We use AI as a supportive tool for localization.
- Creator
- Team Cognition
- Reviews
- -
- 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.
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Interactive or runtime AI features disclosed by the developer.
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We use AI as a supportive tool for localization.
AI was used to generate voiceover.
Outer Space Shack music is generated by AI.
We use prerendered AI generated voices for in-game voice overs for dialogue. It is a paid asset on the Unity Asset Store: https://assetstore.unity.com/packages/tools/generative-ai/deepvoice-ai-text-to-voice-251738
Artificial intelligence is used solely for minor content improvements and to speed up certain tasks in the development process. It is not used in any way to create original content.
AI Voice generation was used to generate voice of the in-game AI character (AI assistant ZERA is speaking to the player). AI was used to help the human editor person to correct dialogues written by a human.
Traxion 3 uses AI-generated voices for in-game characters.
AI is used to generate the background images of the logo and thats all.
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is also used to help translate the game.
The vast majority of the game is handcrafted. AI tools were used to assist in the creation of 2D character dialogue portraits and some minor environment textures.
This game features voice acting and ambient music created using ElevenLabs. We exclusively use Professional Voice Clones (PVC) from the ElevenLabs Voice Library, which are created with the explicit consent and verification of the original voice actors. Through ElevenLabs’ Royalty Sharing program, the voice artists are financially compensated for their work used in this project.
We use a limited amount of pre-rendered AI generated content in our game. The background announcers in the hub and gameplay announcer were made using text to speech generation.
As a solo developer I use AI assistance to generate graphics and audio content for my games and marketing material. No generative text is used.
Used for creating the game banner
art/music
Game contains recorded as well as AI generated voice lines based on licensed voice artists.
As much as we love handcrafted assets and visuals, we are only a two-person team. Some images, icons, and parts of the localization were created with the help of AI. This is a temporary solution, and our goal is to move away from AI-generated content entirely in the future.
Procedurally generated AI asteroids still in pre-alpha, we may need to relay on more AI generation to complete the episode.
We employ generative AI technologies during the creation of some assets. Typically this involves the ideation of content and visual reference material. These elements represent a minor component of the overall development. AI has been used to generate voices for an AI antagonist and a player advisor.
Some of our card art was produced with AI-generated images which our artists painted over and edited before animating the finished card. Some older marketing and website material has been AI-generated as well.
Aura Guidance system delivers generated knowledge based on real Rookie Help questions and answers.
Avatars were generated by AI
Used for creating the game banner
AI-Powered Cinematics & Immersion To bring the world of The Hive Pandemic to life, we’ve integrated cutting-edge AI technology to enhance both visuals and audio. 🎙️ AI Voice Generation – Leveraging Eleven Labs, we crafted realistic, emotive voice performances that breathe life into our characters, from the cold directives of corporate leaders to the haunting whispers of the Hive. 🎵 AI-Generated Music & Soundscapes – Using Suno, we designed dynamic, immersive soundscapes that evolve with the game’s intense action and eerie mind sequences. 🎨 AI-Assisted Cutscenes – Our art editor, combined with AI enhancements, has helped create stunning cinematic sequences, blending hand-crafted art with AI-powered refinements for a truly unique visual experience. By combining traditional artistry with AI-driven tools, The Hive Pandemic delivers a deeply atmospheric, story-rich experience that blurs the line between technology and creativity—just like the world it portrays.
Some small parts of in-game assets are AI generated (like part of background music, or voice)
AI-assisted tools may also be used during development for temporary voice-over drafts, sound exploration, and visual concept iteration, strictly as part of the production workflow. Final voice acting, sound effects, music selection, visual assets, and UI elements are curated, edited, or replaced by the developer before release to meet quality, consistency, and licensing standards. No AI systems generate live audio, voices, images, or visual content during gameplay. All final in-game audiovisual content is authored, validated, and intentionally integrated into the game experience.
Some of the translations were done with AI assistance.
The AI is used in one video in the steam and was used in videos between levels.
Voice Acting (But this is just a template that we will later replace with real voice actors.)
This game was initially developed without using Artificial Intelligence. Later, I added scenes and images improved with Generative Artificial Intelligence. They are locally generated using Stable diffusion, without resorting to paying any generative AI company. Although paying them could have given me better tools and results, I decided not to pay for their use to support the claim of artists for fair royalties. (It is not possible to discuss such a complex issue here, but I will consider opening a discussion on the topic in the game forum, follow my game to be notified if it is created) Most of the artistic content in the game, mainly music, is compensated in various ways depending on the case to its artists. My original content is registered, but the images generated by AI are essentially treated as 'creative commons' and I consider them fanarts of my characters. All added scenes and backgrounds are of high quality and maintain good coherence, avoiding deformities in hands, eyes, etc., and without annoying or confusing shapes. All AI-generated images are generated, selected, and edited exclusively by me, the creator of the game, to reflect my original vision, previously inaccessible due to high costs. I have sought to include only select content that enriches the narrative and immersion of the game.
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is also used to help translate the game; and is used for the AlienGPT custom species system using player inputs.
Use of AI-generated for some backgrounds
AI was used to help with translating content , generate visual ideas or content that our artists and content creators use later.
One of the Voice Actor's performances was digitally altered using AI tools.
AI tools are used to assist with artwork and localization.
Used AI powered video editing tool to animate the static images of our Rico Character and Sky Marshal. We used all our fully contracted and paid for existing content and images we had with these actors from our original recording sessions. No new AI content was generated.
The artist interacts with generative artificial intelligence to create the desired artistic effect that can evoke an emotional response.
We only use generative AI to create store page key art.
The storefront Logo for this game was created with the help of AI-assisted tools and was then further developed through manual work — modified, improved, and integrated to align with the game’s overall style and vision. No other AI generation was used in the development of this game.
We use AI for some 3d models and images, but most of the content created is not generated by AI.
Usage of AI-Generated and Assisted Illustrations in Shadow Empire Post-release Illustration Creation Process The developers use Midjourney and Nano Banana to generate high-resolution illustrations for new functionality added post-release, particularly for Vidcom and Stratagem artwork. These images are often post-processed by hand, as well as enhanced using tools like Magnific, Topaz Labs, or other upscaling and refinement software. AI in Post-release Portrait Art Portraits: A base image is generated using Midjourney with a generic prompt such as “portrait of young woman, military.” Smaller parts (eyes, nose, mouth, hair, etc.) are overlaid using DALL·E to create variations. Aging effects are achieved by rendering an older skin texture with partial transparency over the younger base face. The older the character, the more opaque the overlay becomes. (Note: Eyes and lips often retain a youthful appearance.) This effect is gradually applied using a limited number of sprite layers, allowing nuanced visual transitions. AI-Generated Art in Post-release Game Content The game includes AI-generated and AI-assisted illustrations for Vidcoms and Stratagems. All such AI-generated art is pre-generated — no generative AI tools are called or used in real-time by the game itself. The intention is to provide players with an option to toggle between the original and updated AI-enhanced graphics via preferences. (Note: This is an aim and may not yet apply to all content.)
Some steam community/marketing content
We have used in-house AI models to generate background assets, font, and some voices. We will continue to advance the practical application of AI in art creation. To discuss the latest progress in this field, welcome to contact us.
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
Parts of this game’s package image (including part of the logo design and part of the background image) were created by Sonic-Alpha using OpenAI's "ChatGPT Plus." No AI-generated elements are included in the main game or in-game content.
The 2D character portraits (standing illustrations) in the game were created using Stable Diffusion and are provided under the CreativeML Open RAIL-M license.
The game uses AI-generated illustrations and character voices. The promotional images for the game were generated by ChatGPT.
Text to speech and some pre-rendered portraits.
1. We used ChatGPT-4 to make some custom javascript plugins. 2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu.
Pre-generated Text-To-Speech Voice Cloning for the Homunculus AI, where it makes sense creatively.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Cognition Method In-game content text | We use AI as a supportive tool for localization. | Team Cognition | - | Mar 18, 2026 | |
Grimstar: Crystals are the New Oil! In-game content audio | AI was used to generate voiceover. | SvenRahn Games | 13 | Mar 18, 2026 | |
Outer Space Shack In-game content audio | Outer Space Shack music is generated by AI. | Open Lowcode SAS | 13 | Mar 18, 2026 | |
Out of Sight In-game content audio | We use prerendered AI generated voices for in-game voice overs for dialogue.
It is a paid asset on the Unity Asset Store: https://assetstore.unity.com/packages/tools/generative-ai/deepvoice-ai-text-to-voice-251738 | Mainframe Games | - | Mar 18, 2026 | |
PROPHUNT Dev only | Artificial intelligence is used solely for minor content improvements and to speed up certain tasks in the development process. It is not used in any way to create original content. | Venalith Game Studios | 18 | Mar 18, 2026 | |
Stardiver In-game content audiotext | AI Voice generation was used to generate voice of the in-game AI character (AI assistant ZERA is speaking to the player).
AI was used to help the human editor person to correct dialogues written by a human. | Green Planet Games | 31 | Mar 18, 2026 | |
Traxion 3000 In-game content audio | Traxion 3 uses AI-generated voices for in-game characters. | Play With Fire UG | - | Mar 18, 2026 | |
Mimetic Store/marketing art | AI is used to generate the background images of the logo and thats all. | ClockNotionStudio | 24 | Mar 18, 2026 | |
Sins of a Solar Empire II In-game content arttext | This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is also used to help translate the game. | Ironclad Games Corporation | 5k | Mar 18, 2026 | |
Dreadhunter In-game content arttext | The vast majority of the game is handcrafted. AI tools were used to assist in the creation of 2D character dialogue portraits and some minor environment textures. | Trickster Arts | 133 | Mar 18, 2026 | |
Drone Alone In-game content audio | This game features voice acting and ambient music created using ElevenLabs. We exclusively use Professional Voice Clones (PVC) from the ElevenLabs Voice Library, which are created with the explicit consent and verification of the original voice actors. Through ElevenLabs’ Royalty Sharing program, the voice artists are financially compensated for their work used in this project. | Helskor Games | - | Mar 18, 2026 | |
DeadBlitZ In-game content audio | We use a limited amount of pre-rendered AI generated content in our game. The background announcers in the hub and gameplay announcer were made using text to speech generation. | Mewzur | - | Mar 18, 2026 | |
Squirrelmageddon! In-game content artaudio | As a solo developer I use AI assistance to generate graphics and audio content for my games and marketing material. No generative text is used. | Squirrel Brain Games | - | Mar 18, 2026 | |
Cyberpunk SFX Store/marketing art | Used for creating the game banner | Whale Rock Games | 207 | Mar 18, 2026 | |
Starfighter General Unclear artaudio | art/music | James Sager III | 31 | Mar 18, 2026 | |
X4: Foundations In-game content audio | Game contains recorded as well as AI generated voice lines based on licensed voice artists. | Egosoft | 13.2k | Mar 18, 2026 | |
SteelGuard In-game content arttext | As much as we love handcrafted assets and visuals, we are only a two-person team. Some images, icons, and parts of the localization were created with the help of AI. This is a temporary solution, and our goal is to move away from AI-generated content entirely in the future. | Sephiron Forge | - | Mar 18, 2026 | |
ARM Planetary Prospectors Episode 1 In-game content art | Procedurally generated AI asteroids
still in pre-alpha, we may need to relay on more AI generation to complete the episode. | Nefarious Dimensions Interactive Games | 47 | Mar 18, 2026 | |
Stellaris In-game content artaudiotext | We employ generative AI technologies during the creation of some assets. Typically this involves the ideation of content and visual reference material. These elements represent a minor component of the overall development. AI has been used to generate voices for an AI antagonist and a player advisor. | Paradox Development Studio | 76.2k | Mar 18, 2026 | |
Infinity Wars - Animated Trading Card Game In-game content art | Some of our card art was produced with AI-generated images which our artists painted over and edited before animating the finished card. Some older marketing and website material has been AI-generated as well. | Lightmare Studios | 2.4k | Mar 18, 2026 | |
EVE Online Live AI text | Aura Guidance system delivers generated knowledge based on real Rookie Help questions and answers. | Fenris Creations | 23k | Mar 18, 2026 | |
Space Alliance: Frontier In-game content art | Avatars were generated by AI | Black Lime Studio | - | Mar 18, 2026 | |
Cybernetic Fault Store/marketing art | Used for creating the game banner | Whale Rock Games | 609 | Mar 18, 2026 | |
The Hive Pandemic In-game content audioarttext | AI-Powered Cinematics & Immersion
To bring the world of The Hive Pandemic to life, we’ve integrated cutting-edge AI technology to enhance both visuals and audio.
🎙️ AI Voice Generation – Leveraging Eleven Labs, we crafted realistic, emotive voice performances that breathe life into our characters, from the cold directives of corporate leaders to the haunting whispers of the Hive.
🎵 AI-Generated Music & Soundscapes – Using Suno, we designed dynamic, immersive soundscapes that evolve with the game’s intense action and eerie mind sequences.
🎨 AI-Assisted Cutscenes – Our art editor, combined with AI enhancements, has helped create stunning cinematic sequences, blending hand-crafted art with AI-powered refinements for a truly unique visual experience.
By combining traditional artistry with AI-driven tools, The Hive Pandemic delivers a deeply atmospheric, story-rich experience that blurs the line between technology and creativity—just like the world it portrays. | Starving Lama Games | - | Mar 18, 2026 | |
Space Architect In-game content audio | Some small parts of in-game assets are AI generated (like part of background music, or voice) | Albert Wiatr | 268 | Mar 18, 2026 | |
Hack The Stars In-game content audioart | AI-assisted tools may also be used during development for temporary voice-over drafts, sound exploration, and visual concept iteration, strictly as part of the production workflow.
Final voice acting, sound effects, music selection, visual assets, and UI elements are curated, edited, or replaced by the developer before release to meet quality, consistency, and licensing standards.
No AI systems generate live audio, voices, images, or visual content during gameplay.
All final in-game audiovisual content is authored, validated, and intentionally integrated into the game experience. | LeandroSilva | - | Mar 18, 2026 | |
Solar Expanse In-game content text | Some of the translations were done with AI assistance. | SpaceOps | 1.2k | Mar 18, 2026 | |
Dixotomia In-game content art | The AI is used in one video in the steam and was used in videos between levels. | DeepMatrix | - | Mar 18, 2026 | |
No More Light Unclear audio | Voice Acting (But this is just a template that we will later replace with real voice actors.) | Para 51 Games | - | Mar 18, 2026 | |
Artificial Life 2061: Cybersys - Diva Of The VRworld, Babel Project: "Kodota Komori 1416" [Made by: Joseph Sanz] In-game content art | This game was initially developed without using Artificial Intelligence.
Later, I added scenes and images improved with Generative Artificial Intelligence.
They are locally generated using Stable diffusion, without resorting to paying any generative AI company. Although paying them could have given me better tools and results, I decided not to pay for their use to support the claim of artists for fair royalties. (It is not possible to discuss such a complex issue here, but I will consider opening a discussion on the topic in the game forum, follow my game to be notified if it is created)
Most of the artistic content in the game, mainly music, is compensated in various ways depending on the case to its artists.
My original content is registered, but the images generated by AI are essentially treated as 'creative commons' and I consider them fanarts of my characters.
All added scenes and backgrounds are of high quality and maintain good coherence, avoiding deformities in hands, eyes, etc., and without annoying or confusing shapes.
All AI-generated images are generated, selected, and edited exclusively by me, the creator of the game, to reflect my original vision, previously inaccessible due to high costs.
I have sought to include only select content that enriches the narrative and immersion of the game. | Joseph Sanz | - | Mar 18, 2026 | |
Galactic Civilizations IV Live AI arttext | This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is also used to help translate the game; and is used for the AlienGPT custom species system using player inputs. | Stardock Entertainment | 1.7k | Mar 18, 2026 | |
Antimatter In-game content art | Use of AI-generated for some backgrounds | Geoffroy Pirard | - | Mar 18, 2026 | |
Wild Planet In-game content arttext | AI was used to help with translating content , generate visual ideas or content that our artists and content creators use later. | MonkeyFactory Media | 42 | Mar 18, 2026 | |
Lost In Space In-game content audio | One of the Voice Actor's performances was digitally altered using AI tools. | Scary Robot | 27 | Mar 18, 2026 | |
Time Wasters In-game content arttext | AI tools are used to assist with artwork and localization. | Proton Studio | 1.4k | Mar 18, 2026 | |
Starship Troopers: Extermination In-game content art | Used AI powered video editing tool to animate the static images of our Rico Character and Sky Marshal. We used all our fully contracted and paid for existing content and images we had with these actors from our original recording sessions. No new AI content was generated. | Offworld | 20.8k | Mar 18, 2026 | |
EMPTY₁ / пустышка Unclear art | The artist interacts with generative artificial intelligence to create the desired artistic effect that can evoke an emotional response. | dipgames | - | Mar 18, 2026 | |
Warspace Store/marketing art | We only use generative AI to create store page key art. | Magic Game Art | 20 | Mar 18, 2026 | |
Xylith Store/marketing art | The storefront Logo for this game was created with the help of AI-assisted tools and was then further developed through manual work — modified, improved, and integrated to align with the game’s overall style and vision. No other AI generation was used in the development of this game. | Daniel Gill | - | Mar 18, 2026 | |
Outerstellar In-game content art | We use AI for some 3d models and images, but most of the content created is not generated by AI. | Strange Horizons Ltd | 172 | Mar 17, 2026 | |
Shadow Empire In-game content art | Usage of AI-Generated and Assisted Illustrations in Shadow Empire
Post-release Illustration Creation Process
The developers use Midjourney and Nano Banana to generate high-resolution illustrations for new functionality added post-release, particularly for Vidcom and Stratagem artwork.
These images are often post-processed by hand, as well as enhanced using tools like Magnific, Topaz Labs, or other upscaling and refinement software.
AI in Post-release Portrait Art
Portraits: A base image is generated using Midjourney with a generic prompt such as “portrait of young woman, military.”
Smaller parts (eyes, nose, mouth, hair, etc.) are overlaid using DALL·E to create variations.
Aging effects are achieved by rendering an older skin texture with partial transparency over the younger base face. The older the character, the more opaque the overlay becomes. (Note: Eyes and lips often retain a youthful appearance.)
This effect is gradually applied using a limited number of sprite layers, allowing nuanced visual transitions.
AI-Generated Art in Post-release Game Content
The game includes AI-generated and AI-assisted illustrations for Vidcoms and Stratagems.
All such AI-generated art is pre-generated — no generative AI tools are called or used in real-time by the game itself.
The intention is to provide players with an option to toggle between the original and updated AI-enhanced graphics via preferences. (Note: This is an aim and may not yet apply to all content.) | VR Designs | 1.4k | Mar 17, 2026 | |
Relic Space Store/marketing | Some steam community/marketing content | Fourfold Games | 37 | Mar 17, 2026 | |
Snowdome In-game content artaudio | We have used in-house AI models to generate background assets, font, and some voices.
We will continue to advance the practical application of AI in art creation. To discuss the latest progress in this field, welcome to contact us. | Lunatic Works | 206 | Mar 17, 2026 | |
Android Amazones Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | 11 | Mar 17, 2026 | |
Air Combat MF Store/marketing art | Parts of this game’s package image (including part of the logo design and part of the background image) were created by Sonic-Alpha using OpenAI's "ChatGPT Plus." No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | - | Mar 17, 2026 | |
PARADISE In-game content art | The 2D character portraits (standing illustrations) in the game were created using Stable Diffusion and are provided under the CreativeML Open RAIL-M license. | Sonic-Alpha | - | Mar 17, 2026 | |
末日機甲:戰術獵人 In-game content artaudio | The game uses AI-generated illustrations and character voices.
The promotional images for the game were generated by ChatGPT. | 遊樂黨 Yo!DawnLa | 32 | Mar 17, 2026 | |
Infinity: Battlescape In-game content audioart | Text to speech and some pre-rendered portraits. | I-Novae Studios, LLC | 635 | Mar 17, 2026 | |
Star Shift Legacy In-game content artcode | 1. We used ChatGPT-4 to make some custom javascript plugins.
2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu. | Psychronic Game Studios | - | Mar 17, 2026 | |
Void Crew In-game content audio | Pre-generated Text-To-Speech Voice Cloning for the Homunculus AI, where it makes sense creatively. | Hutlihut Games | 5k | Mar 17, 2026 |