Generated AI is used mainly for background images and some monster illustrations.
- Creator
- monaka games
- Reviews
- -
- Added
- Mar 18, 2026
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Interactive or runtime AI features disclosed by the developer.
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Generated AI is used mainly for background images and some monster illustrations.
The character drawings in the game are preliminary images completed by AI and then manually modified. Most of the content is manually modified.
The side battler sprites and the cutscenes were generated using AI
Only used for some UI
Image generation
I use AI for the character portrait graphics and for artwork images. As a solo developer, AI presents numerous opportunities to develop my project in a cost-effective, swift, and efficient manner. Some components of this game feature a mix of human and AI-generated content; nothing is solely produced by AI. It's important to me to use as little AI as possible, ensuring that 95 percent of my content is generated without AI.
We used AI to generate a small number of icons and scene materials.
キャラクタの立ち絵、
DALL-E was used in the creation of some of the enemy battle sprites, character portraits, parallax backgrounds (4 total), and the in-game polaroid pictures. All generated images were further modified by the developer.
AI generated diagram explanation: 1. The title screen of the game 2. Image of promotional images 3. Library homepage image 4. Use Ai to generate in-game plot events and illustrations
The draft of the logo was generated with Dall-E and then edited by me. I also plan to use PixelLab to help generating some alternating tilesets and nyamon creatures and NPC; also surely edited by me to ensure consistency.
Some parts of the story were written with assistance using Chat GPT.
players can chat with in-game characters about the world, the characters and quests they are on.
Music generate AI for Game title BGM.
Some visual assets, such as icons and background art, are based on AI-generated images that have been manually edited. All final materials have been carefully curated and adjusted by human creators to ensure quality and consistency.
The voice of the characters in this work comes from VOICEVOX
This game utilizes the GPT interface provided by OpenAI to generate text. Specifically, in the text adventure, it generates game objectives, story backgrounds, and character information. In the journey mode, it generates game events, interactive items, all real-time dialogue content, and descriptions for generated images. The pre-rendered image resources are generated using stable diffusion and DALL·E.
The AI was used to generate character and some of in-game background and story illustrations.
AI was used for grammar support and translations into other languages. All in-game content is either developer-made or licensed from purchased assets.
Generative AI was used to design the Store Page Logo. No other content was created with the use of Generative AI.
Some in-game text was initially generated using AI translation tools and later manually reviewed and edited. Additionally, a portion of the plugin code was developed using AI-assisted coding tools. A small number of background music tracks are AI-generated royalty-free assets provided by S_Sleep and are used with permission. No live AI content generation occurs during gameplay.
When Born In Reverie is released in full, around 5% of the code base will be AI generated snippets. All illustrations, UI elements, soundtracks, dialogue, sprite designs, etc. will be human-created. -AI image generation was used for ideation on a small number of designs. What this actually means in practice is that AI images were created, modified, and then sent to real artists to serve as reference material in their work. The final illustrations and designs, were created by artists. -To improve productivity, the development of Born in Reverie utilized AI tools for coding/programming support, and AI scaling algorithms to up/down sample a small number of human-created assets. Born in Reverie DOES NOT live produce anything in-game via AI generation. -As an indie developer, I am unable to supervise the work of all the freelancers I work with and cannot guarantee their work is entirely AI free. If anyone I work with is found to produce content with significant AI usage, I will be removing their content and credits from the game and replacing their content with proper human artistry. Above all else, Born in Reverie values human artistry and seeks to create something genuine and authentic for players to experience.
Pre-generated AI images
This is an experimental short prototype demo, so a few images are generated by AI. The AI-generated images include only: 1. Unimportant villager portraits. 2. The dream concept illustration at the beginning.
Apostle Games uses purchased & licensed AI assisted artwork for its in-game character portraits, occasional in-game environment backgrounds, and marketing materials on its Steam page. All AI assisted artwork has been repainted by a human artist to work seamlessly within the game world, using the AI assisted artwork as a base only.
Chinese uses live voice acting, while other countries use AI generated voice acting.
We use AI for the images displayed during the loading screen wait time.
We used generative AI to generate part of the 2D background art and manually corrected it.
In the game are included images for cinematics, generated with a commercial image generation engine.
It has translations to the english that I got from I.A. and some of the animations during the gameplay as well.
AI used for current page artwork ONLY. None is used in game.
Some of the story texts are AI-translated from Japanese.
Some cutscenes and the game title are AI-generated images.
I use a translator to english version
The English version was originally translated by a human translator (Gray), and was retranslated using ChatGPT in 2026.
Some music pieces are generated by Suno AI and labled. They have been purchased and can be used in commercial ways.
Some cutscenes and the game title are AI-generated images.
Some code and artwork was ai generated
The background of the capsule image on the store page was drawn by an artist, but then stylized using AI.
AI was part of the workflow for creating images of characters and locations.
AI assisted frame animation
AI-generated materials are not used directly. of some of the character illustrations are used Posing, facial expressions, and composition of some character illustrations are used as references. I draw by hand while looking at the AI-generated materials.
1. We used ChatGPT-4 to make some custom javascript plugins. 2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu.
Some dialogue backgrounds and icons use AI generation.
I used AI tools during development to help with code optimization, solve problems like pathfinding and mathematical formulas, and assist with English translation and proofreading.
I added scenes and images improved with Generative Artificial Intelligence. They are locally generated using Stable diffusion, without resorting to paying any generative AI company. Although paying them could have given me better tools and results, I decided not to pay for their use to support the claim of artists for fair royalties. (It is not possible to discuss such a complex issue here, but I will consider opening a discussion on the topic in the game forum, follow my game to be notified if it is created) Most of the artistic content in the game, mainly music, is compensated in various ways depending on the case to its artists. My original content is registered, but the images generated by AI are essentially treated as 'creative commons' and I consider them fanarts of my characters. All added scenes and backgrounds are of high quality and maintain good coherence, avoiding deformities in hands, eyes, etc., and without annoying or confusing shapes. All AI-generated images are generated, selected, and edited exclusively by me, the creator of the game, to reflect my original vision, previously inaccessible due to high costs. I have sought to include only select content that enriches the narrative and immersion of the game.
1. We used ChatGPT-4 to make some custom javascript plugins. 2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu.
Image generation used for the store page only
During the development phase, some placeholder voices and vocal prototypes are generated using AI tools. These are used solely for iteration, testing, and internal production workflows. For the final release, all characters will be voiced by professional voice actors.
I use Grok to help render background images for Scenes and the stores in order to set the tone/atmosphere.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Beat in Zero In-game content art | Generated AI is used mainly for background images and some monster illustrations. | monaka games | - | Mar 18, 2026 | |
poker dungeon In-game content art | The character drawings in the game are preliminary images completed by AI and then manually modified. Most of the content is manually modified. | LcsStudio | - | Mar 18, 2026 | |
Donald Trump, Make RPGs Great Again! In-game content art | The side battler sprites and the cutscenes were generated using AI | Wholetone Games | - | Mar 18, 2026 | |
星源遗境 In-game content art | Only used for some UI | 兔狐喵菇工作室 | 144 | Mar 18, 2026 | |
Void Foundation: Into The Void Unclear art | Image generation | #30A6D-S (Kuma) | - | Mar 18, 2026 | |
Eclipse of Elysium In-game content art | I use AI for the character portrait graphics and for artwork images. As a solo developer, AI presents numerous opportunities to develop my project in a cost-effective, swift, and efficient manner. Some components of this game feature a mix of human and AI-generated content; nothing is solely produced by AI. It's important to me to use as little AI as possible, ensuring that 95 percent of my content is generated without AI. | Thilo Tiede | - | Mar 18, 2026 | |
神魔决之江湖行 In-game content art | We used AI to generate a small number of icons and scene materials. | 水狗工作室 | 57 | Mar 18, 2026 | |
どうしてこんなに妹がふえるの?! Unclear art | キャラクタの立ち絵、 | Lonewolf&Cat / 孤独な狼と猫 | - | Mar 18, 2026 | |
Grand Soul Story In-game content art | DALL-E was used in the creation of some of the enemy battle sprites, character portraits, parallax backgrounds (4 total), and the in-game polaroid pictures. All generated images were further modified by the developer. | Jeremy Reineck | 28 | Mar 18, 2026 | |
亚穆蒂斯 In-game content art | AI generated diagram explanation:
1. The title screen of the game
2. Image of promotional images
3. Library homepage image
4. Use Ai to generate in-game plot events and illustrations | 雨叶 | 18 | Mar 18, 2026 | |
Nyamon Tamer - Retro Edition In-game content art | The draft of the logo was generated with Dall-E and then edited by me.
I also plan to use PixelLab to help generating some alternating tilesets and nyamon creatures and NPC; also surely edited by me to ensure consistency. | sylvain_ch21 | - | Mar 18, 2026 | |
Super Chroma Bots : SEASON ONE In-game content text | Some parts of the story were written with assistance using Chat GPT. | NecroCatic Games | - | Mar 18, 2026 | |
Solse AI-Quest Live AI text | players can chat with in-game characters about the world, the characters and quests they are on. | SyKeep AI | - | Mar 18, 2026 | |
Yume Kakigori In-game content audio | Music generate AI for Game title BGM. | YumeKakigori Team | 15 | Mar 18, 2026 | |
Pinono and the magic fiddle In-game content art | Some visual assets, such as icons and background art, are based on AI-generated images that have been manually edited. All final materials have been carefully curated and adjusted by human creators to ensure quality and consistency. | helomiux | - | Mar 18, 2026 | |
DeMiriam Magic In-game content audio | The voice of the characters in this work comes from VOICEVOX | Leo DeMiriam | - | Mar 18, 2026 | |
Challenger's Odyssey Live AI textart | This game utilizes the GPT interface provided by OpenAI to generate text. Specifically, in the text adventure, it generates game objectives, story backgrounds, and character information. In the journey mode, it generates game events, interactive items, all real-time dialogue content, and descriptions for generated images. The pre-rendered image resources are generated using stable diffusion and DALL·E. | tobenot | 12 | Mar 18, 2026 | |
학원마경 ~High School Crisis~ In-game content art | The AI was used to generate character and some of in-game background and story illustrations. | PISOFT Co., Ltd. | 17 | Mar 18, 2026 | |
Lands of Fury In-game content text | AI was used for grammar support and translations into other languages. All in-game content is either developer-made or licensed from purchased assets. | Fife | 11 | Mar 18, 2026 | |
Path of Dragoon Store/marketing art | Generative AI was used to design the Store Page Logo. No other content was created with the use of Generative AI. | HiDeHo Games | - | Mar 18, 2026 | |
Ortho Blaze In-game content textaudio | Some in-game text was initially generated using AI translation tools and later manually reviewed and edited.
Additionally, a portion of the plugin code was developed using AI-assisted coding tools.
A small number of background music tracks are AI-generated royalty-free assets provided by S_Sleep and are used with permission.
No live AI content generation occurs during gameplay. | Paracelsus Team | - | Mar 18, 2026 | |
Born In Reverie In-game content artaudiotextcode | When Born In Reverie is released in full, around 5% of the code base will be AI generated snippets. All illustrations, UI elements, soundtracks, dialogue, sprite designs, etc. will be human-created.
-AI image generation was used for ideation on a small number of designs. What this actually means in practice is that AI images were created, modified, and then sent to real artists to serve as reference material in their work. The final illustrations and designs, were created by artists.
-To improve productivity, the development of Born in Reverie utilized AI tools for coding/programming support, and AI scaling algorithms to up/down sample a small number of human-created assets. Born in Reverie DOES NOT live produce anything in-game via AI generation.
-As an indie developer, I am unable to supervise the work of all the freelancers I work with and cannot guarantee their work is entirely AI free. If anyone I work with is found to produce content with significant AI usage, I will be removing their content and credits from the game and replacing their content with proper human artistry.
Above all else, Born in Reverie values human artistry and seeks to create something genuine and authentic for players to experience. | Axial Escape | - | Mar 18, 2026 | |
Magic Sword Girl Twins Unclear art | Pre-generated AI images | Karume | - | Mar 18, 2026 | |
BARA Labs In-game content art | This is an experimental short prototype demo, so a few images are generated by AI. The AI-generated images include only:
1. Unimportant villager portraits.
2. The dream concept illustration at the beginning. | Barasia Games | 19 | Mar 18, 2026 | |
Age of Tribulation In-game content art | Apostle Games uses purchased & licensed AI assisted artwork for its in-game character portraits, occasional in-game environment backgrounds, and marketing materials on its Steam page.
All AI assisted artwork has been repainted by a human artist to work seamlessly within the game world, using the AI assisted artwork as a base only. | Apostle Games | - | Mar 18, 2026 | |
Strange Parallel:Sele In-game content audio | Chinese uses live voice acting, while other countries use AI generated voice acting. | APOGAMES | - | Mar 18, 2026 | |
Belenus In-game content art | We use AI for the images displayed during the loading screen wait time. | LOUDDIN GAMES | - | Mar 18, 2026 | |
Artificial Wings In-game content art | We used generative AI to generate part of the 2D background art and manually corrected it. | Starry Seaweed Game Studio Ltd. | - | Mar 18, 2026 | |
Kay's Destiny In-game content art | In the game are included images for cinematics, generated with a commercial image generation engine. | KayThePianist | - | Mar 18, 2026 | |
Ettrian - The Elf Prince In-game content textart | It has translations to the english that I got from I.A. and some of the animations during the gameplay as well. | Metthink | - | Mar 18, 2026 | |
Spiritoké In-game content art | AI used for current page artwork ONLY.
None is used in game. | Genesyn | - | 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 | |
Tower Survivor In-game content art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
Fantasy World Souls Unclear | I use a translator to english version | DreamWeaver | 196 | Mar 18, 2026 | |
Chest 寶箱 In-game content text | The English version was originally translated by a human translator (Gray), and was retranslated using ChatGPT in 2026. | 12atan | 23 | Mar 18, 2026 | |
从0开始的VUP生活 In-game content audio | Some music pieces are generated by Suno AI and labled. They have been purchased and can be used in commercial ways. | Stone Lake | 206 | Mar 18, 2026 | |
City of Despair: Shadows Over Tokyo In-game content art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
PROFOUND In-game content artcode | Some code and artwork was ai generated | Tegridy Made Games | - | Mar 18, 2026 | |
Get To The Gate Store/marketing art | The background of the capsule image on the store page was drawn by an artist, but then stylized using AI. | Maximan | 14 | Mar 18, 2026 | |
Septaroad Voyager In-game content art | AI was part of the workflow for creating images of characters and locations. | Rockwell Studios, LLC | 14 | Mar 18, 2026 | |
铁骑少女(Cavalry Girls) In-game content art | AI assisted frame animation | 中子星游戏研究所 | 1.9k | Mar 18, 2026 | |
村雨のソードブレイカー In-game content art | AI-generated materials are not used directly.
of some of the character illustrations are used
Posing, facial expressions, and composition of some character illustrations are used as references.
I draw by hand while looking at the AI-generated materials. | あいあんそぉど | - | Mar 18, 2026 | |
Star Shift Rebellion In-game content artcode | 1. We used ChatGPT-4 to make some custom javascript plugins.
2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu. | Psychronic Game Studios | 29 | Mar 18, 2026 | |
Those Who Rule In-game content arttext | Some dialogue backgrounds and icons use AI generation. | Eldin Turulja | 1k | Mar 18, 2026 | |
Story of Nararale Dev only codetext | I used AI tools during development to help with code optimization, solve problems like pathfinding and mathematical formulas, and assist with English translation and proofreading. | NPCs | - | Mar 18, 2026 | |
Artificial Life 2061, Episode 2: Raising The Nieradroid. In-game content art | I added scenes and images improved with Generative Artificial Intelligence.
They are locally generated using Stable diffusion, without resorting to paying any generative AI company. Although paying them could have given me better tools and results, I decided not to pay for their use to support the claim of artists for fair royalties. (It is not possible to discuss such a complex issue here, but I will consider opening a discussion on the topic in the game forum, follow my game to be notified if it is created)
Most of the artistic content in the game, mainly music, is compensated in various ways depending on the case to its artists.
My original content is registered, but the images generated by AI are essentially treated as 'creative commons' and I consider them fanarts of my characters.
All added scenes and backgrounds are of high quality and maintain good coherence, avoiding deformities in hands, eyes, etc., and without annoying or confusing shapes.
All AI-generated images are generated, selected, and edited exclusively by me, the creator of the game, to reflect my original vision, previously inaccessible due to high costs.
I have sought to include only select content that enriches the narrative and immersion of the game. | Joseph Sanz | - | Mar 18, 2026 | |
Star Shift Origins In-game content artcode | 1. We used ChatGPT-4 to make some custom javascript plugins.
2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu. | Psychronic Game Studios | 69 | Mar 18, 2026 | |
Nemesis - FDT Store/marketing art | Image generation used for the store page only | Ismylife | - | Mar 18, 2026 | |
Shadow Strings In-game content audio | During the development phase, some placeholder voices and vocal prototypes are generated using AI tools. These are used solely for iteration, testing, and internal production workflows.
For the final release, all characters will be voiced by professional voice actors. | hybrisgames | - | Mar 18, 2026 | |
Tales of Arcrath Store/marketing art | I use Grok to help render background images for Scenes and the stores in order to set the tone/atmosphere. | Codex Games USA | - | Mar 18, 2026 |