | - | Aug 2, 2026 | |
敵国工場への潜入 In-game content art | Some in-game backgrounds and icons, as well as icons in the game preview thumbnails. | Asaruto | - | Aug 2, 2026 | |
Gyakuten Seven VR In-game content text | Some of the in-game text has been translated using AI. | Gyakuten Games | - | Aug 2, 2026 | |
Princess Vs Zombies: Mermaid Curse In-game content arttext | Generative AI was used during development as a supporting tool to create secondary assets and assist with text revision. All AI-generated content was manually reviewed, edited, and integrated into the game engine to ensure the project's visual and gameplay consistency. | Mermie Studio | - | Aug 2, 2026 | |
Wild West Poker Store/marketing art | Header image | Day Zero Studio | - | Aug 2, 2026 | |
Prospector Collector In-game content audio | This game uses AI-generated audio content, including some music, sound, and voice elements. | Kevuru Games | - | Aug 2, 2026 | |
Called Shot In-game content art | As a solo developer, I use generative image AI to assist in creating Called Shot's 2D artwork — specifically the card illustrations and the store page key art (capsule images). No content is generated by AI in real time during gameplay. All AI-assisted art is created in advance during development, then reviewed and revised before being included in the game. The in-game 3D models and environment art are not AI-generated. | SIMYA Softworks | - | Aug 2, 2026 | |
Grainhold Store/marketing art | Artificial intelligence was used to create certain user interface elements and to modify the Steam capsule. Although the background of the Steam capsule comes directly from the game, the image was modified using artificial intelligence. | CreakGames | - | Aug 2, 2026 | |
RutMaker In-game content text | The store page and in-game localized text have been translated using AI. | 雷都打不醒 | - | Aug 2, 2026 | |
Battle Of Plans In-game content arttext | Some of the art assets in Battle of Plans were produced with AI-assisted
tools. Specifically, a number of 3D props (weapon models) were created using
AI-assisted 3D generation and then manually retopologized, re-textured and
integrated by our team, and some promotional/store images were created with
AI image tools. Every AI-assisted asset was reviewed by a human before it
shipped.
Localization into languages other than Turkish and English was produced with
machine translation.
The game does not generate any content while you play: there is no AI chat,
no AI-generated dialogue, and no runtime asset generation. Player chat is
written by players and filtered server-side. | Battle Of Plans | - | Aug 1, 2026 | |
Gorgeous Baby Bella In-game content audioart | The game contains content created with the assistance of AI tools. AI-assisted tools were used during development, including programming assistance and the creation of some audio and 3D assets. These assets were reviewed, edited, and integrated into the game by the developers. | Nextr Studio | - | Aug 1, 2026 | |
Twigs and Firewood In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 1, 2026 | |
The Jacksaw Rift War In-game content artaudio | 1. Game Logo (Marketing / Store Page Asset)
The game's logo was created using generative AI tools. This logo appears on the store page, marketing materials, and within the game itself
2. Player Battle Armor Voice (In-Game Audio)
The player's battle armor uses voice samples generated using the ElevenLabs AI voice synthesis platform. This voice is heard in-game when the player receives feedback from the armor system (e.g., status alerts, warnings, or interactions). | Samuel Botha | - | Aug 1, 2026 | |
Bloody Pineapple In-game content audiocode | Generative AI was used in this game to assist with the creation of some character voiceovers and in the coding process. The game's visual and narrative design were created by our team. | Exodeep Studio | - | Aug 1, 2026 | |
ESCAPE FROM TOUHOU In-game content art | Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction. | FIVE DUCK GAMES | - | Aug 1, 2026 | |
KN Tower Unclear art | Icons, Background Images | Kricom Network | - | Aug 1, 2026 | |
Rolling Free In-game content art | This game uses pre-generated AI only for some decorative static models in scenes, selected UI assets, and promotional artwork, all of which have been manually reviewed by our team. It contains no live-generated AI content; core gameplay and level design are original works of the development team. | Comfort Zone Game | - | Aug 1, 2026 | |
Morancairn: The Silent Wake Dev only codetext | Code: I'm a solo developer and I use AI coding agents. The architecture, game design, systems, and direction are mine; the agents write code to my spec, under my review. That includes the UI, which agents build from my own designs and styles.
3D art: Made by a professional artist. No AI.
Music and SFX: Currently placeholders, licensed from Ocular Sounds, who state their sounds are crafted from original source recordings by their in-house sound design team. To be replaced with commissioned work.
Writing: Written by me. AI agents help me edit and apply corrections; I approve every word that ships. A professional writer will be brought on as development continues.
Illustrations: Not in the game yet. They will be commissioned from professional artists. | Aether Codex | - | Aug 1, 2026 | |
Food Inspector Simulator In-game content artaudio | AI was used to generate some music and in-game images. | Spoiled Food | - | Aug 1, 2026 | |
Greenrise In-game content audioarttext | Greenrise includes a small amount of AI-assisted content created during development (pre-generated): one sound effect and one visual asset were made with the help of generative AI tools. Generative AI was also used to help review and verify the game's localization. The game does not generate any AI content live at runtime. We hold the rights to use this content and it does not infringe on any third-party intellectual property. | Crafted by Fuchs | - | Aug 1, 2026 | |
Zone//Zero In-game content art | Generative AI was used in the creation of some of the digital assets in this game. | OmniVibe | - | Aug 1, 2026 | |
Bandidos em Brasilia In-game content artaudiocode | Artificial Intelligence was used primarily for generating Steam capsule artwork, specific gameplay sounds, and assistance with mathematical code functions. All AI-generated content was manually edited and reviewed throughout every stage of development. | EndrewA Studios | - | Aug 1, 2026 | |
Lightgun Shooting Range In-game content art | some of the 3D vases are created with help of AI | Misfortune Studios | - | Aug 1, 2026 | |
Kairos-与时偕行 Dev only codetext | This project is human-led and human-authored. The core concept, research direction, cultural framing, interactive decisions, visual judgement, source selection, and the final content of the work were all determined by me.
AI was used as a supporting production tool, mainly for: debugging Unity and C# errors; suggesting code structure for prototype scripts; organising local folders and repository structure; searching for public references and technical resources; and drafting editable documentation outlines that I then reviewed and revised.
AI was not used as an autonomous author. It did not decide the research direction, cultural interpretation, aesthetic intention, or final meaning of the work. AI-generated text and code were treated as working material - selected, edited, corrected, rejected, or rewritten. The personal reflection was written by me; no AI-generated text is presented as personal reflective writing. | Jiakang Lin | - | Aug 1, 2026 | |
VoxCaster Store/marketing art | The store page and promotional images for VoxCaster were made with the help of generative AI tools. The game itself contains no real-time AI-generated content. All AI-assisted art is human-reviewed. | Busu Gaming Studio | - | Aug 1, 2026 | |
三国无界 Store/marketing art | Some store page and marketing visual assets, such as capsule art, screenshots, thumbnails, and promotional video imagery, were created or enhanced with generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services. | WU HUI CHEN | - | Aug 1, 2026 | |
Mars Directive Live AI text | Mars Directive features autonomous AI characters powered by Large Language Models. They don't just generate dialogue—they can observe their surroundings, reason about situations, make independent decisions, interact with the environment, and communicate naturally with both the player and each other. Their behavior is guided by character definitions, gameplay context, and behavioral rules to ensure a consistent gameplay experience. | Blackdeep Technologies | - | Aug 1, 2026 | |
FerzGate In-game content text | AI were used to improve the language and readability of the in-game tutorial and the Steam store page. | FirconED | - | Aug 1, 2026 | |
Mahjong Encyclopedia In-game content artaudio | Part of the art and audio assets are AI-generated. | Bad Murloc Studio | - | Aug 1, 2026 | |
Bloodlust & Harmony In-game content audio | This game uses AI-generated voice acting. All character voices were synthesized with ElevenLabs using original text prompts and original scripts written for this game. No real person's voice was cloned, recorded, or used as source material. Some creature and ambient sound effects are also AI-generated. All audio is pre-generated and ships with the game; nothing is generated at runtime. | Cyber Mouse | - | Aug 1, 2026 | |
Launch Window In-game content audio | This game uses pre-generated AI content for a small number of UI button press sound effects created during development using ElevenLabs. These audio assets are included in the shipped game and do not generate dynamically during gameplay. The game does not use live generative AI to create player-facing content while the game is running. | Ben Hamilton | - | Aug 1, 2026 | |
Mystery Box Simulator In-game content art | AI is used for store page capsule art and in-game character portrait art creation, which are then remodeled by our graphic. | Games Incubator | - | Aug 1, 2026 |