We use AI for capsule image and loading screens.
- Creator
- CO's Entertainment
- Reviews
- 60
- 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.
We use AI for capsule image and loading screens.
Our team uses generative AI tools to help develop some in game assets.
Enhanced Visuals with AI-Generated Art In our game, we've utilized generative AI art to create unique assets that enhance your experience. This includes visually striking loading screens and engaging menu backgrounds, all designed with AI technology for an aesthetically pleasing gaming environment. Simple yet effective, this approach adds a distinctive touch to your gameplay experience.
The game’s logo + the achievment logos was generated using AI and then manually edited and finalized by the developer. No gameplay, art, or audio content was AI-generated. All in-game content was manually created. The AI-generated logo does not affect gameplay or user experience.
Some of the store artwork (Steam capsules) are designed with assistance of generative AI. The game itself - includding the music, levels, code and all artwork - is "hand made" without any of this AI stuff.
Some translations are AI-generated.
Capsule image Ingame Texts Ingame Images
Used AI to create images such as loading screen and steam art.
- Text-related: Translation of store descriptions for non-Japanese stores
AI was used to generate voiceovers for tutorial.
Some art resources was generated using open-source AI image generators.
Original art, Blender, AI and Photoshop are combined to create in-game assets
This game uses AI-generated content for: Store capsule artwork All AI content has been reviewed and edited by our development team to ensure quality and appropriateness.
We have used AI-generated content for player-selectable BGM and cover images in the game lobby, as well as voice-overs. Among these, all voice-overs have been completely replaced with professional voice actors' recordings in time for the Early Access release. We are currently conducting an internal investigation regarding unconfirmed content, and all confirmed AI-generated assets will be replaced with human-created assets by the official 1.0 release.
The main uses of AI in the creation of this game were for minor coding problems, such as what sorting algorithm to use and detecting bugs occasionally. The second main use was the art. The majority of art in the game is ai generated, but there are no influences on the generation based off of real images. All generated images are random and pre-generated. Keep in mind none of the names in the game are ai generated.
Some dialogues feature AI-generated voices. Parts of the marketing assets - including store texts other than english or german- are modified / localized with AI.
Placeholder loading screens and some in-game materials were made with AI assistance.
We use the automatic generation function in AI in the creation of BGM.
Collapsed State is a project created by the RevoltGPT to showcase the power of our proprietary game development platform! This project was created almost entirely using our proprietary AI game engine editor, which you can use yourself at https://revoltgpt.dev! Thank you so much to our community for coming together to turn this project into a reality, we truly appreciate each and every one of you!
Some AI tools were used as part of the creative process to assist with brainstorming, polishing text, and improving efficiency in content creation. However, all final assets, visuals, and materials are manually reviewed, edited, and finalized by the development team to ensure original quality and consistency with the game’s vision. No, the game does not use AI to generate content or code in real time during gameplay. All gameplay logic, assets, and mechanics are fully pre-defined and designed by the development team. AI is used only for traditional gameplay elements such as enemy behavior, pathfinding, and combat decision-making. These systems are entirely pre-programmed and do not involve generative AI. The goal is to provide challenging, reactive encounters that feel dynamic and engaging for the player.
AI was used to assist with voice modification for certain characters. AI was used to help with soundtrack enhancement and editing. AI was used to create or refine some visual symbols and sigil designs.
We use AI as a support tool in the game's development, helping with the creation and improvement of code, texts, images, music, and problem-solving.
Artificial intelligence was used both for multilingual translation and for creating the DLC illustrations.
This platform features user-generated content, and some of that content may include AI-generated content. Our team does not use AI to generate any content.
I used it to help with images in the game. No code was used or music creation. All code and concepts of the art direction was by me.
Some of the graphic assets used in the game were generated by AI.
We are using AI for testing content and ideas, our future focus is to make all of the content traditionally by hand to bring a good work like early stages of development in the game. AI usage is mainly used for concept content and support during the most complicated parts from the development of the game, the entirety of Ghoul Fright core is hand made
Animating static images.
The main presentation photos in the store page and the presentation photos in the game library were generated using AI.
we use ai tools for code copilot and language translation
In the localization of multi-language translation of the game, the developer uses translation software to translate the languages of different countries. The translation software describes the use of neural networks for translation, which I think may be related to AI translation; Since the developer does not understand the language of other countries, the developer does not have the funds to hire a professional translator, so the multi-language support is handled by translation software. Please forgive me if this automated translation causes any language offense, and please let me know. I will correct it in time. Sometimes you'll see me write words in English in parentheses, so that the translation software can correctly identify what I'm trying to say; In addition, the developers did not use AI to generate images, audio and other content;
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.
I plan on phasing out the AI generated content and replacing it with my own assets as development continues.
Used to create music and some artwork for the game
Ai generated content was use to create this game storepage banner
Voice messages in the game were created using a neural network
I (Creekside Interactive) use AI generated music via SUNO. In which I (Creekside Interactive) own all the rights to song(s) generated by SUNO as stated in the SUNO commercial license purchased by Levi's Arts LLC.
Some textures contain AI generated imagery
Some songs in the game contain vocals using vocal synthesizer and text-to-speech software.
Some Assets Were Modified with the Help of AI.
Please note that NightCafe AI Art Generator was used to create the key art image in the game. NightCafe allows people to use it for commercial purposes and does its best to ensure that non-copyrighted images are used for generating art via their data set. The commercial license we use for this technology is granted by NightCafe's Site License. We did not use nor relied on any copyrighted material owned by third parties in the creation of the image. https://creator.nightcafe.studio/
AI was used to generate the images in the game. I'm a solo developer. I can't afford to hire artists, and I depend on this income to pay the rent and buy food. Please be considerate. I hope you enjoy the game.
Since the game is primarily UI-based, we use AI-generated art in update posts to visually showcase new features, rather than displaying only updated interface elements each time.
This game is the handcrafted work of a solo indie developer and artist. During the development process, generative tools were used as supportive instruments within the creative workflow for specific assets. The final game experience fully reflects the developer’s original creative vision and craftsmanship.
The Store Page Art Utilizes A.I. generated art to depict the game's premise and content.
We do not use generative AI for models, textures, animations, audio, etc. All visuals are handmade with love! To allow quickly updating the game during Early Access, we use a combination of machine translation, human review, and entirely human authored localization. The current state of languages is: Chinese, Japanese, Korean, and Russian are mostly human authored; French and Spanish are machine translated with human authored revisions; German is machine translated. Our goal is to increase the amount of human authored localization over time.
Basic, limited AI use in one of the promotional art assets.
Only voiceacting
AI was used in the creation of the cover art for the steam page, but that's the only use of AI for any part of the game.
We use AI-generated content in various aspects of Coin Pusher Casino to help deliver high-quality results within our capabilities. All AI-generated assets are created during the development process and are implemented as static (pre-generated) content. Currently, the following AI-generated assets are used in the game: • Text • Voice (new) AI-generated text is used for: • In-game text and translations (localization) • Steam Store descriptions, updates, and announcements • Social media communications • Customer support responses (to assist in providing clear, precise troubleshooting, including multilingual support) AI-generated voice is used for: • Arcade announcer voice We are committed to transparency and will communicate any future changes to our use of AI-generated content.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Rogue Samurai Store/marketing art | We use AI for capsule image and loading screens. | CO's Entertainment | 60 | Mar 18, 2026 | |
Tony Hawk's™ Pro Skater™ 3 + 4 In-game content art | Our team uses generative AI tools to help develop some in game assets. | Iron Galaxy Studios | 1.5k | Mar 18, 2026 | |
BattleDrive In-game content art | Enhanced Visuals with AI-Generated Art
In our game, we've utilized generative AI art to create unique assets that enhance your experience. This includes visually striking loading screens and engaging menu backgrounds, all designed with AI technology for an aesthetically pleasing gaming environment. Simple yet effective, this approach adds a distinctive touch to your gameplay experience. | SIA KNK DEVELOP | - | Mar 18, 2026 | |
Dash Or Die In-game content art | The game’s logo + the achievment logos was generated using AI and then manually edited and finalized by the developer. No gameplay, art, or audio content was AI-generated.
All in-game content was manually created. The AI-generated logo does not affect gameplay or user experience. | Clocknotionstudio | - | Mar 18, 2026 | |
Gravity Force Store/marketing art | Some of the store artwork (Steam capsules) are designed with assistance of generative AI.
The game itself - includding the music, levels, code and all artwork - is "hand made" without any of this AI stuff. | Coffeeshock Studios | - | Mar 18, 2026 | |
Sweet Dreams In-game content text | Some translations are AI-generated. | HowWolf | - | Mar 18, 2026 | |
Rebel! In-game content textart | Capsule image
Ingame Texts
Ingame Images | The Ministry of Propaganda | 19 | Mar 18, 2026 | |
Mole Royal Store/marketing art | Used AI to create images such as loading screen and steam art. | Hungry Cats Games | - | Mar 18, 2026 | |
RUSHING BEAT X: Return Of Brawl Brothers In-game content text | - Text-related: Translation of store descriptions for non-Japanese stores | CITY CONNECTION | 69 | Mar 18, 2026 | |
RAGER In-game content audio | AI was used to generate voiceovers for tutorial. | Insane Prey | 13 | Mar 18, 2026 | |
Burger Kombat Unclear art | Some art resources was generated using open-source AI image generators. | Four Guys, One Burger | 147 | Mar 18, 2026 | |
Snavenger In-game content art | Original art, Blender, AI and Photoshop are combined to create in-game assets | Conklin Systems | - | Mar 18, 2026 | |
Delivery Dash: Battle Couriers In-game content art | This game uses AI-generated content for:
Store capsule artwork
All AI content has been reviewed and edited by our development team to ensure quality and appropriateness. | Frostweep Games | - | Mar 18, 2026 | |
Pizza Bandit In-game content audioart | We have used AI-generated content for player-selectable BGM and cover images in the game lobby, as well as voice-overs. Among these, all voice-overs have been completely replaced with professional voice actors' recordings in time for the Early Access release. We are currently conducting an internal investigation regarding unconfirmed content, and all confirmed AI-generated assets will be replaced with human-created assets by the official 1.0 release. | JOFSOFT | 177 | Mar 18, 2026 | |
Bungo's Bungite Collector In-game content artcode | The main uses of AI in the creation of this game were for minor coding problems, such as what sorting algorithm to use and detecting bugs occasionally. The second main use was the art. The majority of art in the game is ai generated, but there are no influences on the generation based off of real images. All generated images are random and pre-generated.
Keep in mind none of the names in the game are ai generated. | Bungo Dev | 19 | Mar 18, 2026 | |
G-Rebels In-game content audiotext | Some dialogues feature AI-generated voices. Parts of the marketing assets - including store texts other than english or german- are modified / localized with AI. | Reakktor Studios | - | Mar 18, 2026 | |
Wreckage In-game content art | Placeholder loading screens and some in-game materials were made with AI assistance. | Jupiter Lighthouse Games | - | Mar 18, 2026 | |
JUMPING JUMP NINJA In-game content audio | We use the automatic generation function in AI in the creation of BGM. | TeamZ.co.,Ltd | - | Mar 18, 2026 | |
Anomalous Assault Unclear | Collapsed State is a project created by the RevoltGPT to showcase the power of our proprietary game development platform!
This project was created almost entirely using our proprietary AI game engine editor, which you can use yourself at https://revoltgpt.dev!
Thank you so much to our community for coming together to turn this project into a reality, we truly appreciate each and every one of you! | RevoltGPT.dev | - | Mar 18, 2026 | |
Versus In-game content text | Some AI tools were used as part of the creative process to assist with brainstorming, polishing text, and improving efficiency in content creation. However, all final assets, visuals, and materials are manually reviewed, edited, and finalized by the development team to ensure original quality and consistency with the game’s vision.
No, the game does not use AI to generate content or code in real time during gameplay. All gameplay logic, assets, and mechanics are fully pre-defined and designed by the development team.
AI is used only for traditional gameplay elements such as enemy behavior, pathfinding, and combat decision-making. These systems are entirely pre-programmed and do not involve generative AI. The goal is to provide challenging, reactive encounters that feel dynamic and engaging for the player. | Gabriel Lopez | - | Mar 18, 2026 | |
Apex Path: BOLT In-game content audioart | AI was used to assist with voice modification for certain characters.
AI was used to help with soundtrack enhancement and editing.
AI was used to create or refine some visual symbols and sigil designs. | Sanswolf | - | Mar 18, 2026 | |
Low and Furious In-game content codetextartaudio | We use AI as a support tool in the game's development, helping with the creation and improvement of code, texts, images, music, and problem-solving. | Code IT Game Studio | 12 | Mar 18, 2026 | |
NeoCars In-game content textart | Artificial intelligence was used both for multilingual translation and for creating the DLC illustrations. | Valakey | 15 | Mar 18, 2026 | |
Airship general | This platform features user-generated content, and some of that content may include AI-generated content. Our team does not use AI to generate any content. | easy.gg | 153 | Mar 18, 2026 | |
Asteroid King In-game content art | I used it to help with images in the game. No code was used or music creation. All code and concepts of the art direction was by me. | John J Nowicki | - | Mar 18, 2026 | |
The Way of Death In-game content art | Some of the graphic assets used in the game were generated by AI. | Dawid Kusyk | - | Mar 18, 2026 | |
Ghoul Fright Dev only arttext | We are using AI for testing content and ideas, our future focus is to make all of the content traditionally by hand to bring a good work like early stages of development in the game.
AI usage is mainly used for concept content and support during the most complicated parts from the development of the game, the entirety of Ghoul Fright core is hand made | Atrax | - | Mar 18, 2026 | |
Dead Hook Unclear art | Animating static images. | Joy Way | 22 | Mar 18, 2026 | |
Tank Simulator Store/marketing art | The main presentation photos in the store page and the presentation photos in the game library were generated using AI. | Imperian Online - Praha | - | Mar 18, 2026 | |
DREAM SURVIVAL In-game content codetext | we use ai tools for code copilot and language translation | MnD | - | Mar 18, 2026 | |
吸血鬼的回忆 - Vampire Memories In-game content text | In the localization of multi-language translation of the game, the developer uses translation software to translate the languages of different countries.
The translation software describes the use of neural networks for translation, which I think may be related to AI translation;
Since the developer does not understand the language of other countries, the developer does not have the funds to hire a professional translator, so the multi-language support is handled by translation software.
Please forgive me if this automated translation causes any language offense, and please let me know. I will correct it in time.
Sometimes you'll see me write words in English in parentheses, so that the translation software can correctly identify what I'm trying to say;
In addition, the developers did not use AI to generate images, audio and other content; | Queen Vampire | - | Mar 18, 2026 | |
俺たち対空兵 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 | - | Mar 18, 2026 | |
Midnight at the Disco Unclear | I plan on phasing out the AI generated content and replacing it with my own assets as development continues. | Taphouse Games | 25 | Mar 18, 2026 | |
The Bean Trials In-game content audioart | Used to create music and some artwork for the game | TheRealGameDev | 38 | Mar 18, 2026 | |
Miami Horizon 2077 Store/marketing art | Ai generated content was use to create this game storepage banner | CJ | 15 | Mar 18, 2026 | |
GUNFIELD In-game content audio | Voice messages in the game were created using a neural network | Shiv | 229 | Mar 18, 2026 | |
Paper Planes In-game content audio | I (Creekside Interactive) use AI generated music via SUNO. In which I (Creekside Interactive) own all the rights to song(s) generated by SUNO as stated in the SUNO commercial license purchased by Levi's Arts LLC. | Creekside Interactive | - | Mar 18, 2026 | |
Dropoff Dealer In-game content art | Some textures contain AI generated imagery | Bundem Games | - | Mar 18, 2026 | |
Taiko no Tatsujin: Rhythm Festival In-game content audio | Some songs in the game contain vocals using vocal synthesizer and text-to-speech software. | Bandai Namco Amusement Lab Inc. | 1.2k | Mar 18, 2026 | |
BoxLoop 2 In-game content artaudiocodetext | Some Assets Were Modified with the Help of AI. | Abdullah Al Bajjali | - | Mar 18, 2026 | |
Kill The Climbers Store/marketing art | Please note that NightCafe AI Art Generator was used to create the key art image in the game. NightCafe allows people to use it for commercial purposes and does its best to ensure that non-copyrighted images are used for generating art via their data set. The commercial license we use for this technology is granted by NightCafe's Site License. We did not use nor relied on any copyrighted material owned by third parties in the creation of the image.
https://creator.nightcafe.studio/ | High Cal Games | 13 | Mar 18, 2026 | |
Bikini Brickout In-game content art | AI was used to generate the images in the game.
I'm a solo developer. I can't afford to hire artists, and I depend on this income to pay the rent and buy food. Please be considerate.
I hope you enjoy the game. | Red Brick Games | - | Mar 18, 2026 | |
World of Fate In-game content art | Since the game is primarily UI-based, we use AI-generated art in update posts to visually showcase new features, rather than displaying only updated interface elements each time. | NIK's Games | 174 | Mar 18, 2026 | |
Noobs Are Coming Dev only art | This game is the handcrafted work of a solo indie developer and artist. During the development process, generative tools were used as supportive instruments within the creative workflow for specific assets. The final game experience fully reflects the developer’s original creative vision and craftsmanship. | Overboy | 1.5k | Mar 18, 2026 | |
Project Almighty 2 Store/marketing art | The Store Page Art Utilizes A.I. generated art to depict the game's premise and content. | John C. Ragland | - | Mar 18, 2026 | |
Brickadia In-game content text | We do not use generative AI for models, textures, animations, audio, etc. All visuals are handmade with love!
To allow quickly updating the game during Early Access, we use a combination of machine translation, human review, and entirely human authored localization. The current state of languages is: Chinese, Japanese, Korean, and Russian are mostly human authored; French and Spanish are machine translated with human authored revisions; German is machine translated. Our goal is to increase the amount of human authored localization over time. | Brickadia, LLC | 1.3k | Mar 18, 2026 | |
Smells Like a Mushroom Store/marketing art | Basic, limited AI use in one of the promotional art assets. | Red Limb Studio | - | Mar 18, 2026 | |
Castle of secrets: Prologue In-game content audio | Only voiceacting | SQ Game Studios | 350 | Mar 18, 2026 | |
Doom Cube Store/marketing art | AI was used in the creation of the cover art for the steam page, but that's the only use of AI for any part of the game. | N³ Games | - | Mar 18, 2026 | |
Coin Pusher Casino In-game content textaudio | We use AI-generated content in various aspects of Coin Pusher Casino to help deliver high-quality results within our capabilities. All AI-generated assets are created during the development process and are implemented as static (pre-generated) content.
Currently, the following AI-generated assets are used in the game:
• Text
• Voice (new)
AI-generated text is used for:
• In-game text and translations (localization)
• Steam Store descriptions, updates, and announcements
• Social media communications
• Customer support responses (to assist in providing clear, precise troubleshooting, including multilingual support)
AI-generated voice is used for:
• Arcade announcer voice
We are committed to transparency and will communicate any future changes to our use of AI-generated content. | TreeNutsGames | 932 | Mar 18, 2026 |