Generative AI was used to create some store page promotional images. No generative AI is used to create gameplay content or generate content during gameplay.
- Creator
- Shaheer Saleem
- Reviews
- -
- Added
- Mar 18, 2026
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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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Generative AI was used to create some store page promotional images. No generative AI is used to create gameplay content or generate content during gameplay.
Since we’re a small development team, we use AI-generated images and edit them for our projects. We also plan to use AI for language localization. If downloads grow steadily after launch, we hope to collaborate with professional creators in the future.
BGMにSunoAIで生成したものが使用されています
This game uses generative AI technology to assist in the creation of certain background texture maps and environmental assets. All AI-generated content has been reviewed, curated, and modified by our artists during the development process. The final assets are static (pre-rendered) and do not change in real-time based on player input.
Generative AI was used to create character and gear designs, which were then edited to create some sprites found in game. AI was also used to create some of the music. TempusForge Studio has, wherever possible on our budget, supported creators by purchasing assets used in the project. All assets are fully licensed.
NPC portraits and UV textures
I used Ai for the writing and for the naration
AI was used for making translations
Was used for generate voice acting.
游戏内的部分背景音乐采用AI生成,部分物品/技能简介采用AI生成,本地化采用AI翻译。
We use generative AI tools to stylize and enhance pre-existing gameplay screenshots for promotional and store page visuals. No AI-generated content is used in the actual gameplay, code, or player-facing game elements.
ARIA‑404: Labyrinth Protocol uses generative AI to create all pre-rendered content, including visuals, voice acting, music, world design, dialogue, & narrative. No AI is used during gameplay. Every element is crafted using a curated blend of AI tools by a solo developer to push the boundaries of interactive storytelling. This approach allows for a mythic, multimedia game experience that will evolve over time with community input.
Strictly: in the manor 3d assets. Watch my video on youtube on it! Thank you.
Create a simple icon image, translation
AI was used in the storyline.
AI is used for the person in the capsule image.
AI-assisted tools were used during development for select artwork, marketing materials, and for code bug-checking/optimization. All gameplay, design, balance, and core assets were handcrafted by the developer. The game does not use AI to generate content during play.
Just to generate some text for some quads and images.
This background image was created using AI tools under MysticQuest’s direction.
Some visual assets, including promotional artwork and character models, were created with generative AI. The game itself does not generate content with AI during gameplay.
Some scenes, items, and other assets in the game were generated with the assistance of AI. During the multilingual localization process, we used AI as a supplementary translation tool to improve efficiency.
This game does not use AI-powered systems. The snake’s movement and parkour elements are fully driven by physics-based algorithms. No player data or behavior is processed or learned by any artificial intelligence.
This game makes limited use of generative Artificial Intelligence strictly to support the creation of certain pre-rendered assets, such as visual concepts, object drafts, and artistic reference material. All AI-assisted content was subsequently edited, refined, and manually integrated by the development team. AI is not used to generate content dynamically during gameplay, nor does it create dialogues, decisions, code, or any element that affects the player's real-time experience. The final game—its story, mechanics, core art, lighting, audio, and all interactive systems—was created manually. AI was used only as a creative support tool during development, fully respecting copyright, ethical guidelines, and Steam policies.
Used AI to generate images.
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.
Some graphics in-game have been AI generated
Background and assets.
Images for the menus and steam page
game logo and menu logos made ai software tool
Certain art assets and localization in this game were created with the assistance of AI.
This game includes some pre-rendered content created using generative AI tools. Most of the core assets and gameplay elements are non-AI. AI was not used to generate real-time content during gameplay.
AI is used for translation, 3D assets, music, and part of the UI.
Except for some visuals, the rest of the game's assets were created with the support of AI. The remaining systems and infrastructure were developed and coded from scratch by our developers.
AI has been used to help develop the game's cover art.
This game does not generate content during gameplay. AI was used only to create title and logo art.
The game itself and the store page promotional assets both use pre‑rendered AI content.
Sands of Avalon uses AI exclusively to give the gods unique personalities and dynamic voice lines. Each god reacts differently to the player’s choices, offering distinct blessings, curses, and dialogue that make every playthrough feel personal and immersive. No gameplay mechanics rely on AI and it is used only to enrich storytelling and deepen the connection between players and the divine beings in the game.
This game uses AI-generated assets only in pre-rendered, non-interactive content. Specifically, some character textures and 2D HUD elements were generated using AI tools, and certain background music tracks may include AI-assisted production via Pixabay resources. No AI is used to generate gameplay content, logic, or code during live gameplay. All interactive elements, level design, gameplay systems, animations, and story content were created manually by the developer.
Announce trailer parts were generated by AI. There are no AI elements in gameplay.
Some game graphics made with AI help.
I'm mostly doing this by myself and I have used AI to generate specific images related to The 5th Realm as described by myself and my game design documents. I have also given samples of documents generated by myself (like my game design document) to AI to enhance needed descriptions. These are for the initial "coming soon" store page. Except for when (and if) I get funding to complete The 5th Realm, there will be little to no AI used in generating content for the game. At this point all other documents and content are completely original. If needed, it is highly possible that in the future during further development I may ask AI for help in generating or correcting certain specific code or blueprints that I cannot do for myself. Ideally, I will pay a coder for this. In short, The 5th Realm is an all original idea and genre from my own mind that I have been working on since before the advent of AI.
Some elements of the store page were generated by AI
Media materials
Only the key (capsule) art for the game is AI generated.
Promotional arts
Capsule/library artwork is AI generated.
The artwork created for the characters are generated by Generative AI with commercial rights as per Midjourney policy.
We use AI to generate some icons.
The voice acting consists of human performances transformed by an AI voice changer. We use licensed voices from ElevenLabs, where the original actors are paid royalties for their work. The game’s artwork and soundtracks were created using a mix of traditional assets, original edits, and AI-assisted tools.
AI is used for placeholder images for sprites and backgrounds, to be replaced when i can get the funds to hire artists to redo all the art and make it way better quality
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Last Hope: Exodus In-game content art | Generative AI was used to create some store page promotional images. No generative AI is used to create gameplay content or generate content during gameplay. | Shaheer Saleem | - | Mar 18, 2026 | |
UNDERDEEP In-game content arttext | Since we’re a small development team, we use AI-generated images and edit them for our projects. We also plan to use AI for language localization. If downloads grow steadily after launch, we hope to collaborate with professional creators in the future. | UNDERDEEP | - | Mar 18, 2026 | |
紅葉の泣き声 In-game content audio | BGMにSunoAIで生成したものが使用されています | MeteorWing | - | Mar 18, 2026 | |
致命来访 In-game content art | This game uses generative AI technology to assist in the creation of certain background texture maps and environmental assets. All AI-generated content has been reviewed, curated, and modified by our artists during the development process. The final assets are static (pre-rendered) and do not change in real-time based on player input. | Weaver of Dreams | - | Mar 18, 2026 | |
Chronosmith's Saga In-game content artaudio | Generative AI was used to create character and gear designs, which were then edited to create some sprites found in game. AI was also used to create some of the music.
TempusForge Studio has, wherever possible on our budget, supported creators by purchasing assets used in the project. All assets are fully licensed. | TempusForge Studio | - | Mar 18, 2026 | |
Testimony - Metal Graveyard In-game content art | NPC portraits and UV textures | Testimony | - | Mar 18, 2026 | |
Spacejet Pilot In-game content text | I used Ai for the writing and for the naration | Corey Dimond | - | Mar 18, 2026 | |
Stalker from Willowfield St. In-game content text | AI was used for making translations | Mossy Games Studio | - | Mar 18, 2026 | |
SUBJECT 33 In-game content audio | Was used for generate voice acting. | Matei Mihai | - | Mar 18, 2026 | |
剑与魔法:最后的光辉 In-game content audiotext | 游戏内的部分背景音乐采用AI生成,部分物品/技能简介采用AI生成,本地化采用AI翻译。 | Brother Game Studio | - | Mar 18, 2026 | |
A Game About Penguins In-game content art | We use generative AI tools to stylize and enhance pre-existing gameplay screenshots for promotional and store page visuals. No AI-generated content is used in the actual gameplay, code, or player-facing game elements. | CO's Entertainment | - | Mar 18, 2026 | |
ARIA-404: Labyrinth Protocol In-game content artaudiotext | ARIA‑404: Labyrinth Protocol uses generative AI to create all pre-rendered content, including visuals, voice acting, music, world design, dialogue, & narrative. No AI is used during gameplay. Every element is crafted using a curated blend of AI tools by a solo developer to push the boundaries of interactive storytelling. This approach allows for a mythic, multimedia game experience that will evolve over time with community input. | Mann Wynn Shramana | 13 | Mar 18, 2026 | |
Imperfect Smile art | Strictly: in the manor 3d assets. Watch my video on youtube on it! Thank you. | Lazy Platypus Kft. | - | Mar 18, 2026 | |
Trichramas Unclear arttext | Create a simple icon image, translation | JKDX | - | Mar 18, 2026 | |
Soul Nine In-game content text | AI was used in the storyline. | LuminaryFS | - | Mar 18, 2026 | |
Don't Look! Store/marketing art | AI is used for the person in the capsule image. | YKey Games | - | Mar 18, 2026 | |
Starfall In-game content artcode | AI-assisted tools were used during development for select artwork, marketing materials, and for code bug-checking/optimization. All gameplay, design, balance, and core assets were handcrafted by the developer. The game does not use AI to generate content during play. | SmartPixel Gaming | - | Mar 18, 2026 | |
No Mercy Maze text | Just to generate some text for some quads and images. | T4GO | - | Mar 18, 2026 | |
커피여우 김삼월 Store/marketing art | This background image was created using AI tools under MysticQuest’s direction. | Mystic Quest | - | Mar 18, 2026 | |
Trick or Treat: The Legend of Samhain Store/marketing art | Some visual assets, including promotional artwork and character models, were created with generative AI. The game itself does not generate content with AI during gameplay. | Spooky Games SG | - | Mar 18, 2026 | |
束魂 In-game content arttext | Some scenes, items, and other assets in the game were generated with the assistance of AI. During the multilingual localization process, we used AI as a supplementary translation tool to improve efficiency. | 沙果干 | - | Mar 18, 2026 | |
Serpath | This game does not use AI-powered systems. The snake’s movement and parkour elements are fully driven by physics-based algorithms. No player data or behavior is processed or learned by any artificial intelligence. | Nukrosoft | - | Mar 18, 2026 | |
1948 In-game content art | This game makes limited use of generative Artificial Intelligence strictly to support the creation of certain pre-rendered assets, such as visual concepts, object drafts, and artistic reference material. All AI-assisted content was subsequently edited, refined, and manually integrated by the development team.
AI is not used to generate content dynamically during gameplay, nor does it create dialogues, decisions, code, or any element that affects the player's real-time experience. The final game—its story, mechanics, core art, lighting, audio, and all interactive systems—was created manually.
AI was used only as a creative support tool during development, fully respecting copyright, ethical guidelines, and Steam policies. | Trinity Wave Studios | - | Mar 18, 2026 | |
Remnants Of Eden Unclear art | Used AI to generate images. | Red Sunset Productions | - | Mar 18, 2026 | |
The invisible us 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 | 224 | Mar 18, 2026 | |
Private Witch Eye: The Lotus Killer In-game content art | Some graphics in-game have been AI generated | Lilith's Child Games Studio | - | Mar 18, 2026 | |
Lost Artifacts The Ghost of Florence Unclear | Background and assets. | 8floor ltd | - | Mar 18, 2026 | |
Skies Scrapper Store/marketing art | Images for the menus and steam page | NerdHead | - | Mar 18, 2026 | |
Assassin of Demon In-game content art | game logo and menu logos made ai software tool | Saylor Games | - | Mar 18, 2026 | |
The Wild Detective: The Hound of the Foggy City In-game content arttext | Certain art assets and localization in this game were created with the assistance of AI. | ZombieDogStudio | - | Mar 18, 2026 | |
The Internet Cafe | PC방 알바 In-game content art | This game includes some pre-rendered content created using generative AI tools.
Most of the core assets and gameplay elements are non-AI.
AI was not used to generate real-time content during gameplay. | Jayhyeon Studio | - | Mar 18, 2026 | |
湾曲世界 In-game content artaudiotext | AI is used for translation, 3D assets, music, and part of the UI. | Ituki Ebina | - | Mar 18, 2026 | |
Murder Mystery Stories In-game content art | Except for some visuals, the rest of the game's assets were created with the support of AI. The remaining systems and infrastructure were developed and coded from scratch by our developers. | Cyblux Games | - | Mar 18, 2026 | |
Hunting Pro Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Hollow Ascent Store/marketing art | This game does not generate content during gameplay. AI was used only to create title and logo art. | Hollow Square | - | Mar 18, 2026 | |
Myth Monkey Card In-game content art | The game itself and the store page promotional assets both use pre‑rendered AI content. | Myth Card Studio | - | Mar 18, 2026 | |
Sands Of Avalon Forge Your Legend Live AI textaudio | Sands of Avalon uses AI exclusively to give the gods unique personalities and dynamic voice lines. Each god reacts differently to the player’s choices, offering distinct blessings, curses, and dialogue that make every playthrough feel personal and immersive. No gameplay mechanics rely on AI and it is used only to enrich storytelling and deepen the connection between players and the divine beings in the game. | Mummy Labs Studio | - | Mar 18, 2026 | |
Pathetic26 In-game content artaudio | This game uses AI-generated assets only in pre-rendered, non-interactive content.
Specifically, some character textures and 2D HUD elements were generated using AI tools, and certain background music tracks may include AI-assisted production via Pixabay resources.
No AI is used to generate gameplay content, logic, or code during live gameplay.
All interactive elements, level design, gameplay systems, animations, and story content were created manually by the developer. | Recollection Arc | - | Mar 18, 2026 | |
Heart of Vinterium Store/marketing art | Announce trailer parts were generated by AI. There are no AI elements in gameplay. | Sliva Group | - | Mar 18, 2026 | |
Crime Scene Clean: Paranormal In-game content art | Some game graphics made with AI help. | Alkame Games | - | Mar 18, 2026 | |
The 5th Realm Store/marketing arttextcode | I'm mostly doing this by myself and I have used AI to generate specific images related to The 5th Realm as described by myself and my game design documents. I have also given samples of documents generated by myself (like my game design document) to AI to enhance needed descriptions. These are for the initial "coming soon" store page. Except for when (and if) I get funding to complete The 5th Realm, there will be little to no AI used in generating content for the game. At this point all other documents and content are completely original. If needed, it is highly possible that in the future during further development I may ask AI for help in generating or correcting certain specific code or blueprints that I cannot do for myself. Ideally, I will pay a coder for this. In short, The 5th Realm is an all original idea and genre from my own mind that I have been working on since before the advent of AI. | Shawn Payne | - | Mar 18, 2026 | |
88 NIGHTS IN THE FOREST Store/marketing | Some elements of the store page were generated by AI | Axl'sGuns Studio | - | Mar 18, 2026 | |
Moonlight Chess Unclear | Media materials | MyDreamForever | 35 | Mar 18, 2026 | |
FLOOR 100 Store/marketing art | Only the key (capsule) art for the game is AI generated. | Tbjbu2 | - | Mar 18, 2026 | |
Darkzan Adventure Store/marketing art | Promotional arts | MrBoscheinen | 43 | Mar 18, 2026 | |
Bookbound Store/marketing art | Capsule/library artwork is AI generated. | SoerGameStudio | - | Mar 18, 2026 | |
Origins of Lume TCG In-game content art | The artwork created for the characters are generated by Generative AI with commercial rights as per Midjourney policy. | OOL Studios | - | Mar 18, 2026 | |
Nuclear Epoch In-game content art | We use AI to generate some icons. | Cat Play Studio | 232 | Mar 18, 2026 | |
My Grimm Fate In-game content audioart | The voice acting consists of human performances transformed by an AI voice changer. We use licensed voices from ElevenLabs, where the original actors are paid royalties for their work.
The game’s artwork and soundtracks were created using a mix of traditional assets, original edits, and AI-assisted tools. | Lola´s Fatal Library | - | Mar 18, 2026 | |
MythBeasts In-game content art | AI is used for placeholder images for sprites and backgrounds, to be replaced when i can get the funds to hire artists to redo all the art and make it way better quality | freshfocusgames | - | Mar 18, 2026 |