Music and Localization made by AI
- Creator
- Nethound Games
- Reviews
- -
- Added
- Oct 1, 2026
Public Steam disclosure research 25,376 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 and Localization made by AI
Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets.
This game uses generative artificial intelligence (AI) to assist with localization. AI tools were used to generate translations of the game’s text into multiple languages. The translations were reviewed and edited by the development team to ensure quality and accuracy. No generative AI was used to create gameplay content, art, audio, or other core elements of the game.
Generative AI is used to help processing and improving the sprites of the different mechs.
AI tools were used to create or edit some in-game and store artwork and textures, and to assist with translations. Creative direction and final content selection are ours. No AI content is generated during gameplay.
Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play.
Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play.
Generative AI tools were used during development. The 3D models of the animals, leaders, enemies and bosses, along with many environment props, started as AI-generated models, and most 2D icons started as AI-generated images. All of them were then adapted to the game's paper-doodle style. AI tools also helped write and translate the game's text. The game does not use AI to generate any content while you play.
Generative AI was used during development to create 3D models, music, sound effects, and promotional artwork, and to assist with localization, store-page text, and the implementation of game logic and code. This content and code are prepared during development. The game does not generate content or code using AI or connect to external AI services during gameplay.
This game heavily utilizes AI in all parts of the game but final displayed results were all refined by human.
Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game.
Generative AI was used during development to create some 2D artwork, including machines, enemies and environments, and to assist with in-game text, English and German localization, and store materials. These are pre-generated assets and texts.
AI was used to help code some parts of the game and find bugs
I use generative AI tools to help develop some in-game assets.
Generative AI tools were used to assist with the localization and translation of the game's text into additional languages.
Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay.
Generative AI was used during development to create some artwork, character animation assets, music, and promotional artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to an AI service.
This game was developed with the help of AI tools. AI assisted with programming, and some pre-generated content was created with AI assistance: pixel-art visual effects, background music, Japanese and Chinese translations, and parts of the store page text. All AI-assisted content was reviewed and edited by the developer. The game does not generate any content with AI while you play.
The game's translation and some visual and marketing elements may have been created with the assistance of AI.
Store page capsule images and some in-game sound effects were generated using AI
Atharia uses generative AI tools under the developer's constant direction. The combat animations are AI-generated video clips, converted into sprites and integrated into custom-built staging. Background environments and interface elements are also created with AI assistance. Every asset is art-directed, selected and validated by the developer before it enters the game.
Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision. AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators. Screenshots and GIFs show real gameplay. The game does not use generative AI while you play.
AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime.
This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created.
Generative AI has been used to help work with coding. All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought)
Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay.
Deep Lantern contains some pre-generated visual assets created or assisted with generative AI, including certain textures, interface or illustrative visual elements, which were then reviewed, edited, and integrated manually by the developer. The game does not use live generative AI during gameplay, and players cannot generate content in-game using AI.
DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets.
character design
The game engine is written with substantial AI assistance. Some dialogues and quest texts are AI generated, and are successively replaced by human-written dialogue. Every piece of flavor text has a label that states the author (human or ai). The 3D character models are currently generated with AI, and then transformed through a custom pipeline to work with the text-based graphics and CPU rendering. It is possible to replace them with manually crafted models.
Some promotional artwork on this store page was created using generative AI tools. All in-game assets (characters, environments, effects) are original or licensed third-party content.
Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime.
AI-assisted tools were used during development to help create visual assets. These assets are included as finished content; the game does not use generative AI during gameplay.
The campaign's spoken dialogue is AI-generated speech. Over 650 lines were produced with ElevenLabs under a paid plan that licenses commercial use of the output. I wrote every line of that dialogue myself - the writing is mine, the performance is synthetic. I would prefer human voice actors and intend to replace these recordings when the project can afford it. No AI-generated art ships in the game. Every ship, station and environment mesh is either licensed art or made by me. A set of AI-generated 3D models was removed from the project in July 2026. The combat and zone music tracks are AI-generated songs I made with Suno on a paid plan that grants commercial-use rights to the output. The remaining music and all sound effects are licensed audio packs and my own work.
Some 3D models and textures in MemTown were created or converted with the assistance of generative AI during development. These assets are used for certain tools, capture capsules, resource objects, and production facilities in the territory.
I only use AI to aid in coding. I am a solo dev and i built all music and all artwork.
This game uses generative AI to assist in creating visual and audio assets, and in translating and localizing in-game text into multiple languages.
Library Capsule Library Header Library Hero Library Logo Store Capsule Store Header can contain AI generated images.
This game was made with the help of generative AI. AI tools were used during development to create visual assets, sound and music, parts of the source code, and the translations of this page and the in-game text. Everything was chosen, edited and assembled by hand before release. Nothing is generated while you play — all content ships with the game.
Portraits of characters and creatures are generated using Stable Diffusion. They appear in-game and in store page materials. I plan to replace all generated portraits with hand-drawn art. Some in-game labels and text descriptions are placeholders generated by an LLM. I am gradually rewriting them by hand.
In-game visuals and audio were developed with AI assistance.
I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing.
AI is used throughout game development.
AI elements were used for the text. No AI-generated content is created during gameplay.
Some visual and text content in KAZENRA was created or refined with the assistance of generative AI tools during development. All such content was reviewed, selected, edited, and integrated by the developer before release. The game does not generate AI content during gameplay.
This game used generative AI for asset creation during development. The HQ statue's 3D model was created with Meshy AI, and background music was composed with Suno AI. Most in-game icons and images were created using Google Gemini and ChatGPT.
Some of the game's content was created with the help of generative AI tools and then edited, cleaned up, rigged, animated and integrated by the developer. This includes 3D models of characters and enemies, 2D art such as ability icons, UI elements and some store page artwork, sound effects, and parts of the store page text. All gameplay, design, balance and final assembly were done by the developer.
Most of the game's visual art and sound was pre-generated with AI tools and then selected, edited and placed by the developer: the dungeon panoramas, room props, floors, town and building plates, character portraits, walk and combat sprite sheets, monster, boss and villager sprites, item, skill and stack icons, combat and reward effects, and the store page art were generated with the FLUX.1 image model through fal.ai and animated with AutoSprite; the sound effects, ambience beds, voice barks and music were generated with ElevenLabs. Every generated file, the tool that made it and the prompt that asked for it are recorded in the game's files (assets/README.md and assets/PROMPTS.md). All game text, design, rules and code are written by people. Nothing is generated while you play: the game contains no live AI generation and calls no AI service at runtime.
We used AI to generate artworks only. entire game mechanics, assets and other things are human made
Some store and library capsule art was produced with image-generation tools (SDXL and a chat assistant) using our own in-game screenshots as the input image. The underlying game content -- models, textures, code, text -- is authored by us without generative AI. All generated art was reviewed by us before publication.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
HYPERINFLATION In-game content audiotext | Music and Localization made by AI | Nethound Games | - | Oct 1, 2026 | |
Bannerborn In-game content artcode | Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets. | Digital Mishappp | - | Oct 1, 2026 | |
Cowboy Cats In-game content text | This game uses generative artificial intelligence (AI) to assist with localization.
AI tools were used to generate translations of the game’s text into multiple languages. The translations were reviewed and edited by the development team to ensure quality and accuracy. No generative AI was used to create gameplay content, art, audio, or other core elements of the game. | Cat Nails Studio | - | Oct 1, 2026 | |
Tungsteel In-game content art | Generative AI is used to help processing and improving the sprites of the different mechs. | Dikaryon | - | Oct 1, 2026 | |
Night at the Fun Park In-game content arttext | AI tools were used to create or edit some in-game and store artwork and textures, and to assist with translations. Creative direction and final content selection are ours. No AI content is generated during gameplay. | Sitting Teddy | - | Oct 1, 2026 | |
Zooccer In-game content artaudiotextcode | Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play. | Domp Studio | - | Oct 1, 2026 | |
Twisted Survivors In-game content artaudiotext | Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play. | Six | - | Oct 1, 2026 | |
AutoBeast Survivors In-game content arttext | Generative AI tools were used during development. The 3D models of the animals, leaders, enemies and bosses, along with many environment props, started as AI-generated models, and most 2D icons started as AI-generated images. All of them were then adapted to the game's paper-doodle style. AI tools also helped write and translate the game's text. The game does not use AI to generate any content while you play. | Melonsaur | - | Oct 1, 2026 | |
AETHERIA In-game content artaudiotextcode | Generative AI was used during development to create 3D models, music, sound effects, and promotional artwork, and to assist with localization, store-page text, and the implementation of game logic and code. This content and code are prepared during development. The game does not generate content or code using AI or connect to external AI services during gameplay. | P's Games | - | Oct 1, 2026 | |
Sutja In-game content artaudiocodetext | This game heavily utilizes AI in all parts of the game but final displayed results were all refined by human. | BlueBug | - | Oct 1, 2026 | |
HEAVENBREAK In-game content arttext | Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game. | GPUN Corp. | - | Oct 1, 2026 | |
Fibonex In-game content arttext | Generative AI was used during development to create some 2D artwork, including machines, enemies and environments, and to assist with in-game text, English and German localization, and store materials. These are pre-generated assets and texts. | Fibonexia | - | Oct 1, 2026 | |
Sketch Kingdom Dev only code | AI was used to help code some parts of the game and find bugs | COCOASOO | - | Oct 1, 2026 | |
SaviorS : Oath of the Blade In-game content | I use generative AI tools to help develop some in-game assets. | Ouloboros Studio | - | Oct 1, 2026 | |
Dybbuk In-game content text | Generative AI tools were used to assist with the localization and translation of the game's text into additional languages. | Saul Morag Black | - | Oct 1, 2026 | |
GRID DEFENSE: GRID WAR In-game content artaudiotext | Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay. | Keke Studio | - | Sep 30, 2026 | |
CRUSH LOAD In-game content artaudio | Generative AI was used during development to create some artwork, character animation assets, music, and promotional artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to an AI service. | BREYES | - | Sep 30, 2026 | |
Soul Saver In-game content artaudiotext | This game was developed with the help of AI tools. AI assisted with programming, and some pre-generated content was created with AI assistance: pixel-art visual effects, background music, Japanese and Chinese translations, and parts of the store page text. All AI-assisted content was reviewed and edited by the developer. The game does not generate any content with AI while you play. | 박민근 | - | Sep 30, 2026 | |
Joker Chess In-game content textart | The game's translation and some visual and marketing elements may have been created with the assistance of AI. | Join Digital Land | - | Sep 30, 2026 | |
The Pale Sorcerer In-game content artaudio | Store page capsule images and some in-game sound effects were generated using AI | akameC | - | Sep 30, 2026 | |
Atharia In-game content art | Atharia uses generative AI tools under the developer's constant direction. The combat animations are AI-generated video clips, converted into sprites and integrated into custom-built staging. Background environments and interface elements are also created with AI assistance. Every asset is art-directed, selected and validated by the developer before it enters the game. | Symbolics Games | - | Sep 30, 2026 | |
Slavlands: Tribes at War In-game content audioart | Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision.
AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators.
Screenshots and GIFs show real gameplay. The game does not use generative AI while you play. | SAD Games Studio | - | Sep 30, 2026 | |
Oortbound In-game content text | AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime. | Viking Mango | - | Sep 30, 2026 | |
Oceans - Survival In-game content codeart | This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created. | Albin Renlund | - | Sep 30, 2026 | |
Restless Path Dev only code | Generative AI has been used to help work with coding.
All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought) | Cotenko Games | - | Sep 30, 2026 | |
CORE//PULSE In-game content text | Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay. | EEE Inc. | - | Sep 30, 2026 | |
Deep Lantern In-game content art | Deep Lantern contains some pre-generated visual assets created or assisted with generative AI, including certain textures, interface or illustrative visual elements, which were then reviewed, edited, and integrated manually by the developer.
The game does not use live generative AI during gameplay, and players cannot generate content in-game using AI. | Deep Lantern | - | Sep 30, 2026 | |
光与绽森语 Live AI text | DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets. | DAWNBLOOM Studio | - | Sep 30, 2026 | |
Necromarch art | character design | MGM LLC | - | Sep 30, 2026 | |
Swaggerfall In-game content textart | The game engine is written with substantial AI assistance.
Some dialogues and quest texts are AI generated, and are successively replaced by human-written dialogue. Every piece of flavor text has a label that states the author (human or ai).
The 3D character models are currently generated with AI, and then transformed through a custom pipeline to work with the text-based graphics and CPU rendering. It is possible to replace them with manually crafted models. | holonaut | - | Sep 30, 2026 | |
Through the Void: Echoes In-game content art | Some promotional artwork on this store page was created using generative AI tools. All in-game assets (characters, environments, effects) are original or licensed third-party content. | TON | - | Sep 30, 2026 | |
Waters Store/marketing art | Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime. | Mad Wizards | - | Sep 30, 2026 | |
Plander In-game content art | AI-assisted tools were used during development to help create visual assets. These assets are included as finished content; the game does not use generative AI during gameplay. | https://shortstorygames.eu | - | Sep 30, 2026 | |
Odyssey Wars In-game content audiotext | The campaign's spoken dialogue is AI-generated speech. Over 650 lines were produced with ElevenLabs under a paid plan that licenses commercial use of the output. I wrote every line of that dialogue myself - the writing is mine, the performance is synthetic. I would prefer human voice actors and intend to replace these recordings when the project can afford it.
No AI-generated art ships in the game. Every ship, station and environment mesh is either licensed art or made by me. A set of AI-generated 3D models was removed from the project in July 2026.
The combat and zone music tracks are AI-generated songs I made with Suno on a paid plan that grants commercial-use rights to the output. The remaining music and all sound effects are licensed audio packs and my own work. | Doidge Interactive | - | Sep 30, 2026 | |
MemTown In-game content art | Some 3D models and textures in MemTown were created or converted with the assistance of generative AI during development. These assets are used for certain tools, capture capsules, resource objects, and production facilities in the territory. | Mememememem | - | Sep 30, 2026 | |
Creators of War Dev only code | I only use AI to aid in coding. I am a solo dev and i built all music and all artwork. | Journeyman Games | - | Sep 30, 2026 | |
Happy Chain Friends In-game content artaudiotext | This game uses generative AI to assist in creating visual and audio assets, and in translating and localizing in-game text into multiple languages. | TheGameIsDifficult Studio | - | Sep 30, 2026 | |
Tarnish Online Store/marketing art | Library Capsule
Library Header
Library Hero
Library Logo
Store Capsule
Store Header can contain AI generated images. | Temel KIRCI | - | Sep 30, 2026 | |
Puzzle Together In-game content artaudiocodetext | This game was made with the help of generative AI.
AI tools were used during development to create visual assets, sound and music, parts
of the source code, and the translations of this page and the in-game text. Everything
was chosen, edited and assembled by hand before release.
Nothing is generated while you play — all content ships with the game. | Cozy Tech INC | - | Sep 30, 2026 | |
rogOut In-game content arttext | Portraits of characters and creatures are generated using Stable Diffusion. They appear in-game and in store page materials. I plan to replace all generated portraits with hand-drawn art.
Some in-game labels and text descriptions are placeholders generated by an LLM. I am gradually rewriting them by hand. | Stasoun | - | Sep 30, 2026 | |
Fable's Prelude In-game content artaudio | In-game visuals and audio were developed with AI assistance. | Cupixel | - | Sep 30, 2026 | |
BlightMist Idle In-game content artcode | I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing. | AzureMistKingdom | - | Sep 30, 2026 | |
PWC Simulator Unclear | AI is used throughout game development. | Sender Jim's | - | Sep 29, 2026 | |
Scribble Tanks Dev only text | AI elements were used for the text. No AI-generated content is created during gameplay. | Alexander Komissarov | - | Sep 28, 2026 | |
KAZENRA In-game content arttext | Some visual and text content in KAZENRA was created or refined with the assistance of generative AI tools during development. All such content was reviewed, selected, edited, and integrated by the developer before release. The game does not generate AI content during gameplay. | Mecun Games | - | Sep 28, 2026 | |
PanzerCity In-game content artaudio | This game used generative AI for asset creation during development. The HQ statue's 3D model was created with Meshy AI, and background music was composed with Suno AI. Most in-game icons and images were created using Google Gemini and ChatGPT. | Columbidae Games | - | Sep 28, 2026 | |
Realm Protectors In-game content artaudiotext | Some of the game's content was created with the help of generative AI tools and then edited, cleaned up, rigged, animated and integrated by the developer. This includes 3D models of characters and enemies, 2D art such as ability icons, UI elements and some store page artwork, sound effects, and parts of the store page text. All gameplay, design, balance and final assembly were done by the developer. | slimevault | - | Sep 28, 2026 | |
May the Best Craft Win In-game content artaudio | Most of the game's visual art and sound was pre-generated with AI tools and then selected, edited and placed by the developer: the dungeon panoramas, room props, floors, town and building plates, character portraits, walk and combat sprite sheets, monster, boss and villager sprites, item, skill and stack icons, combat and reward effects, and the store page art were generated with the FLUX.1 image model through fal.ai and animated with AutoSprite; the sound effects, ambience beds, voice barks and music were generated with ElevenLabs. Every generated file, the tool that made it and the prompt that asked for it are recorded in the game's files (assets/README.md and assets/PROMPTS.md). All game text, design, rules and code are written by people. Nothing is generated while you play: the game contains no live AI generation and calls no AI service at runtime. | SCVI Media | - | Sep 28, 2026 | |
DEADLINE: LAST CHECKPOINT In-game content art | We used AI to generate artworks only. entire game mechanics, assets and other things are human made | Redcontroller Interactive | - | Sep 28, 2026 | |
Dealer's Tell: All Bets Are Final Store/marketing art | Some store and library capsule art was produced with image-generation tools
(SDXL and a chat assistant) using our own in-game screenshots as the input
image. The underlying game content -- models, textures, code, text -- is
authored by us without generative AI. All generated art was reviewed by us
before publication. | MistaNonik | - | Sep 28, 2026 |