游戏中商店老板图片以及商店背景为ai生成
- Creator
- 半醉的蜗牛
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,882 disclosures tracked
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Code help, debugging and other development work.
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游戏中商店老板图片以及商店背景为ai生成
Only the store logo and some store GIFs in our game were created using AI. No AI was used in the 3D content or objects within the game. Only certain 2D store icons were partially created using AI.
AI tools are used to assist in the creation of some pre-rendered content, such as concept imagery, promotional visuals, or draft marketing assets (for example, store page artwork or community images). This game uses AI-generated content for a small number of in-game item images and some UI elements. All gameplay systems, and core assets are created manually.
the games does NOT use AI AI is used for the steam capsules only.
The puzzle images pre-rendered AI art
This game uses generative AI tools during development for text, art assets, audio content, voice recognition features, and selected marketing materials. All content is reviewed and implemented by the developer.
Some backgrounds were generated using AI.
商店页面和营销素材由AI生成
Only a few images and some language translations in this game were created with AI.
A part of the backgrounds and scenes. Some elements of the user interface.
Game music Translations Shop sign textures (or Store billboard textures) Some models, such as the "Dropping washing machine"
The store page imagery and logo are AI generated.
The four assets in this work—one UI component and three landscape paintings used as wall decorations (frames not included)—were produced using additional AI for refinement. None of them were created by AI from the ground up. AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand. We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
Some art assets were created with AI-assisted tools using my prompts and then edited/painted over by me for consistency and final polish
Generative AI is used to create some visual assets.
Some promotional images on the store page were created with the assistance of AI tools. All in game assets and gameplay content are original and manually created. The game does not use real time AI generated content.
We use AI-generated images for cutscenes, standing illustrations, and action resources.
AI tools were used during development to generate initial concept art; all final in-game graphics were then manually redrawn and refined by hand.
"AI was used to generate some images such as loading screens or character portraits."
Logo is generated by AI.
I'm a solo developer making this game entirely on my own with a zero budget. Without AI, I would've gone mad creating such a massive project. It would've taken around 15 years just to reach Early Access. To be completely transparent: during development, I may use AI tools to assist with content creation, primarily for routine tasks. However, everything is always manually reviewed and refined by me. The workflow is strictly: My work → AI → My work.
AI was used to generate the store images and splash page for Dungeonfall.
The promotional artwork on this Steam page was hand-drawn by an artist, with AI tools used solely for concept generation.
AI was used to create placeholders of 2D sprites used in parts of the UI and as stage prompts. All of these elements will be removed over time.
AI has been used to generate graphics.
The stage designs are pre-rendered, but I still had to modify them manually.
Character, monsters and logo artworks.
Character, monsters artworks and capsule arts.
Character, monsters and backgrounds artworks.
AI tools were used only to generate some of the pre rendered visual assets and promotional artwork for the game and store page. No AI is used during gameplay, and all game logic, systems, mechanics, and code are manually created.
AI was used in the game's thumbnail and was not used in the game's code or any other development resources. However, the aforementioned thumbnail and all other game resources were created by the developer.
Capsule of the game has been made using AI
Some of the game's art and music are created with the assistance of AI
Artificial intelligence was used in this project to assist with generating and preparing graphic materials, including concept art and background elements. All gameplay logic, code, level design, and final implementation were created manually.
AI is used in creating portraits and figure of characters.
Abyssbound uses generative AI to create certain voice lines and character animations. These AI-generated elements are used to enhance atmosphere and storytelling, but they do not affect gameplay mechanics or player progression. All AI-generated content is integrated in a way that supports the game's artistic direction.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. The final artwork combines AI-generated base designs with human-made artistic revisions.
This game uses AI for animation rigging and some image assets
I'm not a corporation that can afford help designing and creating art for this game. I'm just a guy making a game I wanted to create. So, this game uses generated assets for symbol art and wizard portraits to mitigate up-front development costs. I am committed to supporting human artists and will replace any AI generated art with real artist work if the game becomes successful.
I generated the store page images with AI and some of the content in the game
AI used to generate sprites and source information for trivia sections.
Some visual and text elements in this game were created with the help of AI tools during development. No real-time AI is used during gameplay. All AI-assisted content has been reviewed, modified and approved by the developer.
AI tools were utilized to generate some art assets on the store page and in-game.
Used only for image generation.
Each image and BGM (background music) was created using AI.
The billboard female model was created using AI, and the initial draft of the game icon was also generated with AI before being refined by me. I lacked both the resources and the skills, and I apologize for this.
Generative AI was used to create some graphic assets, including certain character elements and partial background components
The game's logo and some in-game artwork were created using generative AI.
Часть музыкального сопровождения в игре создана с использованием инструмента SUNO. Шрифт логотипа был изменен с помощью инструментов генеративного ИИ.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
勇闯华强北 Store/marketing art | 游戏中商店老板图片以及商店背景为ai生成 | 半醉的蜗牛 | - | Mar 18, 2026 | |
Summer Delicious Simulator: Prologue In-game content art | Only the store logo and some store GIFs in our game were created using AI. No AI was used in the 3D content or objects within the game. Only certain 2D store icons were partially created using AI. | BitRaiders Games | 58 | Mar 18, 2026 | |
Outlanders In-game content art | AI tools are used to assist in the creation of some pre-rendered content, such as concept imagery, promotional visuals, or draft marketing assets (for example, store page artwork or community images).
This game uses AI-generated content for a small number of in-game item images and some UI elements. All gameplay systems, and core assets are created manually. | Solo Game Dev | - | Mar 18, 2026 | |
North Sentinel Island Store/marketing art | the games does NOT use AI
AI is used for the steam capsules only. | MasterHanzi | - | Mar 18, 2026 | |
Neon Fantasy: Fairies In-game content art | The puzzle images pre-rendered AI art | Quantum Quiver Games | - | Mar 18, 2026 | |
Castle Siege Commander In-game content textartaudio | This game uses generative AI tools during development for text, art assets, audio content, voice recognition features, and selected marketing materials. All content is reviewed and implemented by the developer. | Browseluck | - | Mar 18, 2026 | |
Newborn: The Tears of the Garnet In-game content art | Some backgrounds were generated using AI. | FSTGAME | - | Mar 18, 2026 | |
都市传奇之人在江湖当大佬 Store/marketing art | 商店页面和营销素材由AI生成 | Q77 | 30 | Mar 18, 2026 | |
Age of Resistance In-game content arttext | Only a few images and some language translations in this game were created with AI. | Luis Humberto | - | Mar 18, 2026 | |
Jixo 4: Magical Nights Collector’s Edition art | A part of the backgrounds and scenes.
Some elements of the user interface. | MixoGames Ltd. | - | Mar 18, 2026 | |
Capodanno alla MANO In-game content audiotextart | Game music
Translations
Shop sign textures (or Store billboard textures)
Some models, such as the "Dropping washing machine" | Serio Studio | - | Mar 18, 2026 | |
WinBubbles Store/marketing art | The store page imagery and logo are AI generated. | Corry Holt | - | Mar 18, 2026 | |
Librarian: Tidy Up the Arcane Library! In-game content arttext | The four assets in this work—one UI component and three landscape paintings used as wall decorations (frames not included)—were produced using additional AI for refinement. None of them were created by AI from the ground up.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship. | ArtRising | 15k | Mar 18, 2026 | |
Texplore In-game content art | Some art assets were created with AI-assisted tools using my prompts and then edited/painted over by me for consistency and final polish | Dustin Garner | - | Mar 18, 2026 | |
Indie GameDev Sim In-game content art | Generative AI is used to create some visual assets. | Relax & Play | - | Mar 18, 2026 | |
After the Crash : Colony In-game content art | Some promotional images on the store page were created with the assistance of AI tools. All in game assets and gameplay content are original and manually created. The game does not use real time AI generated content. | Penche Software | 14 | Mar 18, 2026 | |
Twilight Eden In-game content art | We use AI-generated images for cutscenes, standing illustrations, and action resources. | MYMEStudio | - | Mar 18, 2026 | |
Darkward In-game content art | AI tools were used during development to generate initial concept art; all final in-game graphics were then manually redrawn and refined by hand. | Radek Volf | 29 | Mar 18, 2026 | |
Feast of the Beast Unleashed In-game content art | "AI was used to generate some images such as loading screens or character portraits." | elShele | - | Mar 18, 2026 | |
Arnie's Maze Store/marketing art | Logo is generated by AI. | Szymon Krawczak | - | Mar 18, 2026 | |
SWOM Unclear artaudiotext | I'm a solo developer making this game entirely on my own with a zero budget. Without AI, I would've gone mad creating such a massive project. It would've taken around 15 years just to reach Early Access.
To be completely transparent: during development, I may use AI tools to assist with content creation, primarily for routine tasks. However, everything is always manually reviewed and refined by me. The workflow is strictly: My work → AI → My work. | WoFo | - | Mar 18, 2026 | |
Dungeonfall Store/marketing art | AI was used to generate the store images and splash page for Dungeonfall. | AGNQ Tech Solutions | - | Mar 18, 2026 | |
Holy Nope! Store/marketing art | The promotional artwork on this Steam page was hand-drawn by an artist, with AI tools used solely for concept generation. | Challenging Games | 14 | Mar 18, 2026 | |
PAG: Post Apocalypse Guns In-game content art | AI was used to create placeholders of 2D sprites used in parts of the UI and as stage prompts.
All of these elements will be removed over time. | Smiling Face | - | Mar 18, 2026 | |
Unholy Crimes Unclear art | AI has been used to generate graphics. | Moody Creatives | - | Mar 18, 2026 | |
Rembrunir 2 Dev only art | The stage designs are pre-rendered, but I still had to modify them manually. | LAGA | - | Mar 18, 2026 | |
The Clockwork Requiem In-game content art | Character, monsters and logo artworks. | Anima Games | - | Mar 18, 2026 | |
Eastbound In-game content art | Character, monsters artworks and capsule arts. | Crow's Perch | - | Mar 18, 2026 | |
The Eternal Night In-game content art | Character, monsters and backgrounds artworks. | Anima Games | - | Mar 18, 2026 | |
Insurance Worker Game In-game content art | AI tools were used only to generate some of the pre rendered visual assets and promotional artwork for the game and store page. No AI is used during gameplay, and all game logic, systems, mechanics, and code are manually created. | CJ 03 | - | Mar 18, 2026 | |
Vampire One Blood Store/marketing art | AI was used in the game's thumbnail and was not used in the game's code or any other development resources. However, the aforementioned thumbnail and all other game resources were created by the developer. | Juan corp studio | - | Mar 18, 2026 | |
Santa Simulator : Christmas Factory Store/marketing art | Capsule of the game has been made using AI | Meerkatt Studio | 32 | Mar 18, 2026 | |
水浒女神录 In-game content artaudio | Some of the game's art and music are created with the assistance of AI | 游戏方程工作室 | - | Mar 18, 2026 | |
QB Adventures In-game content art | Artificial intelligence was used in this project to assist with generating and preparing graphic materials, including concept art and background elements. All gameplay logic, code, level design, and final implementation were created manually. | Damian Baksalary | - | Mar 18, 2026 | |
Terria Tactics In-game content art | AI is used in creating portraits and figure of characters. | TactiGame Limited | - | Mar 18, 2026 | |
Abyssbound In-game content audioart | Abyssbound uses generative AI to create certain voice lines and character animations. These AI-generated elements are used to enhance atmosphere and storytelling, but they do not affect gameplay mechanics or player progression. All AI-generated content is integrated in a way that supports the game's artistic direction. | Mousavi Tech | - | Mar 18, 2026 | |
Drunk But Not Wasted Monk In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | BRB Drama | - | Mar 18, 2026 | |
Order of Kings In-game content art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. The final artwork combines AI-generated base designs with human-made artistic revisions. | DW Studio | 109 | Mar 18, 2026 | |
Poreia In-game content art | This game uses AI for animation rigging and some image assets | ARDORBIT | - | Mar 18, 2026 | |
Slotomancer In-game content art | I'm not a corporation that can afford help designing and creating art for this game. I'm just a guy making a game I wanted to create.
So, this game uses generated assets for symbol art and wizard portraits to mitigate up-front development costs.
I am committed to supporting human artists and will replace any AI generated art with real artist work if the game becomes successful. | Flatts | - | Mar 18, 2026 | |
Flocking Wars In-game content art | I generated the store page images with AI and some of the content in the game | eoin tolster | - | Mar 18, 2026 | |
Night School In-game content arttext | AI used to generate sprites and source information for trivia sections. | Evan Palmer | - | Mar 18, 2026 | |
Cold Decree In-game content arttext | Some visual and text elements in this game were created with the help of AI tools during development.
No real-time AI is used during gameplay.
All AI-assisted content has been reviewed, modified and approved by the developer. | Kadir AKKAS | - | Mar 18, 2026 | |
Bouncy Bean In-game content art | AI tools were utilized to generate some art assets on the store page and in-game. | Binx.tv | - | Mar 18, 2026 | |
Molodoy Simulator Unclear art | Used only for image generation. | Erich Meurer | - | Mar 18, 2026 | |
Luck Town In-game content artaudio | Each image and BGM (background music) was created using AI. | jun | - | Mar 18, 2026 | |
Seoul Bridge In-game content art | The billboard female model was created using AI, and the initial draft of the game icon was also generated with AI before being refined by me.
I lacked both the resources and the skills, and I apologize for this. | MidNightDevClub | 26 | Mar 18, 2026 | |
Distorted Perfection: Battle on the Tile In-game content art | Generative AI was used to create some graphic assets, including certain character elements and partial background components | TangzaBean Studio | - | Mar 18, 2026 | |
MergeShift In-game content art | The game's logo and some in-game artwork were created using generative AI. | Boogygames Studios | - | Mar 18, 2026 | |
Обо: Шоу Теней In-game content audioart | Часть музыкального сопровождения в игре создана с использованием инструмента SUNO.
Шрифт логотипа был изменен с помощью инструментов генеративного ИИ. | Julliet | 20 | Mar 18, 2026 |