Some item images in this game were created using AI-generated imagery as part of the development process.
- Creator
- Magic Staff
- Reviews
- -
- Added
- Mar 18, 2026
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Some item images in this game were created using AI-generated imagery as part of the development process.
Generative AI was used to assist in the creation of the current store page capsule art and backgrounds. These images are intended as placeholders / proof of concept and will be replaced with hand-crafted assets as development continues and before release. AI was also used for coding assistance and bug-fixing during development.
The steam page art is AI generated as a placeholder while the game in in early alpha.
Artificial intelligence was used to create visuals for marketing the game, such as the logo and poster.
As a solo developer, generative AI was used only for the Steam capsule images. I plan to replace them with hand drawn artwork before the game is released.
Some of the images on this game's store page were created using artificial intelligence.
Some in-game and store artwork assets were generated with the assistance of AI tools and then edited and integrated by the developer. No copyrighted material was intentionally used.
AI tools were utilized to assist with coding, text generation, and creating some graphical assets.
As an indie game project, to overcome limitations in budget and time, this game utilizes AI-generated assets for some visual elements (including character art, background scenes, and UI icons) and music. All AI-generated content has undergone the following manual processing: • Frame-by-frame adjustments for detail consistency. • Redrawing of parts inconsistent with the game's worldbuilding. Ayu promises that all assets comply with Steam's policies, and the core gameplay and narrative are 100% original. Thank you for your understanding and support.
As a solo developer, I use AI tools as creative assistants. This allows me to include full voice acting and detailed environments that would otherwise be impossible for a single person. This is not mindless generation – every asset has been carefully curated, manually edited, and implemented to serve the game's story and atmosphere.
We use AI in all our products, where possible, including but not limited to helping in creation of code, graphical assets and text. AI is used as a workflow tool, much like digital art software or modern coding tools. Use of AI allows us to have more and better features which would otherwise be impossible or time and cost prohibitive for a small independent game studio.
Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original.
Store Page Capsule Images are highlighted using Artificial Intelligence.
- Character Illustration - Character Modeling - Monster Modeling - And More…
Ai was used in the marketing material production and some in game art.
Generative artificial intelligence was used during development to assist with creating only a few concept art pieces, while the majority of concept art was drawn by the development team. AI was also used to help polish certain 2D scene visuals. All AI-assisted content was reviewed, refined, and integrated by the team to ensure it fits the game’s artistic vision and quality standards.
We used generative AI tools during development for some marketing images, certain UI elements, store page text drafting, and code suggestions. All outputs were reviewed and edited by the developer. The game does not use AI to generate content during gameplay.
Generative AI tools were utilized during the development of The Bliss to assist with initial script brainstorming, technical troubleshooting, and the creation of minor 2D artwork elements. All AI-assisted content was heavily modified, edited, and curated by the development team to align with the game's strict artistic vision. (Note: Any 3D AI-generated assets were used strictly as temporary placeholders during prototyping and have been completely replaced by human-crafted models in the final release).
Some visual assets and promotional images used in Before The Haunting are generated with the assistance of artificial intelligence tools. All AI-generated content is created during development and is not generated dynamically during gameplay. The game does not use AI services or AI-driven content generation in real time.
We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality.
Logo was generated by AI.
AI used for concepts and the creation of some assets
Use of UI Assets and Visual Elements The game uses a combination of custom-made assets and assisted tools for certain visual elements. Some UI icons and minor interface elements were created with the help of generation tools and then manually edited and integrated into the game. This includes: small UI icons damage indicators ability cards and card elements UI cards and visual overlays promotional banners for the Steam store All generated elements are used as supporting visuals, refined and adapted to fit the game’s original design, gameplay systems, and overall art direction. Core gameplay visuals, mechanics, environments, and animations are fully custom and developed specifically for the game.
During the dialogue sequences, the characters avatar representations have been created using AI image generation tools based on original 3D images of the in-game models
This game was developed with the assistance of generative AI tools.AI was primarily used to support the creation of game description text, promotional materials, visual assets, textures, music, and sound effects. All AI-generated or AI-assisted content has been reviewed, edited, and finalized by the development team to ensure overall quality and an enjoyable gameplay experience.
AI assisted tools were used during development to help create some assets, all of which were reviewed and finalized by the developer. The game does not generate AI content during gameplay, and players cannot input prompts or create AI-generated material.
The art in this demo was either directly created using the visual assets of the Second Edition of the tabletop game "Heroes of Arcania" or inspired by/edited to be a close approximation of the visual assets of said tabletop game. The art from the tabletop game is NOT AI generated art but AI assisted. All of the art started as a drawing or photograph created by the original artist which was then used as a base image that was processed by AI to sharpen the image. This process ensures that NO ONE'S art is stolen. On top of this, every one of the over 750 unique images used for the tabletop game is put through google image search. If any come back with a result other than "No image found", it is replaced to ensure due diligence is done to protect others.
I am a solo indie developer with limited time and funds. I use AI art to help in places where my personal pixel art skills are lacking. Many/most all of these pieces get hand cleaned up by me to ensure overall aesthetics, feel, and theme are maintained. Specific usages of AI Art: Character/Armor Art - (The characters are the focal pieces of the game. I wanted them clean with the gritty overtones and proper shading. My art is not there yet) Location Backgrounds - (The floor the character is seen walking on is largely created by AI with touch ups to ensure proper parallax looping) The pixel art hands in the game's logo/title images - (I'm terrible with pixel art hands... something about the shading)
AI has been used to generate first drafts of some game art which then has been enhanced/edited by humans as well as in-game music and voices.
Can have Stock Icons or Covers AI generated Content included
Artificial intelligence was used to assist in writing code, creating graphical assets and music.
Because I'm developing this game solo, I use generative to iterate quickly and rapidly produce content.
We used AI to generate the main banner for the game.
The AI is used in game to generate some props (small in-game objects models which make environment look more authentic. The AI is NOT USED for any of the major game features, narrative or important visuals
This game used generative AI to create some of the sound effects for the fight simulation, some UI and artwork assets for the store page and the in-game UI, and the base text translations.
AI-Generated Content Policy: To efficiently utilize development resources, we have leveraged AI generation technology to create some of the background images and promotional artwork, BGM on this store page.
This game uses AI-generated content during development, including some pre-rendered voice acting and textures. AI was also used to assist in the creation of certain promotional artwork. No AI-generated content is created dynamically during gameplay, and players do not interact with AI systems during play.
This game includes pre-generated visual assets created and edited using MidJourney. Written content was developed with AI assistance (ChatGPT, GitHub Copilot) and edited by the developer. Voice-over generated by ElevenLabs.
AI-generated content: Some store promotional images, as well as some icons in the game.
Capsule and library images, some code for the hook and glide abilities.
Generative AI was used as a visual assistance tool for some background imagery and promotional materials. All interactive elements and 3D objects, including the core, are handcrafted. No AI is used to generate content during gameplay, and there is no live or user-driven AI generation.
AI-generated images were used for some in-game assets including icons and artworks. These assets were generated using image generation AI tools and then edited/refined by the developer. AI translation tools were also used to support localization, with review and editing by the developer. No AI is used during actual gameplay.
This game includes some AI-generated artwork that has been reviewed and integrated into the final design.
All character voices were generated by AI during development. Some graphic resources were generated by AI in the case of posters
Only a few icons are generated by an AI.
Generative AI tools were used during development to assist with the creation of concept art, visual assets, and written content such as descriptions and lore. All AI-generated materials were reviewed, edited, and finalized by the development team. No AI is used during gameplay, and the game does not generate content in real time.
I use AI to create some graphical elements, such as store elements, and some in-game graphical elements: loading screens and UI elements.
AI is used for Localisation, some 3d Models and Steam Capsule
During the game development process, AI tools were used to assist in generating art images, inlcluding store page and in-game art .
Some visual and level assets in this game were created during development with the assistance of generative AI tools and then manually reviewed and finalized by the developer. The game does not use generative AI to create content during gameplay or at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Magic Hero Incremental In-game content art | Some item images in this game were created using AI-generated imagery as part of the development process. | Magic Staff | - | Mar 18, 2026 | |
Rogue Ricochet Store/marketing artcode | Generative AI was used to assist in the creation of the current store page capsule art and backgrounds. These images are intended as placeholders / proof of concept and will be replaced with hand-crafted assets as development continues and before release. AI was also used for coding assistance and bug-fixing during development. | PATCHWORKS | - | Mar 18, 2026 | |
Apexiom art | The steam page art is AI generated as a placeholder while the game in in early alpha. | Queso | - | Mar 18, 2026 | |
One, Two, Death Store/marketing art | Artificial intelligence was used to create visuals for marketing the game, such as the logo and poster. | Ahnes Studios | - | Mar 18, 2026 | |
They Shall Not Loop Store/marketing art | As a solo developer, generative AI was used only for the Steam capsule images. I plan to replace them with hand drawn artwork before the game is released. | Elite Gorgon Games | - | Mar 18, 2026 | |
Elixir Shop Together Store/marketing art | Some of the images on this game's store page were created using artificial intelligence. | Axeagon Games | - | Mar 18, 2026 | |
THE TASTE OF COMPETITION In-game content art | Some in-game and store artwork assets were generated with the assistance of AI tools and then edited and integrated by the developer. No copyrighted material was intentionally used. | Gamze Bekem | - | Mar 18, 2026 | |
The Physical In-game content textart | AI tools were utilized to assist with coding, text generation, and creating some graphical assets. | 2Crispy Studio | - | Mar 18, 2026 | |
无尽公路:诡债仙途 In-game content artaudio | As an indie game project, to overcome limitations in budget and time,
this game utilizes AI-generated assets for some visual elements (including character art, background scenes, and UI icons) and music.
All AI-generated content has undergone the following manual processing:
• Frame-by-frame adjustments for detail consistency.
• Redrawing of parts inconsistent with the game's worldbuilding.
Ayu promises that all assets comply with Steam's policies, and the core gameplay and narrative are 100% original.
Thank you for your understanding and support. | SenYustudio | - | Mar 18, 2026 | |
Gustav Mlha: Záhada Krkonoš In-game content audioart | As a solo developer, I use AI tools as creative assistants. This allows me to include full voice acting and detailed environments that would otherwise be impossible for a single person. This is not mindless generation – every asset has been carefully curated, manually edited, and implemented to serve the game's story and atmosphere. | Studio 1603 | - | Mar 18, 2026 | |
Star and Serpent Solitaire Unclear codearttext | We use AI in all our products, where possible, including but not limited to helping in creation of code, graphical assets and text. AI is used as a workflow tool, much like digital art software or modern coding tools. Use of AI allows us to have more and better features which would otherwise be impossible or time and cost prohibitive for a small independent game studio. | Star and Serpent | 12 | Mar 18, 2026 | |
Dragon Guardians In-game content art | Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original. | Queen | - | Mar 18, 2026 | |
Crimson Realms: Relics of the Forgotten World Store/marketing art | Store Page Capsule Images are highlighted using Artificial Intelligence. | Beyond Galaxy Interactive | - | Mar 18, 2026 | |
Checkmate Defence Unclear art | - Character Illustration
- Character Modeling
- Monster Modeling
- And More… | Checkmate Defence | - | Mar 18, 2026 | |
Whisker Wars In-game content art | Ai was used in the marketing material production and some in game art. | QuarterDrop | - | Mar 18, 2026 | |
Vanished Puzzle Quest Dev only art | Generative artificial intelligence was used during development to assist with creating only a few concept art pieces, while the majority of concept art was drawn by the development team. AI was also used to help polish certain 2D scene visuals. All AI-assisted content was reviewed, refined, and integrated by the team to ensure it fits the game’s artistic vision and quality standards. | Saltium Games | 54 | Mar 18, 2026 | |
Rise of the Cones: Planetary Defense Store/marketing arttextcode | We used generative AI tools during development for some marketing images, certain UI elements, store page text drafting, and code suggestions. All outputs were reviewed and edited by the developer. The game does not use AI to generate content during gameplay. | Baris Lab | 28 | Mar 18, 2026 | |
The Bliss In-game content textart | Generative AI tools were utilized during the development of The Bliss to assist with initial script brainstorming, technical troubleshooting, and the creation of minor 2D artwork elements. All AI-assisted content was heavily modified, edited, and curated by the development team to align with the game's strict artistic vision. (Note: Any 3D AI-generated assets were used strictly as temporary placeholders during prototyping and have been completely replaced by human-crafted models in the final release). | Lakeside GAMES | - | Mar 18, 2026 | |
Before The Haunting Store/marketing art | Some visual assets and promotional images used in Before The Haunting are generated with the assistance of artificial intelligence tools.
All AI-generated content is created during development and is not generated dynamically during gameplay. The game does not use AI services or AI-driven content generation in real time. | Frenchy Pal Protocol | - | Mar 18, 2026 | |
白纸星途:民国乱世歌姬 In-game content art | We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality. | MYSTERY CROWN | - | Mar 18, 2026 | |
Coination Store/marketing art | Logo was generated by AI. | Cinderbyte | - | Mar 18, 2026 | |
Sandy In-game content art | AI used for concepts and the creation of some assets | Luca Alberti | - | Mar 18, 2026 | |
MELLDESTROY In-game content art | Use of UI Assets and Visual Elements
The game uses a combination of custom-made assets and assisted tools for certain visual elements.
Some UI icons and minor interface elements were created with the help of generation tools and then manually edited and integrated into the game.
This includes:
small UI icons
damage indicators
ability cards and card elements
UI cards and visual overlays
promotional banners for the Steam store
All generated elements are used as supporting visuals, refined and adapted to fit the game’s original design, gameplay systems, and overall art direction.
Core gameplay visuals, mechanics, environments, and animations are fully custom and developed specifically for the game. | CUBE studio | - | Mar 18, 2026 | |
Deadrock Salvation In-game content art | During the dialogue sequences, the characters avatar representations have been created using AI image generation tools based on original 3D images of the in-game models | Ghost Machine | 37 | Mar 18, 2026 | |
坦克大作战 In-game content textartaudio | This game was developed with the assistance of generative AI tools.AI was primarily used to support the creation of game description text, promotional materials, visual assets, textures, music, and sound effects.
All AI-generated or AI-assisted content has been reviewed, edited, and finalized by the development team to ensure overall quality and an enjoyable gameplay experience. | Pixel Jumping | - | Mar 18, 2026 | |
Cataclysmic Bite In-game content art | AI assisted tools were used during development to help create some assets, all of which were reviewed and finalized by the developer. The game does not generate AI content during gameplay, and players cannot input prompts or create AI-generated material. | Bryan Patrick Treyes | - | Mar 18, 2026 | |
Heroes of Arcania In-game content art | The art in this demo was either directly created using the visual assets of the Second Edition of the tabletop game "Heroes of Arcania" or inspired by/edited to be a close approximation of the visual assets of said tabletop game.
The art from the tabletop game is NOT AI generated art but AI assisted.
All of the art started as a drawing or photograph created by the original artist which was then used as a base image that was processed by AI to sharpen the image.
This process ensures that NO ONE'S art is stolen.
On top of this, every one of the over 750 unique images used for the tabletop game is put through google image search. If any come back with a result other than "No image found", it is replaced to ensure due diligence is done to protect others. | Two Brain Games | - | Mar 18, 2026 | |
What We Carry In-game content art | I am a solo indie developer with limited time and funds. I use AI art to help in places where my personal pixel art skills are lacking. Many/most all of these pieces get hand cleaned up by me to ensure overall aesthetics, feel, and theme are maintained.
Specific usages of AI Art:
Character/Armor Art - (The characters are the focal pieces of the game. I wanted them clean with the gritty overtones and proper shading. My art is not there yet)
Location Backgrounds - (The floor the character is seen walking on is largely created by AI with touch ups to ensure proper parallax looping)
The pixel art hands in the game's logo/title images - (I'm terrible with pixel art hands... something about the shading) | LuckXDesign Studio | - | Mar 18, 2026 | |
Hardcourt Balls In-game content artaudio | AI has been used to generate first drafts of some game art which then has been enhanced/edited by humans as well as in-game music and voices. | Untitled Software | - | Mar 18, 2026 | |
The Krampus Game In-game content art | Can have Stock Icons or Covers AI generated Content included | Gaming Limited | - | Mar 18, 2026 | |
Creaworm In-game content artaudiocode | Artificial intelligence was used to assist in writing code, creating graphical assets and music. | Antinomic Sequence | - | Mar 18, 2026 | |
Airsoft Allstars Unclear artaudiotextcode | Because I'm developing this game solo, I use generative to iterate quickly and rapidly produce content. | Nekomata Games LLC | - | Mar 18, 2026 | |
Tombbound Store/marketing art | We used AI to generate the main banner for the game. | Age Zero | - | Mar 18, 2026 | |
Rematonia In-game content art | The AI is used in game to generate some props (small in-game objects models which make environment look more authentic.
The AI is NOT USED for any of the major game features, narrative or important visuals | Burning Photos | - | Mar 18, 2026 | |
Corner King: Boxing Manager In-game content audioarttext | This game used generative AI to create some of the sound effects for the fight simulation, some UI and artwork assets for the store page and the in-game UI, and the base text translations. | Temporal Lure | 25 | Mar 18, 2026 | |
Green Tea Field Mayhem In-game content artaudio | AI-Generated Content Policy: To efficiently utilize development resources, we have leveraged AI generation technology to create some of the background images and promotional artwork, BGM on this store page. | Norikkun | 11 | Mar 18, 2026 | |
BECOME LIFE In-game content audioart | This game uses AI-generated content during development, including some pre-rendered voice acting and textures. AI was also used to assist in the creation of certain promotional artwork. No AI-generated content is created dynamically during gameplay, and players do not interact with AI systems during play. | Giovanni Altrui | - | Mar 18, 2026 | |
Ironseed 3 : Vigil In-game content arttextaudio | This game includes pre-generated visual assets created and edited using MidJourney.
Written content was developed with AI assistance (ChatGPT, GitHub Copilot) and edited by the developer.
Voice-over generated by ElevenLabs. | Robert Morgan | - | Mar 18, 2026 | |
Robot Hero In-game content art | AI-generated content: Some store promotional images, as well as some icons in the game. | ROBOT GAME | - | Mar 18, 2026 | |
Savage Horizons Store/marketing codeart | Capsule and library images, some code for the hook and glide abilities. | Insolence Studio | - | Mar 18, 2026 | |
Silent Core Night – Holiday Edition Store/marketing art | Generative AI was used as a visual assistance tool for some background imagery and promotional materials.
All interactive elements and 3D objects, including the core, are handcrafted.
No AI is used to generate content during gameplay, and there is no live or user-driven AI generation. | blankmApp | - | Mar 18, 2026 | |
2 Hours to Refund In-game content arttext | AI-generated images were used for some in-game assets including icons and artworks. These assets were generated using image generation AI tools and then edited/refined by the developer. AI translation tools were also used to support localization, with review and editing by the developer. No AI is used during actual gameplay. | withingrid | - | Mar 18, 2026 | |
2048 Bundle In-game content art | This game includes some AI-generated artwork that has been reviewed and integrated into the final design. | Fizzle Pop Games | - | Mar 18, 2026 | |
SISTER LACE In-game content audioart | All character voices were generated by AI during development.
Some graphic resources were generated by AI in the case of posters | Gonzalo Adriel Faraldo | - | Mar 18, 2026 | |
Burn Out In-game content art | Only a few icons are generated by an AI. | Overwork Studio | - | Mar 18, 2026 | |
Mutant Survivors In-game content arttext | Generative AI tools were used during development to assist with the creation of concept art, visual assets, and written content such as descriptions and lore.
All AI-generated materials were reviewed, edited, and finalized by the development team. No AI is used during gameplay, and the game does not generate content in real time. | Macro Software | - | Mar 18, 2026 | |
Appetite for Destruction In-game content art | I use AI to create some graphical elements, such as store elements, and some in-game graphical elements: loading screens and UI elements. | Vandal Studio | - | Mar 18, 2026 | |
Limes 235 In-game content textart | AI is used for Localisation, some 3d Models and Steam Capsule | Mind Games GmbH | - | Mar 18, 2026 | |
GoSifu art | During the game development process, AI tools were used to assist in generating art images, inlcluding store page and in-game art . | OldBone | - | Mar 18, 2026 | |
Offroad Arcade In-game content art | Some visual and level assets in this game were created during development with the assistance of generative AI tools and then manually reviewed and finalized by the developer. The game does not use generative AI to create content during gameplay or at runtime. | DevOfOne | - | Mar 18, 2026 |