Some in-game icons are AI generated. Currently, UI VO is recorded with AI TTS engine.
- Creator
- Rebuff Reality
- Reviews
- 149
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 disclosures tracked
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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Some in-game icons are AI generated. Currently, UI VO is recorded with AI TTS engine.
I use Ai images in the first cutscene as well as for a few background images. I also use RNG to randomize world generation.
Used for creating the game banner
Generated skins and animated portraits.
In Ink: Tournament Paintball, artificial intelligence is used solely to generate user profile images and some commercial images, focusing on enhancing the visual experience without affecting gameplay.
Translation, sentence proofreading
Some voicelines were made with Replica Studios, a verified Unity Solution. Everything used is licensed.
I created promotional images for the community page using AI.
AI-generated art objects
Our team uses generative AI tools to help develop some in game assets.
Some sprites have been generated using artificial intelligence; however, all of them have undergone a "human" finishing process, including retouching, animation generation, transparency adjustments, etc.
The cover image is generated by AI, Some weapon objects are generated by AI. We can proof the object are generate by ourselves.
This game uses simple self coded artificial intelligence to generate positions for blocks, backgrounds, clouds, grass and enemies. No other Ai apps were used to create anything for this game or used while the game is running.
Used for Early Access placeholders, and is intended to be replaced with more development time. AI generation was used for some voices and some 2D images within the game. These assets are intended to be replaced with ones created by human artists.
We used generative AI to create a small number of background textures, such as book covers, graffiti, and framed wall art. All core visuals and gameplay elements were created by our team.
Used for creating the game banner
Our team uses AI tools to assist development of some in-game content. The final product reflects the creativity and expression of our own development team.
Used for dialogues and H.E.V voice
AI was used to create place-holder assets as well as certain icons.
music in the trailer.Store description and promotional graphics generated using AI tools.
The game introduction has some character sprites that we re-painted with the help of AI. We created those characters with a painting software, then we improved them with an AI software, and then manually re-touched them again with a painting software. That was an experimental approach. The entire game instead, has been fully manually designed, crafted and drawn by us.
Some AI tools were used to help bring human-led ideas to life. It helped us see what some ideas could look like, and helped us refine other ideas mid process. All of the assets within the Demo were initiated by artists within the team. These refined compositions are always fed back into artists and AI for further iteration, each step demanding an artistic eye to guide the output.
Some of the game's images were generated by AI and then modified. AI was not used in any part of the gameplay. Only certain images on the store page and in the prologue involved the use of AI.
Some of the store page banners include AI-generated images. Intro and game-over videos include AI-generated elements.
AI has been used for music on radios, and for some voice lines
planned for future voice lines
A very few in-game assets (in game image and less than 5 icons) were ai-generated first and then reworked by a human to match with Seven Cities lore.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
AI tools were used in the creation of some of the 2D art.
ai made me voicover because i am too poor to hire actors :(
The game uses AI-generated audio prompts for certain characters (english only).
Use AI for make in game music.
I only used AI for the capsule image.
In this game, the AI character's voice is generated with voice generators.
Gen AI used to fill in some gaps in Character Icons
Used for creating the game banner
Image generation for game update announcements
The store page artwork and game icon were generated using AI.
Ai is used to generate speech for the game.
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.
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
Used for creating the game banner
The game is using the AI-generated prompts in audio form.
I've used chatgpt to translate the text in the game and on the steam page.
The Store Page' game front cover(ie marketing material) made use of AI tools during its creation process.
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.
Our Art department uses generative AI at times in order to create distinctive 2D visuals for marketing materials, ensuring each piece aligns with Steam's guidelines and copyright laws. All the generated content is carefully curated, ensuring that a respectful gaming environment. This AI-assisted content enhances the aesthetic appeal of our game, while adhering to ethical standards.
AI image generation used to produce characters in gas masks and background for store page logos
Traxion 3 uses AI-generated voices for in-game characters.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dance Dash In-game content artaudio | Some in-game icons are AI generated.
Currently, UI VO is recorded with AI TTS engine. | Rebuff Reality | 149 | Mar 18, 2026 | |
EndoPlasmica In-game content art | I use Ai images in the first cutscene as well as for a few background images. I also use RNG to randomize world generation. | CopyCat Game Studios | - | Mar 18, 2026 | |
Hell Division Store/marketing art | Used for creating the game banner | Quacky Games | 218 | Mar 18, 2026 | |
Undivine Comedy: Hank's Inferno In-game content art | Generated skins and animated portraits. | Macon Games | - | Mar 18, 2026 | |
Ink: Tournament Paintball Store/marketing art | In Ink: Tournament Paintball, artificial intelligence is used solely to generate user profile images and some commercial images, focusing on enhancing the visual experience without affecting gameplay. | Golden Dog Interactive, SAS | 19 | Mar 18, 2026 | |
Endure Island In-game content text | Translation, sentence proofreading | Izanabit | 59 | Mar 18, 2026 | |
Cactus Cowboy - Plants at War In-game content audio | Some voicelines were made with Replica Studios, a verified Unity Solution. Everything used is licensed. | Cactus VR Studios | 130 | Mar 18, 2026 | |
Strange Hunting Grounds Store/marketing art | I created promotional images for the community page using AI. | GaniTani | - | Mar 18, 2026 | |
Faith & Shield:4044 Tower Defense In-game content art | AI-generated art objects | Midnight Games | 19 | Mar 18, 2026 | |
Call of Duty® In-game content art | Our team uses generative AI tools to help develop some in game assets. | Treyarch | 233.5k | Mar 18, 2026 | |
The Little Clandestine In-game content art | Some sprites have been generated using artificial intelligence; however, all of them have undergone a "human" finishing process, including retouching, animation generation, transparency adjustments, etc. | UglyCat Studios | - | 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 | |
BURNER In-game content art | This game uses simple self coded artificial intelligence to generate positions for blocks, backgrounds, clouds, grass and enemies.
No other Ai apps were used to create anything for this game or used while the game is running. | Tecmiba | - | Mar 18, 2026 | |
Leviathan In-game content audioart | Used for Early Access placeholders, and is intended to be replaced with more development time. AI generation was used for some voices and some 2D images within the game. These assets are intended to be replaced with ones created by human artists. | Dream Foundry Games | 23 | Mar 18, 2026 | |
Breachers In-game content art | We used generative AI to create a small number of background textures, such as book covers, graffiti, and framed wall art. All core visuals and gameplay elements were created by our team. | Triangle Factory | 1.4k | Mar 18, 2026 | |
Swords Fantasy: Battlefield Store/marketing art | Used for creating the game banner | Quacky Games | 180 | Mar 18, 2026 | |
OPERATOR In-game content arttextaudiocode | Our team uses AI tools to assist development of some in-game content. The final product reflects the creativity and expression of our own development team. | VECTOR INTERACTIVE PTY LTD | 6.2k | Mar 18, 2026 | |
Project Three In-game content textaudio | Used for dialogues and H.E.V voice | The Only Way Out | 38 | Mar 18, 2026 | |
The Last Citadel In-game content art | AI was used to create place-holder assets as well as certain icons. | Honest Demon | 67 | Mar 18, 2026 | |
Chernobyl Trap Store/marketing art | music in the trailer.Store description and promotional graphics generated using AI tools. | ZERO5GAMES | 111 | Mar 18, 2026 | |
Wild Radio Flux In-game content art | The game introduction has some character sprites that we re-painted with the help of AI. We created those characters with a painting software, then we improved them with an AI software, and then manually re-touched them again with a painting software.
That was an experimental approach. The entire game instead, has been fully manually designed, crafted and drawn by us. | K Storm Studio Ltd | - | Mar 18, 2026 | |
Directorate Novitiate Unclear art | Some AI tools were used to help bring human-led ideas to life. It helped us see what some ideas could look like, and helped us refine other ideas mid process. All of the assets within the Demo were initiated by artists within the team. These refined compositions are always fed back into artists and AI for further iteration, each step demanding an artistic eye to guide the output. | Nesting Games | - | Mar 18, 2026 | |
Slayer : the Demon Haunted World In-game content art | Some of the game's images were generated by AI and then modified. AI was not used in any part of the gameplay. Only certain images on the store page and in the prologue involved the use of AI. | PLAY Mephistowaltz | 18 | 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 | |
Vietnam War In-game content audio | AI has been used for music on radios, and for some voice lines | Thorium Game Lab | 1.7k | Mar 18, 2026 | |
Olympian Knights audio | planned for future voice lines | ThunderBeak Software | - | Mar 18, 2026 | |
Seven Cities In-game content art | A very few in-game assets (in game image and less than 5 icons) were ai-generated first and then reworked by a human to match with Seven Cities lore. | IMV Studio | 31 | Mar 18, 2026 | |
ARC Raiders Unclear | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Embark Studios | 195.7k | Mar 18, 2026 | |
Void Grimm In-game content art | AI tools were used in the creation of some of the 2D art. | Ravery | 11 | Mar 18, 2026 | |
Keep This Land In-game content audio | ai made me voicover because i am too poor to hire actors :( | Games From The Deep | - | Mar 18, 2026 | |
Hood Story: Kaito Yamazaki In-game content audio | The game uses AI-generated audio prompts for certain characters (english only). | Kenzo Games | 14 | Mar 18, 2026 | |
QUICKN In-game content audio | Use AI for make in game music. | g_sholar | - | Mar 18, 2026 | |
Legends of Dionysos Store/marketing art | I only used AI for the capsule image. | TheGamingVan | 13 | Mar 18, 2026 | |
Agent Simulation In-game content audio | In this game, the AI character's voice is generated with voice generators. | Studio Gamebit | - | Mar 18, 2026 | |
Primal Hunger In-game content art | Gen AI used to fill in some gaps in Character Icons | Maxeymus Games | - | Mar 18, 2026 | |
Firelight Fantasy: Vengeance Store/marketing art | Used for creating the game banner | Quacky Games | 156 | Mar 18, 2026 | |
Write 'n' Fight Store/marketing art | Image generation for game update announcements | AVOS' | 33 | Mar 18, 2026 | |
Krieg In-game content art | The store page artwork and game icon were generated using AI. | EliteInterapptive | - | Mar 18, 2026 | |
The Brew Barons In-game content audio | Ai is used to generate speech for the game. | Lifetap Studios | 798 | Mar 18, 2026 | |
PolyClassic: Wild Store/marketing art | Used for creating the game banner | Quacky Games | 223 | 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 | |
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 | |
Firelight Fantasy: Force Energy Store/marketing art | Used for creating the game banner | Quacky Games | 147 | Mar 18, 2026 | |
Serum In-game content audio | The game is using the AI-generated prompts in audio form. | Game Island | 233 | Mar 18, 2026 | |
Cannonball Crew In-game content text | I've used chatgpt to translate the text in the game and on the steam page. | Sweetbeard | 15 | Mar 18, 2026 | |
DoomBreaker Store/marketing art | The Store Page' game front cover(ie marketing material) made use of AI tools during its creation process. | wildlogicgames | - | 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 | |
Zombie Gunship Survival In-game content art | Our Art department uses generative AI at times in order to create distinctive 2D visuals for marketing materials, ensuring each piece aligns with Steam's guidelines and copyright laws. All the generated content is carefully curated, ensuring that a respectful gaming environment. This AI-assisted content enhances the aesthetic appeal of our game, while adhering to ethical standards. | Flaregames | 859 | Mar 18, 2026 | |
Radioactivity Store/marketing art | AI image generation used to produce characters in gas masks and background for store page logos | Synthetic Mind Corp. | - | 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 |