AI content is used to generate some promotional material such as some art work/concepts, and art for our logo.
- Creator
- Resonant Studios
- 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.
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.
AI content is used to generate some promotional material such as some art work/concepts, and art for our logo.
Some capsule images were made with AI
This game uses AI-generated content during its development. Some of the 2D artwork and promotional images were created with the assistance of AI tools. All such content is pre-generated, curated by the developer, and remains static within the final product. The game does not feature real-time AI content generation during gameplay.
Some backgrounds and store assets have been generated combining artwork and pictures created by the AI
Language translations, except for Russian, were done using neural networks. The playing cards in "Koschuny" were created with the help of a neural network. The game cover on Steam was partially created by a neural network and touched up by an artist.
1) AI's background music 2) AI's text descriptions
AI generated images for ability screen and main menu and some item icons like fish, bear coat,potions etc.
Pre-generated AI images
Some art assets use a private Chinese ink style conversion model
This game is fully human‑programmed. All objects, characters and enemies were hand‑drawn with only one exception: The Rex head in level 10. A few AI‑generated images were used for Steam and simple backgrounds.
Mostly AI generated Images
d-id was used to generate the game's cutcine videos.
This game contains pre-generated AI content and no real-time generated AI content. Relevant information is as follows: Tools used: Midjourney (art), GPT (text); Application scope: Only used for the auxiliary creation of game art assets, story texts, and UI assets. All AI-generated content is used as initial drafts; Manual review: All AI-generated content has been revised, polished, screened, and copyright-verified by a professional team to ensure originality and compliance; Compliance guarantee: Copyright verification of AI-generated content has been completed, with no infringement risks, in compliance with Steam content guidelines and relevant laws of the Hong Kong Special Administrative Region; Content control: No real-time AI generation function. All in-game displayed content is the final version that has been pre-generated and manually reviewed, without the uncertainty of dynamically generated content.
The use of AI has been incorporated into the pipeline of some of our artists and developers, in some cases for creating references, in others as a base for further work and finishing.
PlaceHolder Photos.
AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management.
Some UI elements and icons have been made using AI.
Hand refined and adjusted Midjourney generations have been used for certain ingame graphics. (Optional)Deepvoice has been used for certain enemy vocal exclamations. Can be changed ingame to human VA only.
Some of the graphic assets used in the game were generated by AI.
Some of the story texts are AI-translated from Japanese.
AI-generated character illustrations.
AI will be used to create more languages as I am only fluent in two languages.
Some minor polish such as wording refinement and UI icons were assisted using AI tools. All 3D models, animations, gameplay systems, UI implementation, sound and visual effects, and narrative were created entirely in-house.
Our team uses generative AI tools to assist in developing some game assets.
A few background images in the start sequence were generated by AI.
The cover image is generated by AI, Some weapon objects are generated by AI. We can proof the object are generate by ourselves.
Used for creating the game banner
Some of the store page banners include AI-generated images. Intro and game-over videos include AI-generated elements.
The only AI in use is pre-rendered voice for all NPCs. Like voicing quests and interactions.
I only used AI for the capsule image.
Used for creating the game banner
Generative AI Integration: During the early access phase, Morgenstern leverages generative AI to create placeholder assets, including images, sound effects, and text. This approach allows for rapid prototyping and iterative development, ensuring a dynamic and evolving gaming experience as we refine and enhance the final content.
Used for creating the game banner
Some visual elements in this game were initially generated with the help of AI tools. All such material has been extensively refined, altered, and expanded by a human creator to form the final in-game content.
Used for creating the game banner
Artificial intelligence was used to create the design of the store page.
Used for creating the game banner
We trained an AI that helped us generate base pictures that we then used as source to create illustrations for blessings and some items ingame. All other illustration are original creation made by our artists.
Some of the images in the Intro Cinematic are AI generated. Some of the VO for the characters are AI generated.
AI processes were used in creating some of the icons in game
Various 2D Sprites
Images have been generated for marketing , steam community items, storepage and in game menu images. Voice has also been generated
In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey.
Character audio is generated by AI.
This game has used AI to partially create the following art assets: Slime character, Chain, Ball, Slime picture from the menu's and the slime imagery on steam.
Certain ingame background art and advertisements are hand/manually refined Midjourney generations.
We do not use generative AI in the game. For community-requested languages that are not officially supported, we use DeepL to assist with localization, with the help of community members who review and improve the translations.
AI generation is used for graphical assets for marketing material only. Nothing in game is AI generated.
AI-generated content was used for achievement images
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Resonant Store/marketing art | AI content is used to generate some promotional material such as some art work/concepts, and art for our logo. | Resonant Studios | - | Mar 18, 2026 | |
Castle of Lord Velimir Store/marketing art | Some capsule images were made with AI | GM hack | - | Mar 18, 2026 | |
Renxia In-game content art | This game uses AI-generated content during its development. Some of the 2D artwork and promotional images were created with the assistance of AI tools. All such content is pre-generated, curated by the developer, and remains static within the final product. The game does not feature real-time AI content generation during gameplay. | IcarusStudio | - | Mar 18, 2026 | |
Stealth Raider Store/marketing art | Some backgrounds and store assets have been generated combining artwork and pictures created by the AI | Orazio Principe | - | Mar 18, 2026 | |
YAR: Forgotten Throne In-game content textart | Language translations, except for Russian, were done using neural networks.
The playing cards in "Koschuny" were created with the help of a neural network.
The game cover on Steam was partially created by a neural network and touched up by an artist. | Honor Games | 1k | Mar 18, 2026 | |
Ninja Resurrection: A tale of Kuro In-game content audiotext | 1) AI's background music
2) AI's text descriptions | Daniil Liubimov | 13 | Mar 18, 2026 | |
Blood of the Elves In-game content art | AI generated images for ability screen and main menu and some item icons like fish, bear coat,potions etc. | Naxion Games Interactive | 12 | Mar 18, 2026 | |
Magic Sword Girl Twins Unclear art | Pre-generated AI images | Karume | - | Mar 18, 2026 | |
新西游记 奇幻同行 - New Journey to the West In-game content art | Some art assets use a private Chinese ink style conversion model | 齐天之子 - Son of Qitian Studio | - | Mar 18, 2026 | |
Conquistador Rex | This game is fully human‑programmed. All objects, characters and enemies were hand‑drawn with only one exception: The Rex head in level 10. A few AI‑generated images were used for Steam and simple backgrounds. | 8º Arte Games | - | Mar 18, 2026 | |
The Battle of Embers Store/marketing art | Mostly AI generated Images | Ehlingard | - | Mar 18, 2026 | |
Entities In-game content art | d-id was used to generate the game's cutcine videos. | Danilo Willian | - | Mar 18, 2026 | |
Annulus In-game content arttext | This game contains pre-generated AI content and no real-time generated AI content. Relevant information is as follows:
Tools used: Midjourney (art), GPT (text);
Application scope: Only used for the auxiliary creation of game art assets, story texts, and UI assets. All AI-generated content is used as initial drafts;
Manual review: All AI-generated content has been revised, polished, screened, and copyright-verified by a professional team to ensure originality and compliance;
Compliance guarantee: Copyright verification of AI-generated content has been completed, with no infringement risks, in compliance with Steam content guidelines and relevant laws of the Hong Kong Special Administrative Region;
Content control: No real-time AI generation function. All in-game displayed content is the final version that has been pre-generated and manually reviewed, without the uncertainty of dynamically generated content. | NIRVANA | 493 | Mar 18, 2026 | |
Goldilock One: The Mists of Jakaira Unclear art | The use of AI has been incorporated into the pipeline of some of our artists and developers, in some cases for creating references, in others as a base for further work and finishing. | Shed of Ideas | 36 | Mar 18, 2026 | |
crystal caverns Unclear | PlaceHolder Photos. | Levi Martin | - | Mar 18, 2026 | |
Wild Witch In-game content artcode | AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management. | Giantmaker Studio | - | Mar 18, 2026 | |
Darkblade Ascent In-game content art | Some UI elements and icons have been made using AI. | PST Games | 503 | Mar 18, 2026 | |
Unbroken The Awakening In-game content artaudio | Hand refined and adjusted Midjourney generations have been used for certain ingame graphics.
(Optional)Deepvoice has been used for certain enemy vocal exclamations. Can be changed ingame to human VA only. | MGP Studios | 23 | 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 | |
L/Right Reflection In-game content text | Some of the story texts are AI-translated from Japanese. | Atelier Never | 38 | Mar 18, 2026 | |
Super Death Game SHOW!VR In-game content art | AI-generated character illustrations. | INTENSE | - | Mar 18, 2026 | |
Legends of Mythology In-game content text | AI will be used to create more languages as I am only fluent in two languages. | swalk studios | - | Mar 18, 2026 | |
Dinosaurs Dominion In-game content arttext | Some minor polish such as wording refinement and UI icons were assisted using AI tools.
All 3D models, animations, gameplay systems, UI implementation, sound and visual effects, and narrative were created entirely in-house. | Arcupion Art | 31 | Mar 18, 2026 | |
Ringborn Unclear art | Our team uses generative AI tools to assist in developing some game assets. | Parramatta Games Studios | - | Mar 18, 2026 | |
Curvature In-game content art | A few background images in the start sequence were generated by AI. | Pawel Lossew | - | Mar 18, 2026 | |
Motion Wulin In-game content art | The cover image is generated by AI,
Some weapon objects are generated by AI.
We can proof the object are generate by ourselves. | JOHN MAK | - | Mar 18, 2026 | |
Swords Fantasy: Battlefield Store/marketing art | Used for creating the game banner | Quacky Games | 180 | Mar 18, 2026 | |
Alchemists Store/marketing art | Some of the store page banners include AI-generated images.
Intro and game-over videos include AI-generated elements. | WASD Game Studio | - | Mar 18, 2026 | |
Legendarium Online In-game content audio | The only AI in use is pre-rendered voice for all NPCs. Like voicing quests and interactions. | Maxim Galkin | - | Mar 18, 2026 | |
Legends of Dionysos Store/marketing art | I only used AI for the capsule image. | TheGamingVan | 13 | Mar 18, 2026 | |
Firelight Fantasy: Vengeance Store/marketing art | Used for creating the game banner | Quacky Games | 156 | Mar 18, 2026 | |
Morgenstern In-game content artaudiotext | Generative AI Integration:
During the early access phase, Morgenstern leverages generative AI to create placeholder assets, including images, sound effects, and text. This approach allows for rapid prototyping and iterative development, ensuring a dynamic and evolving gaming experience as we refine and enhance the final content. | Doublesmith GmbH | 87 | Mar 18, 2026 | |
Firelight Fantasy: Force Energy Store/marketing art | Used for creating the game banner | Quacky Games | 147 | Mar 18, 2026 | |
Beware of Dog In-game content art | Some visual elements in this game were initially generated with the help of AI tools. All such material has been extensively refined, altered, and expanded by a human creator to form the final in-game content. | DSW Games | - | Mar 18, 2026 | |
Firelight Fantasy: Phoenix Crew Store/marketing art | Used for creating the game banner | Quacky Games | 195 | Mar 18, 2026 | |
Run Eternal Depths Store/marketing art | Artificial intelligence was used to create the design of the store page. | Artyom Gudkov | - | Mar 18, 2026 | |
Firelight Fantasy: Resistance Store/marketing art | Used for creating the game banner | Quacky Games | 175 | Mar 18, 2026 | |
Isles of Krom In-game content art | We trained an AI that helped us generate base pictures that we then used as source to create illustrations for blessings and some items ingame. All other illustration are original creation made by our artists. | Floppy Goat Inc. | - | Mar 18, 2026 | |
Hero's Story In-game content artaudio | Some of the images in the Intro Cinematic are AI generated.
Some of the VO for the characters are AI generated. | Silentplaygames | - | Mar 18, 2026 | |
Hell Heroes In-game content art | AI processes were used in creating some of the icons in game | Michael Watson | - | Mar 18, 2026 | |
Battlecaster art | Various 2D Sprites | Voltigeur | - | Mar 18, 2026 | |
Death in the Water 2 In-game content artaudio | Images have been generated for marketing , steam community items, storepage and in game menu images.
Voice has also been generated | Lighthouse Games Studio | 1.7k | Mar 18, 2026 | |
Source of Madness Live AI arttext | In Source of Madness, AI shapes the player experience by procedurally generating the Loam Lands, its monsters, and environments. Each encounter is unique, with neural-network-driven animations and behavior, ensuring that exploration, combat, and loot are always unpredictable and tailored to the player’s journey. | Carry Castle | 1.3k | Mar 18, 2026 | |
Strike & Resist In-game content audio | Character audio is generated by AI. | Dark Deep Studio | 36 | Mar 17, 2026 | |
UP UP UP UP In-game content art | This game has used AI to partially create the following art assets:
Slime character, Chain, Ball, Slime picture from the menu's and the slime imagery on steam. | SG Bad Games | - | Mar 17, 2026 | |
Neckbreak In-game content art | Certain ingame background art and advertisements are hand/manually refined Midjourney generations. | MGP Studios | 410 | Mar 17, 2026 | |
Alaloth: Champions of The Four Kingdoms In-game content text | We do not use generative AI in the game. For community-requested languages that are not officially supported, we use DeepL to assist with localization, with the help of community members who review and improve the translations. | Gamera Interactive | 1.5k | Mar 17, 2026 | |
Rocket Rush Store/marketing art | AI generation is used for graphical assets for marketing material only. Nothing in game is AI generated. | Broken Byte Studios | - | Mar 17, 2026 | |
Undead Citadel Store/marketing art | AI-generated content was used for achievement images | Dark Curry S.L. | 261 | Mar 17, 2026 |