The narrator is a pre-recorded AI voice.
- Creator
- IceBathGames
- Reviews
- -
- Added
- Mar 18, 2026
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The narrator is a pre-recorded AI voice.
AI-assisted tools were used during the development of this game, including assistance with writing game code, some audio assets, and certain promotional materials for this store page. All AI-assisted content was directed, reviewed, and integrated by the developer, and the game's design and creative direction are the developer's own. The game does not use AI at runtime: no gameplay content, player-facing text, or other material is generated by AI while playing.
This game uses generative AI only to create a player character’s 3D head. The AI uses a fixed set of pre-approved traits and does not allow text prompts, user uploads, copyrighted references, brands, or trademarked characters. All outputs are controlled and reviewed to ensure they follow Steam’s guidelines.
Generative AI is used only for creating store thumbnails and in-game translations.
Use of IA: - Speech from the Book of the Ancient - Last song - Some HUD elements
Some visual assets, such as icons and UI borders, were created using generative AI tools.
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
It can be used in game videos.
The marketing materials include AI generated contents.
We used AI technology in our promotional materials.
Some creative mockups was made with AI by the designers, and then used by our artists as general inspiration.
To achieve more flexible play-by-play commentary, this game has an AI-generated voice feature. *Only available in Japanese commentary.
Using artificial intelligence: Some famous games (example, lyrics, partial usage, and musical accompaniment) were created to promote technological progress. The lecture, one way or another, is dedicated to (OpenAI) and Mubert. This helped expand the creative possibilities and add a unique atmosphere, while maintaining full creative control on the part of the developer.
AI is used to generate some materials for the game.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
Some minor text and sound elements were assisted by AI tools, but nearly all creative content, ideas, and production were made by humans.
I used Ai to help with promotional content and improve some of my original artwork ie as a timesaver
The game uses some AI-generated text to enhance immersion through short form responsive NPC dialogue and procedurally described events. Each character’s dialogue is contextually grounded in their role, knowledge, and surroundings, keeping interactions cohesive and authentic. Generative AI is NOT used for world narrative writing, lore, game logic, audio, images, or calculating outcomes of any kind. AI systems ensure every player’s experience feels distinct while remaining true to the game’s established lore and tone. This feature is experimental, and is not part of the core game.
The vending machine and island promo art were AI-generated; the final assets were later hand-retouched. The vending-machine’s facial animations were NOT made with AI.
Some character CG drafts and partial visual materials were created with the assistance of AI tools. Additionally, AI-generated voice lines were used for some characters. No AI is used to generate content dynamically during gameplay.
The promotional images for the store page were partially created using generative AI
Only a few visuals, specifically posters and promotional materials displayed on the Steam store page, were created with the help of AI tools. No in-game content was AI-generated
Logo was generated with AI.
Nano Banana & Tripio used for some visual assets.
I use it to review my code for efficiency and to spark inspiration for some art. It also helps with generating secondary or background art elements, but the core creative work and vision are all mine!
This game is an experimental pilot project commissioned by World Labs, the creators of Marble AI technology. I used their AI as a tool for producing scenes and landscapes. The creative process always began with my spatial planning and, in many cases, my own hand-drawn sketches. These were translated into a realistic image style using generative AI and ultimately used by Marble AI to create the final scenes under my strict artistic direction.
Some parts of the game trailer include AI-generated content.
Some parts of the game trailer include AI-generated content.
Some parts of the game trailer include AI-generated content.
AI Has been used to assist in game development, as well as designing some of the character and enemy voxel models. It has also been used to enhance clips or screenshots from the game to use for the store page items. For example the VD Logo is polished from the in game main menu screen, and then used AI to fit together and clean it up.
The in-game images, music, voices, and translations were created using AI.
AI-assisted tools were used during development for prototyping and reference purposes, including code, visuals, and audio. All such materials were manually reviewed and approved by the development team. The final game does not rely on AI-generated content during gameplay.
This game uses pre-generated AI only for certain 2D background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
In the game, players can press the "G" key to open the AI communication panel, and interact with the two AIs—Doubao and DeepSeek—by typing text. Players can choose to chat with either Doubao or DeepSeek, and both AIs will respond based on the player's input. Meanwhile, the AIs' decisions will influence the progression of the in-game storyline and their own specific behaviors. For instance, the AIs may determine the direction of storyline branches based on the content of the player's conversation, or change their movement paths in the game world and perform different actions. This creates a richer and more personalized gaming experience for players.
As a solo developer, I used AI tools to assist in creating the base assets for marketing materials and background art. Each generated element was then manually edited, polished, and overpainted to ensure it met the game's aesthetic standards and to guarantee that the final output contains no infringing or illegal content. However, no AI has been used in the actual game; all gameplay assets, including sprites, UI and card art are entirely hand-drawn.
As a small Indie studio, we can't afford a composer and voice actors, so for the moment we decided to use AI. Ideally, for the release, we will be using real voices actors and music composed by a real composer.
Some art assets generated via AI
Some music was generated with the help of AI.
AI has been used to generate some of the icons used in Hex-Calibre's UI.
AI was used for marketing materials, translations and some in-game models, textures and sounds.
This game use IA to create textures
Generation of UI elements and music
Concept arts and drafts for characters, monsters, UI icons are generated by AI, however, they have all gone through manual post-processed. Sound assets are generated by generative-AI models. Marketing materials including Library Assets are also AI-assisted generated. Some parts of localization string is assisted by AI to get proper translation.
for images and just some sprites
Trailer section and some of the game’s models were created with the assistance of AI. However, the overall content and design of the game were designed by us. AI was used only to support us in the visual aspects of the project.
We use AI to generate some pre-rendered visual assets for the game. This includes the store banner, achievement icons, and the artwork used on the loading screen.
Paintings were generated with AI.
You can have voice chats with artificial intelligence customer avatars.
The main image on the screensaver is generated by artificial intelligence
Fog stole my programming ability, so a Drun and Ch helped me write this game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Lifecycles of the Traveler Spider In-game content audio | The narrator is a pre-recorded AI voice. | IceBathGames | - | Mar 18, 2026 | |
Tiny Frontier In-game content codeaudioart | AI-assisted tools were used during the development of this game, including assistance with writing game code, some audio assets, and certain promotional materials for this store page. All AI-assisted content was directed, reviewed, and integrated by the developer, and the game's design and creative direction are the developer's own. The game does not use AI at runtime: no gameplay content, player-facing text, or other material is generated by AI while playing. | Amberfield Studios | - | Mar 18, 2026 | |
Degen Rivals In-game content art | This game uses generative AI only to create a player character’s 3D head. The AI uses a fixed set of pre-approved traits and does not allow text prompts, user uploads, copyrighted references, brands, or trademarked characters.
All outputs are controlled and reviewed to ensure they follow Steam’s guidelines. | Tevaera Labs, LLC | - | Mar 18, 2026 | |
Neural Drive In-game content textart | Generative AI is used only for creating store thumbnails and in-game translations. | GameTreeStudio | - | Mar 18, 2026 | |
My Bloody Weekend 3 In-game content audiotextart | Use of IA:
- Speech from the Book of the Ancient
- Last song
- Some HUD elements | Necronomicon Games | - | Mar 18, 2026 | |
Tippy's Quest In-game content art | Some visual assets, such as icons and UI borders, were created using generative AI tools. | Tippy | - | Mar 18, 2026 | |
Tale of Immortal Ring Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | 43 | Mar 18, 2026 | |
Veteran Racer Unclear | It can be used in game videos. | Veteran Racer Corp | - | Mar 18, 2026 | |
Until the Fields: Farmageddon Store/marketing arttext | The marketing materials include AI generated contents. | No Joke Game Studios | - | Mar 18, 2026 | |
永恒战神传奇 Store/marketing art | We used AI technology in our promotional materials. | 战神传奇 | 45 | Mar 18, 2026 | |
Hell Architect: Survivors Dev only art | Some creative mockups was made with AI by the designers, and then used by our artists as general inspiration. | Leonardo Productions | - | Mar 18, 2026 | |
eBaseball™: PRO SPIRIT Live AI audio | To achieve more flexible play-by-play commentary, this game has an AI-generated voice feature.
*Only available in Japanese commentary. | KONAMI | 1.5k | Mar 18, 2026 | |
Deliverance Store/marketing audiotext | Using artificial intelligence:
Some famous games (example, lyrics, partial usage, and musical accompaniment) were created to promote technological progress. The lecture, one way or another, is dedicated to (OpenAI) and Mubert.
This helped expand the creative possibilities and add a unique atmosphere, while maintaining full creative control on the part of the developer. | KUWA | - | Mar 18, 2026 | |
Terra Division Unclear | AI is used to generate some materials for the game. | Ushanka Games | - | Mar 18, 2026 | |
Cyberphobia: Prologue codeart | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED | - | Mar 18, 2026 | |
Cassandra's Show In-game content textaudio | Some minor text and sound elements were assisted by AI tools, but nearly all creative content, ideas, and production were made by humans. | Swytapp Games | - | Mar 18, 2026 | |
TROID BLASTER 2 Store/marketing art | I used Ai to help with promotional content and improve some of my original artwork ie as a timesaver | KINGSGUARD GAMES | - | Mar 18, 2026 | |
MYTHOLOGOUS™ Live AI text | The game uses some AI-generated text to enhance immersion through short form responsive NPC dialogue and procedurally described events. Each character’s dialogue is contextually grounded in their role, knowledge, and surroundings, keeping interactions cohesive and authentic.
Generative AI is NOT used for world narrative writing, lore, game logic, audio, images, or calculating outcomes of any kind.
AI systems ensure every player’s experience feels distinct while remaining true to the game’s established lore and tone.
This feature is experimental, and is not part of the core game. | Grant Medlyn | - | Mar 18, 2026 | |
Island Survivor Store/marketing art | The vending machine and island promo art were AI-generated; the final assets were later hand-retouched. The vending-machine’s facial animations were NOT made with AI. | Bit Constellation | - | Mar 18, 2026 | |
四合 Quadrangle In-game content artaudio | Some character CG drafts and partial visual materials were created with the assistance of AI tools.
Additionally, AI-generated voice lines were used for some characters.
No AI is used to generate content dynamically during gameplay. | CLSTA | - | Mar 18, 2026 | |
Fish Go Store/marketing art | The promotional images for the store page were partially created using generative AI | KacperB | - | Mar 18, 2026 | |
Excavator Simulator REMAKE Store/marketing art | Only a few visuals, specifically posters and promotional materials displayed on the Steam store page, were created with the help of AI tools. No in-game content was AI-generated | idris Celik | - | Mar 18, 2026 | |
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Hotdog Delivery Hotdog In-game content art | Nano Banana & Tripio used for some visual assets. | tinyaxe | - | Mar 18, 2026 | |
Definitely Not NPC In-game content artcode | I use it to review my code for efficiency and to spark inspiration for some art. It also helps with generating secondary or background art elements, but the core creative work and vision are all mine! | Absam Studios | - | Mar 18, 2026 | |
Gaussian Mansion In-game content art | This game is an experimental pilot project commissioned by World Labs, the creators of Marble AI technology. I used their AI as a tool for producing scenes and landscapes. The creative process always began with my spatial planning and, in many cases, my own hand-drawn sketches. These were translated into a realistic image style using generative AI and ultimately used by Marble AI to create the final scenes under my strict artistic direction. | José Tijerín | - | Mar 18, 2026 | |
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GUNBIRD Store/marketing art | Some parts of the game trailer include AI-generated content. | Zerodiv | - | Mar 18, 2026 | |
Samurai Aces Store/marketing art | Some parts of the game trailer include AI-generated content. | Zerodiv | - | Mar 18, 2026 | |
Voxel Delvers In-game content art | AI Has been used to assist in game development, as well as designing some of the character and enemy voxel models. It has also been used to enhance clips or screenshots from the game to use for the store page items. For example the VD Logo is polished from the in game main menu screen, and then used AI to fit together and clean it up. | Teragon Studios | - | Mar 18, 2026 | |
Necro Genesis In-game content artaudiotext | The in-game images, music, voices, and translations were created using AI. | Seriass Games | - | Mar 18, 2026 | |
Veil Realm In-game content artaudiocode | AI-assisted tools were used during development for prototyping and reference purposes, including code, visuals, and audio.
All such materials were manually reviewed and approved by the development team.
The final game does not rely on AI-generated content during gameplay. | Hitek Games | - | Mar 18, 2026 | |
Mini Heroes: Squad Online In-game content art | This game uses pre-generated AI only for certain 2D background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay. | Rokito Games | - | Mar 18, 2026 | |
AI女友 AI girlfriend Live AI text | In the game, players can press the "G" key to open the AI communication panel, and interact with the two AIs—Doubao and DeepSeek—by typing text. Players can choose to chat with either Doubao or DeepSeek, and both AIs will respond based on the player's input.
Meanwhile, the AIs' decisions will influence the progression of the in-game storyline and their own specific behaviors. For instance, the AIs may determine the direction of storyline branches based on the content of the player's conversation, or change their movement paths in the game world and perform different actions. This creates a richer and more personalized gaming experience for players. | fpygames | - | Mar 18, 2026 | |
Beyond Lost Planets In-game content art | As a solo developer, I used AI tools to assist in creating the base assets for marketing materials and background art. Each generated element was then manually edited, polished, and overpainted to ensure it met the game's aesthetic standards and to guarantee that the final output contains no infringing or illegal content.
However, no AI has been used in the actual game; all gameplay assets, including sprites, UI and card art are entirely hand-drawn. | leosgamedev | - | Mar 18, 2026 | |
Fast & Fractured In-game content audio | As a small Indie studio, we can't afford a composer and voice actors, so for the moment we decided to use AI. Ideally, for the release, we will be using real voices actors and music composed by a real composer. | CEVR-ICALES | - | Mar 18, 2026 | |
World Sprint In-game content art | Some art assets generated via AI | AKD Studios LLC | - | Mar 18, 2026 | |
Nightork Adventures 3 - Arena In-game content audio | Some music was generated with the help of AI. | Warptear Entertainment | - | Mar 18, 2026 | |
Hex-Caliber In-game content art | AI has been used to generate some of the icons used in Hex-Calibre's UI. | Hollow Ember | - | Mar 18, 2026 | |
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Nightmares of darkness In-game content art | This game use IA to create textures | JDJL | - | Mar 18, 2026 | |
Demon Street In-game content artaudio | Generation of UI elements and music | Manycats Games | 10 | Mar 18, 2026 | |
Hell Forge In-game content artaudiotext | Concept arts and drafts for characters, monsters, UI icons are generated by AI, however, they have all gone through manual post-processed. Sound assets are generated by generative-AI models. Marketing materials including Library Assets are also AI-assisted generated. Some parts of localization string is assisted by AI to get proper translation. | Gabhyun Kim | 24 | Mar 18, 2026 | |
Seven Steps To Return In-game content art | for images and just some sprites | Lautaro aaron bravo | - | Mar 18, 2026 | |
Belkız Ana Store/marketing art | Trailer section and some of the game’s models were created with the assistance of AI. However, the overall content and design of the game were designed by us. AI was used only to support us in the visual aspects of the project. | ÖtüGen Studios | - | Mar 18, 2026 | |
TwoBrains OneShip In-game content art | We use AI to generate some pre-rendered visual assets for the game.
This includes the store banner, achievement icons, and the artwork used on the loading screen. | Z-Tech Studio | - | Mar 18, 2026 | |
Diarrhea Disaster In-game content art | Paintings were generated with AI. | Diarrhea Games | - | Mar 18, 2026 | |
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Murino Adventures Dev only code | Fog stole my programming ability, so a Drun and Ch helped me write this game. | EasyBridges | - | Mar 18, 2026 |