Some images or sound effects are generated by AI.
- Creator
- Lokin
- Reviews
- 529
- Added
- Mar 18, 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.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some images or sound effects are generated by AI.
Various assets that have been hand crafted have been run through AI filters to either improve or create variations of the original media.
Some models, music and pictures are made by artificial intelligence.
Generative AI was only used to create image references during the creation of promotionnal artworks : The main promotional artwork shows a hallway where the pillars and the lights are arranged to form the word : DON'T. The artist who drew these promotional artworks used generative AI to get reference images on how to integrate text with natural elements of a scene so that the elements of the scene seems to be forming letters. The final artwork is purely derivative and original and was made by the artist from zero, with the help of the AI generated images as inspiration for placing the letters on the final drawing.
"Uncanny Valley: Machine" uses images and music generated by neural networks. Images are generated using stable diffusion. When creating the models used, commercial use of the generated images is permitted. When creating the images, no names of any authors or companies were indicated. Most of the images were edited using photo editors. The following types of images were generated by II: Characters; Backgrounds; Interior objects. All music in "Uncanny Valley: Machine" was generated by the MusicGen AI, which allows the generated music to be used for commercial purposes.
AI is used as marketing, sprites, images, and a Steam page
Alchemy of the Earth contains limited generative AI, for things like item icons, audio, and interface backgrounds. No generative AI was used in the creation of any 3D assets, music, writing, or environment/level design.
Used for the Achievements icons as well as the portraits in the game
The design of each character and location is thought out and created manually by me alone, but I also use neural networks in pre-production to help render fine details faster. No Live-Generated AI content is used.
In order to speed up the production level and progress of a small portion of posters and photos within frames, I used AI tools to generate this small piece. I maintain a cautious attitude towards using AI. It can only assist me with a small part of my art work, and the vast majority still require human brain design. For a highly creative game, I think there should still be human brain to complete the vast majority. AI can only do some art assistance work.
AI is used in various ways such as in parts of logos, in-game icons, and in the design of creatures.
Used it to generate parts of Artwork for the steam capsules
AI tools were used to support the development process of X Burger: Visuals: Some environmental textures and specific parts of the promotional art on the store page were created or edited with the assistance of AI. Music & Audio: Some musical backgrounds supporting the game's atmosphere were composed or enhanced using AI tools. Content Generation: The entire script and core game design are 100% hand-crafted by the developer; AI was utilized solely as a tool to visually and audibly support this creative vision.
I have used AI for generating some of the UI elements such as Buttons, Icons and Shapes in the Game. In addition, I have used AI for generating achievement icon.
This game used some AI generated ghost images.
This game uses a locally-run language model to power live, on-device conversations with an AI character — no data leaves your computer. All visual and audio assets are human-made or commercially licensed. A small number of assets used AI generation as an early drafting tool; each was subsequently revised and finalized by human artists to meet our visual and quality standards.
A small portion of visual effects and sound effects were created with the assistance of AI.
Artificial intelligence (AI) was used for generating initial sketches of backgrounds in some game scenes.
Some artwork in Deal of the Dead Final Cut was created with the assistance of OpenArt AI software.
I use the service to generate artificial intelligence voices for characters. The voice generation process does not occur in real-time, but rather beforehand, allowing me to test and evaluate the content before using it in the game. Additionally, I implement appropriate preventive measures to ensure that the generated content is suitable and compliant with legal requirements and Steam standards
一部の画像、3Dモデルの作成に生成AIを使用しています。
Images of trailer and Voice cover of HQ are AI pre-rendered
Some of the pictures of entities were created with AI from OpenAI.ai. Some were sourced from non-AI copyright-free sites like Pexels.com
I use ai tool to create the HDR environment map for depth.
Game sounds and character concepts are AI generated
AI has been used for some unique textures and photo adjustments. No assets are created AI exclusively.
Used to generate store and library images. And a few images for menu in game.
AI generated images are only used for the store page, art, and logos in the game.
AI tools were utilized sparingly to assist in early development of some background images. All AI-assisted content has been heavily refined and painted over by the artist.
AI was used for the logo text.
Used in the production process of background illustrations.
We use edited images that incorporate AI-generated pictures for posters and product labels within the game.
Some capsule images were made with AI
concept art for pictures, posters
Character portraits, in-game prerenders, key art, and scare screens are currently rendered with Midjourney AI. Some of this content may be replaced with human-drawn art if the budget can be found between now and the final release planned for 7/14/24.
At Lovely Bytes, we're not just developers, we're passionate gamers like you. And because we understand the gamer's perspective, we firmly believe that the heart of a truly great game lies in the emotional depth and authenticity that only human creativity can provide. In the development of UNHEIM, artificial intelligence plays a supporting role to accelerate our production, and is used mindfully to help us with certain time-consuming tasks, such as visual brainstorming, or speeding up the process of creating some of the textures. Additionally, AI bravely tackles the Herculean task of turning our chaotic creative thoughts and wild brainstorming scribbles into something resembling coherent, actionable documents. Our approach to AI is to use it as a tool to augment our skills and capabilities, not to substitute the craft elements that are crucial for creating a deeply engaging and memorable game experience. Now go and have fun getting scared to death, knowing that what you experience is the result of a mindful blend of assistive technology and traditional craftsmanship.
Planet surface images and some other 2D assets are AI-generated
Some images like paintings or puzzles are currently AI generated. Maybe they will be removed later on. Some voicelines has been enhanced through AI.
The game's own logo is an artificial intelligence generated logo. It is used on the store page and library images.
Nearly all content in the game including gameplay, environments, and story was handcrafted. Some cosmetic elements, such as nose-art decals, icons, were AI generated or AI-assisted, then manually refined to match the game's visual style and tone.
We use AI only to create some images and videos inside the game and some images and videos on the store. All the source code is made by hand, no IA was used for the creation of this game
We use a picture ai like Midjourney to generate pictures. We use those picture to combine them with each other in after effects or davinci and then we animate them and put them into our Cards
The game is developed solo, and during Early Access I’ve occasionally used AI-generated placeholders — some of which I actually quite like. These are temporary and will likely be replaced over time.
This work uses CG and background illustrations partially created by image generation AI.
This game features AI-generated content to enhance the experience. AI is used to assist in creating in-game images, text, music, and sound effects, helping to shape the atmospheric world. Every AI-generated asset is carefully curated and refined to fit the game's style, ensuring a high-quality and cohesive experience.
We use DALL E 2 in our project to generate item icons. DALL E 2 is not subject to copyright.
- Voice
We utilized artificial intelligence for character voiceovers and 3D modeling.
some paintings, and some audio
AI assets created with self-created characters are included in the photo. Photo made by Midjourney.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
School 666 In-game content artaudio | Some images or sound effects are generated by AI. | Lokin | 529 | Mar 18, 2026 | |
Cul-De-Sac In-game content art | Various assets that have been hand crafted have been run through AI filters to either improve or create variations of the original media. | Ryan McFate | - | Mar 18, 2026 | |
Horror of Victim In-game content artaudio | Some models, music and pictures are made by artificial intelligence. | Soporific team | - | Mar 18, 2026 | |
Trust The Backrooms Store/marketing art | Generative AI was only used to create image references during the creation of promotionnal artworks :
The main promotional artwork shows a hallway where the pillars and the lights are arranged to form the word : DON'T.
The artist who drew these promotional artworks used generative AI to get reference images on how to integrate text with natural elements of a scene so that the elements of the scene seems to be forming letters.
The final artwork is purely derivative and original and was made by the artist from zero, with the help of the AI generated images as inspiration for placing the letters on the final drawing. | GobGames Studio | - | Mar 18, 2026 | |
Uncanny Valley: Machine In-game content artaudio | "Uncanny Valley: Machine" uses images and music generated by neural networks.
Images are generated using stable diffusion. When creating the models used, commercial use of the generated images is permitted.
When creating the images, no names of any authors or companies were indicated.
Most of the images were edited using photo editors.
The following types of images were generated by II:
Characters;
Backgrounds;
Interior objects.
All music in "Uncanny Valley: Machine" was generated by the MusicGen AI, which allows the generated music to be used for commercial purposes. | Outcast Developers | 15 | Mar 18, 2026 | |
Backrooms: Steps into the abyss In-game content art | AI is used as marketing, sprites, images, and a Steam page | SUDT Games | 24 | Mar 18, 2026 | |
Alchemy of the Earth In-game content artaudio | Alchemy of the Earth contains limited generative AI, for things like item icons, audio, and interface backgrounds. No generative AI was used in the creation of any 3D assets, music, writing, or environment/level design. | Tamalpais Games | 21 | Mar 18, 2026 | |
Lights Off: Director's Cut In-game content art | Used for the Achievements icons as well as the portraits in the game | Insanctum Games | 170 | Mar 18, 2026 | |
Perfect Castle Dev only art | The design of each character and location is thought out and created manually by me alone, but I also use neural networks in pre-production to help render fine details faster. No Live-Generated AI content is used. | Livinskii Aleksandr | - | Mar 18, 2026 | |
死亡汇报 In-game content art | In order to speed up the production level and progress of a small portion of posters and photos within frames, I used AI tools to generate this small piece. I maintain a cautious attitude towards using AI. It can only assist me with a small part of my art work, and the vast majority still require human brain design. For a highly creative game, I think there should still be human brain to complete the vast majority. AI can only do some art assistance work. | Uncle Coward | - | Mar 18, 2026 | |
ヴィクトルズ・テスト・ナイト In-game content art | AI is used in various ways such as in parts of logos, in-game icons, and in the design of creatures. | 727 Not Hound | 64 | Mar 18, 2026 | |
The Greatest Dungeon Store/marketing art | Used it to generate parts of Artwork for the steam capsules | me | - | Mar 18, 2026 | |
X Burger In-game content artaudio | AI tools were used to support the development process of X Burger:
Visuals: Some environmental textures and specific parts of the promotional art on the store page were created or edited with the assistance of AI.
Music & Audio: Some musical backgrounds supporting the game's atmosphere were composed or enhanced using AI tools.
Content Generation: The entire script and core game design are 100% hand-crafted by the developer; AI was utilized solely as a tool to visually and audibly support this creative vision. | Midnight Fork | - | Mar 18, 2026 | |
Bunker Invaders In-game content art | I have used AI for generating some of the UI elements such as Buttons, Icons and Shapes in the Game. In addition, I have used AI for generating achievement icon. | Kelecik | 102 | Mar 18, 2026 | |
Hospital 666 In-game content art | This game used some AI generated ghost images. | Lokin | 1.2k | Mar 18, 2026 | |
In Waiting Live AI arttext | This game uses a locally-run language model to power live, on-device conversations with an AI character — no data leaves your computer. All visual and audio assets are human-made or commercially licensed. A small number of assets used AI generation as an early drafting tool; each was subsequently revised and finalized by human artists to meet our visual and quality standards. | CynicalMonkeys | - | 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 | |
Whispers of Prague: The Executioner's Last Cut In-game content art | Artificial intelligence (AI) was used for generating initial sketches of backgrounds in some game scenes. | Shader Mess | 51 | Mar 18, 2026 | |
Deal of the Dead Final Cut In-game content art | Some artwork in Deal of the Dead Final Cut was created with the assistance of OpenArt AI software. | Snarkle Studios | 26 | Mar 18, 2026 | |
Whispering Lane In-game content audio | I use the service to generate artificial intelligence voices for characters. The voice generation process does not occur in real-time, but rather beforehand, allowing me to test and evaluate the content before using it in the game. Additionally, I implement appropriate preventive measures to ensure that the generated content is suitable and compliant with legal requirements and Steam standards | Airem | 91 | Mar 18, 2026 | |
クビトリドオルズ・レトリーバー: 島津怪談01 In-game content art | 一部の画像、3Dモデルの作成に生成AIを使用しています。 | 727 Not Hound | 41 | Mar 18, 2026 | |
The Moon 2044 In-game content artaudio | Images of trailer and Voice cover of HQ are AI pre-rendered | RedKar Devs | 13 | Mar 18, 2026 | |
The Lancaster Leak - Entity Exam In-game content art | Some of the pictures of entities were created with AI from OpenAI.ai. Some were sourced from non-AI copyright-free sites like Pexels.com | Jeremy Fischer | 509 | Mar 18, 2026 | |
Hunting Shadows In-game content art | I use ai tool to create the HDR environment map for depth. | Volkan Kutlubay | - | Mar 18, 2026 | |
Tralalero Tralala : Survive the night In-game content audioart | Game sounds and character concepts are AI generated | Axel`sGuns | 11 | Mar 18, 2026 | |
Blood On The Thames In-game content art | AI has been used for some unique textures and photo adjustments. No assets are created AI exclusively. | Team Firestorm | 16 | Mar 18, 2026 | |
Lunar Resilience In-game content art | Used to generate store and library images. And a few images for menu in game. | Beonin Studios | - | Mar 18, 2026 | |
The Krampus Store/marketing art | AI generated images are only used for the store page, art, and logos in the game. | Horrid Vision LLC | 13 | Mar 18, 2026 | |
Shepherd's Eye Dev only art | AI tools were utilized sparingly to assist in early development of some background images. All AI-assisted content has been heavily refined and painted over by the artist. | Studio Adamina | - | Mar 18, 2026 | |
Cursed Dawn Store/marketing text | AI was used for the logo text. | Cursed Studios | - | Mar 18, 2026 | |
Cthulhu Mythos ADV The Isle Of Ubohoth Unclear art | Used in the production process of background illustrations. | Gotcha Gotcha Games | 32 | Mar 18, 2026 | |
鳴蟇村 In-game content art | We use edited images that incorporate AI-generated pictures for posters and product labels within the game. | DorsalFin Studio | 37 | Mar 18, 2026 | |
Castle of Lord Velimir Store/marketing art | Some capsule images were made with AI | GM hack | - | Mar 18, 2026 | |
grave desecrator Store/marketing art | concept art for pictures, posters | huascar el vicioso | - | Mar 18, 2026 | |
Backstage: Murdered Sleep In-game content art | Character portraits, in-game prerenders, key art, and scare screens are currently rendered with Midjourney AI. Some of this content may be replaced with human-drawn art if the budget can be found between now and the final release planned for 7/14/24. | invisible inc games | - | Mar 18, 2026 | |
Unheim In-game content arttext | At Lovely Bytes, we're not just developers, we're passionate gamers like you. And because we understand the gamer's perspective, we firmly believe that the heart of a truly great game lies in the emotional depth and authenticity that only human creativity can provide.
In the development of UNHEIM, artificial intelligence plays a supporting role to accelerate our production, and is used mindfully to help us with certain time-consuming tasks, such as visual brainstorming, or speeding up the process of creating some of the textures. Additionally, AI bravely tackles the Herculean task of turning our chaotic creative thoughts and wild brainstorming scribbles into something resembling coherent, actionable documents.
Our approach to AI is to use it as a tool to augment our skills and capabilities, not to substitute the craft elements that are crucial for creating a deeply engaging and memorable game experience.
Now go and have fun getting scared to death, knowing that what you experience is the result of a mindful blend of assistive technology and traditional craftsmanship. | Lovely Bytes | 52 | 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 | |
Bionics In-game content artaudio | Some images like paintings or puzzles are currently AI generated. Maybe they will be removed later on.
Some voicelines has been enhanced through AI. | Tylobix UG (haftungsbeschränkt) | - | Mar 18, 2026 | |
Jinni : Haunted House Store/marketing art | The game's own logo is an artificial intelligence generated logo. It is used on the store page and library images. | DanikStudios | 25 | Mar 18, 2026 | |
Mecha Knights: Nightmare 2 In-game content art | Nearly all content in the game including gameplay, environments, and story was handcrafted. Some cosmetic elements, such as nose-art decals, icons, were AI generated or AI-assisted, then manually refined to match the game's visual style and tone. | Damian Kubiak | - | Mar 18, 2026 | |
County Hospital Cautery In-game content art | We use AI only to create some images and videos inside the game and some images and videos on the store. All the source code is made by hand, no IA was used for the creation of this game | LFR games | - | Mar 18, 2026 | |
Dire - Flesh and Phobia In-game content art | We use a picture ai like Midjourney to generate pictures. We use those picture to combine them with each other in after effects or davinci and then we animate them and put them into our Cards | 2weak | - | Mar 18, 2026 | |
Hiraeth Dev only art | The game is developed solo, and during Early Access I’ve occasionally used AI-generated placeholders — some of which I actually quite like. These are temporary and will likely be replaced over time. | Jade Horse | 24 | Mar 18, 2026 | |
廃村散策会活動記録 In-game content art | This work uses CG and background illustrations partially created by image generation AI. | mokosoft | 25 | Mar 18, 2026 | |
Nightfall Wardens In-game content arttextaudio | This game features AI-generated content to enhance the experience. AI is used to assist in creating in-game images, text, music, and sound effects, helping to shape the atmospheric world. Every AI-generated asset is carefully curated and refined to fit the game's style, ensuring a high-quality and cohesive experience. | - | - | Mar 18, 2026 | |
Don't Shout Together In-game content art | We use DALL E 2 in our project to generate item icons. DALL E 2 is not subject to copyright. | SinisterGames | 470 | Mar 18, 2026 | |
Drive Beyond Horizons Unclear audio | - Voice | Drive Beyond Horizons | 7.1k | Mar 18, 2026 | |
The House In-game content audioart | We utilized artificial intelligence for character voiceovers and 3D modeling. | DarkSheep Games | - | Mar 18, 2026 | |
Project Hybrid Unclear artaudio | some paintings, and some audio | Vacantknight5 | - | Mar 18, 2026 | |
LetMeOut Store/marketing art | AI assets created with self-created characters are included in the photo.
Photo made by Midjourney. | Eojin Kim | - | Mar 18, 2026 |