Music generated with artificial intelligence assistance
- Creator
- AW LABS
- Reviews
- -
- Added
- Oct 7, 2026
Public Steam disclosure research 24,658 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Music generated with artificial intelligence assistance
Voice acting, music and sound effects were generated with ElevenLabs AI tools, then selected, edited and mixed by the developer. Some game text, including dialogue and store descriptions, was drafted with AI assistance and edited by the developer. The game does not generate any AI content while it runs.
Some portion of this game's code is developed with the help of AI powered tools. Specially Language localization. No generative AI content is used.
Music and sounds were produced with ElevenLabs.
Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool. Modeling: A handfull of props where generated using AI. Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language.
AI was used in developing game mechanics, primarily coding. Human reviewed code.
The game's 2D artwork (characters, environments, and title lettering) and music were created with the assistance of generative AI tools, then curated, edited, and animated by the developer. All AI-assisted content is pre-rendered; nothing is generated by AI while you play.
Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game: - Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats. - The match music loop and the match sound effects: audio generation, edited and loudness-normalised. - The announcer voice in the trailer: voice generation. No AI runs while you play. The game is fully offline and generates nothing at runtime.
The soundtrack is AI generated.
Some visual assets and promotional artwork included in the game were created or assisted with generative AI tools during development. These assets were subsequently edited, adjusted, animated, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Artwork, sound
Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service.
Generative AI tools were used during development to assist with coding, music, dialogue writing, and texture assets. All content has been reviewed and approved by the developer.
Some parts of the App and Store page may feature AI generated content.
One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given.
- This game contains certain ai generated backgrounds. - Some of the game's code was Ai-assisted.
Generative AI tools were used during development. Some 3D models of characters and environments, some pre-rendered cutscenes, the main theme song, marketing videos and the translations were created with the help of AI tools, then edited and assembled by the developer. Gameplay design, code and in-game animations were made by the developer. No content is generated by AI during gameplay.
Generative AI was used during development to assist in creating some pre-generated game assets, such as sound effects and visual content. No AI-generated content is created during gameplay.
We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement.
This game's early development utilized local AI systems for generating initial ideas and imagery surrounding the stage layouts and the initial musical passages, then further edited manually through various pieces of software (Art software and DAWs + numerous VSTs).
I've been using Generative AI tools as part of development for things like programming assistance, troubleshooting, research, brainstorming, and some concept exploration. ECHO//syntax is a work of mechanics made from love of the beat-em-up genre from CHROMAGEM. It is designed, directed, assembled, tested, and curated by me. I make the first and final decisions on the game's mechanics, characters, levels, visual direction, and overall design. As a designer that's looking to get a particular feel and experience with this game, I'm looking through and making sure you're getting a good game to play and enjoy.
Steam store page logo and cover art made with ai tools Game menu images made with ai tools
No live AI. It was used to assist with the game's programming and code development.
AI content for audio sound effects on player strike attacks normal slash sounds for punches and kicks & wording that completes mission. Game Cover marketing material
Generative AI tools were used to create some of the pre-rendered content that ships with this game and appears on this store page, specifically artwork and character voice audio. Nothing is generated by AI while the game is running.
Generative AI was used solely to assist with translation, localization, and language editing of written text. This includes localization of Steam store-page descriptions and translation or language correction of in-game text, primarily from Portuguese into English. No AI-generated artwork, audio, gameplay content, or live-generated AI content is included in the game.
AI: Art Dialogue Humans: Design Coding Music Creativity
All pre-rendered visual artwork was created using generative AI under developer direction. This includes environment backgrounds, interface and menu artwork, branding, icons, and promotional/title-card images.
Some use of AI tools.
"This game's code, including the level and cosmetics editors, are all AI-generated. The maps and music are not AI-generated. Some cosmetics may be AI-generated, but most are not."
The game's logo and main capsule assets were generated using artificial intelligence tools (e.g., [Gemini]). We retain full rights to the resulting images and they have been human-edited for the final version.
Some icons and models were developed with the assistance of AI.
I used generative AI tools to create initial concept art and sketches for my game characters, which I then manually recreated and modeled in 3D myself. I also used AI to assist in sketching the game's official logo
Some code and animation created with the assistance of LLMs.
The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running.
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
### Use of Generative Artificial Intelligence During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation. AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements. It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements. The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me. I want to be transparent with players regarding the use of these technologies in the creation of the game.
The game is primarily developed using Houdini, VEX and Godot. Generative AI assists with concept/reference artwork, initial 3D asset generation, and programming. Assets are further processed, optimized, rigged and animated in Houdini before integration into the game.
During development we used generative AI tools to create the some of this game's assets. This includes 2D art and audios. All AI-generated assets were produced during development, reviewed by us, and ship as fixed files in the build. Some were hand-edited, recoloured, composited or retimed afterwards. Game code, design, writing and dialogue are authored by us.
There is some art work and pictures in the game that uses generative AI, not much though, also does not really affect the game play.
Some Generative AI were used in the process of creating the assets used in the game.
I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
Development used generative tools to assist with pre-generated pixel-art characters, environments, UI, effects and reference images (PixelLab and OpenAI image generation); pre-generated sound effects and voices (ElevenLabs); pre-generated music (Stable Audio); and portions of game code, tests and documentation (OpenAI Codex, Claude Code). Outputs were selected, edited, integrated and tested by the developer. The shipped game does not generate AI content at runtime and does not send player prompts to an AI service.
MindUP uses some pre-rendered AI-assisted visual, audio, and promotional assets. The game does not use live generative AI during gameplay, and no player prompts or AI-generated gameplay content are created at runtime.
I've been developing this game solo for three years now. Honestly, some of the models I made myself were just too ugly, and I was getting completely burned out. So, I had to use AI for just a couple of the models just to get it done.
Part of the assets on the store page have been optimized with AI.
Generative AI tools were used during the development of ScrapBound to assist with the creation of some visual and audio assets. AI-generated imagery was used as a starting point for various game assets, which were then modified, edited, and integrated to fit the game's visual style. Many of these assets will over time be replaced as the development of the game continues.
Game logo and achievements logo were generated by AI
Used a few AI generated sound SFX
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Geodancer In-game content audio | Music generated with artificial intelligence assistance | AW LABS | - | Oct 7, 2026 | |
I'M HIM! In-game content audiotext | Voice acting, music and sound effects were generated with ElevenLabs AI tools, then selected, edited and mixed by the developer. Some game text, including dialogue and store descriptions, was drafted with AI assistance and edited by the developer. The game does not generate any AI content while it runs. | Hanamori Labs | - | Oct 7, 2026 | |
DEPRECATED Dev only codetext | Some portion of this game's code is developed with the help of AI powered tools. Specially Language localization. No generative AI content is used. | Levend Turgay | - | Oct 3, 2026 | |
Blind Man's Buff In-game content audio | Music and sounds were produced with ElevenLabs. | sanzyman | - | Oct 1, 2026 | |
Trick or Eat In-game content arttext | Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool.
Modeling: A handfull of props where generated using AI.
Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language. | Nether Tree Games | - | Sep 30, 2026 | |
Not Musical Chairs Dev only code | AI was used in developing game mechanics, primarily coding. Human reviewed code. | CCG | - | Sep 28, 2026 | |
Tic Tac&Toe In-game content artaudio | The game's 2D artwork (characters, environments, and title lettering) and music were created with the assistance of generative AI tools, then curated, edited, and animated by the developer. All AI-assisted content is pre-rendered; nothing is generated by AI while you play. | Sidekick Studio | - | Sep 25, 2026 | |
Studs Up! Win Ugly In-game content artaudiotext | Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game:
- Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats.
- The match music loop and the match sound effects: audio generation, edited and loudness-normalised.
- The announcer voice in the trailer: voice generation.
No AI runs while you play. The game is fully offline and generates nothing at runtime. | Gand | - | Sep 25, 2026 | |
aSc Boom In-game content audio | The soundtrack is AI generated. | Juro | - | Sep 25, 2026 | |
Ogro Buchón: Barrio Multiversal In-game content art | Some visual assets and promotional artwork included in the game were created or assisted with generative AI tools during development. These assets were subsequently edited, adjusted, animated, and integrated by the developer. The game does not use generative AI to create content during gameplay. | John Michel Rivera de Leon | - | Sep 24, 2026 | |
Sanguine Canvas Unclear artaudio | Artwork, sound | Mildly Annoying Games. | - | Sep 24, 2026 | |
SLAM TANK Store/marketing artcode | Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service. | Next Stage Inc. | - | Sep 24, 2026 | |
Globecide In-game content artaudiotext | Generative AI tools were used during development to assist with coding, music, dialogue writing, and texture assets. All content has been reviewed and approved by the developer. | EEE Games | - | Sep 22, 2026 | |
逆界 (Inverse Realm) Store/marketing | Some parts of the App and Store page may feature AI generated content. | Fun Workshop | - | Sep 22, 2026 | |
Smithereens Dev only art | One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given. | Sunny Oak Studios LLC | - | Sep 19, 2026 | |
Infinite Heroes In-game content artcode | - This game contains certain ai generated backgrounds.
- Some of the game's code was Ai-assisted. | RetroCult | - | Sep 19, 2026 | |
Cow's Heart In-game content artaudiotext | Generative AI tools were used during development. Some 3D models of characters and environments, some pre-rendered cutscenes, the main theme song, marketing videos and the translations were created with the help of AI tools, then edited and assembled by the developer. Gameplay design, code and in-game animations were made by the developer. No content is generated by AI during gameplay. | Chuongcc | - | Sep 18, 2026 | |
Life bar In-game content artaudio | Generative AI was used during development to assist in creating some pre-generated game assets, such as sound effects and visual content. No AI-generated content is created during gameplay. | liam frydman | - | Sep 18, 2026 | |
Tooth for Tooth Unclear | We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement. | Outlane | - | Sep 16, 2026 | |
Wheelie Bin Bash Dev only artaudio | This game's early development utilized local AI systems for generating initial ideas and imagery surrounding the stage layouts and the initial musical passages, then further edited manually through various pieces of software (Art software and DAWs + numerous VSTs). | Aubriline SoftWorks | - | Sep 15, 2026 | |
ECHO//syntax Dev only code | I've been using Generative AI tools as part of development for things like programming assistance, troubleshooting, research, brainstorming, and some concept exploration.
ECHO//syntax is a work of mechanics made from love of the beat-em-up genre from CHROMAGEM. It is designed, directed, assembled, tested, and curated by me. I make the first and final decisions on the game's mechanics, characters, levels, visual direction, and overall design.
As a designer that's looking to get a particular feel and experience with this game, I'm looking through and making sure you're getting a good game to play and enjoy. | CHROMAGEM Games | - | Sep 14, 2026 | |
Assassin Of Werewolf In-game content art | Steam store page logo and cover art made with ai tools
Game menu images made with ai tools | Saylor Games | - | Sep 12, 2026 | |
GLADIATOR: Survival Simulator Dev only code | No live AI. It was used to assist with the game's programming and code development. | Wynand Smit | - | Sep 12, 2026 | |
DreamAgain Adventures Emperor Sin & King Pop Strike Force In-game content audiotext | AI content for audio sound effects on player strike attacks normal slash sounds for punches and kicks & wording that completes mission. Game Cover marketing material | DreamAgain Studios | - | Sep 12, 2026 | |
Ship Busters In-game content artaudio | Generative AI tools were used to create some of the pre-rendered content that ships with this game and appears on this store page, specifically artwork and character voice audio. Nothing is generated by AI while the game is running. | Invo Tech Inc. | - | Sep 10, 2026 | |
The Tale of the King and The Lorn Knight Called Sir Roberdroric In-game content text | Generative AI was used solely to assist with translation, localization, and language editing of written text. This includes localization of Steam store-page descriptions and translation or language correction of in-game text, primarily from Portuguese into English. No AI-generated artwork, audio, gameplay content, or live-generated AI content is included in the game. | Dan Mafra Pixel Arts Company | - | Sep 7, 2026 | |
Slap the Gamer Unclear arttext | AI:
Art
Dialogue
Humans:
Design
Coding
Music
Creativity | Slap The Gamer Interactive Studios | - | Sep 4, 2026 | |
Bloody Fighters In-game content art | All pre-rendered visual artwork was created using generative AI under developer direction. This includes environment backgrounds, interface and menu artwork, branding, icons, and promotional/title-card images. | Last Exit Diner | - | Sep 3, 2026 | |
Slap Boxing Simulator Unclear | Some use of AI tools. | TMHS Digital | - | Sep 3, 2026 | |
Fister In-game content codeart | "This game's code, including the level and cosmetics editors, are all AI-generated.
The maps and music are not AI-generated.
Some cosmetics may be AI-generated, but most are not." | Bootloop Studio | - | Sep 2, 2026 | |
Desk Disaster Store/marketing art | The game's logo and main capsule assets were generated using artificial intelligence tools (e.g., [Gemini]). We retain full rights to the resulting images and they have been human-edited for the final version. | Quady | - | Sep 1, 2026 | |
Stickman & Wildland Chariot In-game content art | Some icons and models were developed with the assistance of AI. | SleepyCatTech | - | Aug 31, 2026 | |
BASHDASH Dev only art | I used generative AI tools to create initial concept art and sketches for my game characters, which I then manually recreated and modeled in 3D myself. I also used AI to assist in sketching the game's official logo | Polytens | - | Aug 29, 2026 | |
Hood Dev only code | Some code and animation created with the assistance of LLMs. | Deep Six Game Studios | - | Aug 29, 2026 | |
FSPunch In-game content artaudiocode | The game's code was written with the help of an AI coding assistant, following the developer's design direction. Because the characters, arenas, materials and user interface are generated procedurally in code rather than authored as art assets, they are a result of that same process. The background music tracks were generated with Suno (commercial licence). Sound effects are licensed from Mixkit and Freesound. Nothing is generated by AI while the game is running. | opinionampGames | - | Aug 29, 2026 | |
Archmage Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | - | Aug 28, 2026 | |
DuelX In-game content artcode | ### Use of Generative Artificial Intelligence
During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation.
AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements.
It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements.
The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me.
I want to be transparent with players regarding the use of these technologies in the creation of the game. | KV | - | Aug 28, 2026 | |
HedgeHogged Dev only artcode | The game is primarily developed using Houdini, VEX and Godot. Generative AI assists with concept/reference artwork, initial 3D asset generation, and programming. Assets are further processed, optimized, rigged and animated in Houdini before integration into the game. | VFX South | - | Aug 28, 2026 | |
Mojiworld In-game content artaudio | During development we used generative AI tools to create the some of this game's assets. This includes 2D art and audios. All AI-generated assets were produced during development, reviewed by us, and ship as fixed files in the build. Some were hand-edited, recoloured, composited or retimed afterwards. Game code, design, writing and dialogue are authored by us. | Moji-studios | - | Aug 28, 2026 | |
429 In-game content art | There is some art work and pictures in the game that uses generative AI, not much though, also does not really affect the game play. | ScreamingPie | - | Aug 28, 2026 | |
ARCHSCROLL In-game content artaudiocodetext | Some Generative AI were used in the process of creating the assets used in the game. | DAYNIMIC | - | Aug 26, 2026 | |
TROUBLE SHOOTERS In-game content art | I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly. | Music For Robots | - | Aug 25, 2026 | |
ASURA BEAT In-game content art | Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services. | NUJABESCODE | - | Aug 25, 2026 | |
Dungeons & Death In-game content artaudiocode | Development used generative tools to assist with pre-generated pixel-art characters, environments, UI, effects and reference images (PixelLab and OpenAI image generation); pre-generated sound effects and voices (ElevenLabs); pre-generated music (Stable Audio); and portions of game code, tests and documentation (OpenAI Codex, Claude Code). Outputs were selected, edited, integrated and tested by the developer. The shipped game does not generate AI content at runtime and does not send player prompts to an AI service. | RatSlayerGames | - | Aug 20, 2026 | |
MindUP In-game content artaudio | MindUP uses some pre-rendered AI-assisted visual, audio, and promotional assets. The game does not use live generative AI during gameplay, and no player prompts or AI-generated gameplay content are created at runtime. | Davit Hovhannisyan | - | Aug 20, 2026 | |
Egg Rush In-game content art | I've been developing this game solo for three years now. Honestly, some of the models I made myself were just too ugly, and I was getting completely burned out. So, I had to use AI for just a couple of the models just to get it done. | EggRush | - | Aug 19, 2026 | |
明月专属传奇 Store/marketing | Part of the assets on the store page have been optimized with AI. | 明月专属传奇 | - | Aug 19, 2026 | |
ScrapBound In-game content artaudio | Generative AI tools were used during the development of ScrapBound to assist with the creation of some visual and audio assets. AI-generated imagery was used as a starting point for various game assets, which were then modified, edited, and integrated to fit the game's visual style. Many of these assets will over time be replaced as the development of the game continues. | Duckoon Games | - | Aug 18, 2026 | |
Tank Brigade Store/marketing art | Game logo and achievements logo were generated by AI | Dual B Games | - | Aug 18, 2026 | |
Shadow Wake In-game content audio | Used a few AI generated sound SFX | Binary Omen | - | Aug 17, 2026 |