Background images and UI icons are generated using AI.
- Creator
- Zeroth Arche
- Reviews
- -
- Added
- Mar 18, 2026
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Interactive or runtime AI features disclosed by the developer.
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Background images and UI icons are generated using AI.
为了能够高效地产出作品,我们在: 在角色草图设计环节使用了生成式人工智能辅助; 在场景背景UI设计上使用了生成式人工智能辅助; 在游戏音乐音效上使用了生成式人工智能辅助。 如果您极度仇视人工智能应用,我们感到非常抱歉。 在资金与时间足够的情况下,我们将愿意加入更多人工的内容。 感谢你的观看与支持!
We use pre-generated AI assets for background images. However, we do not use any raw AI-generated content directly. All AI-generated images are strictly used only as a base and are manually retouched and polished by human artists
Some store assets and partial UI assets in this game have been visually enhanced using artificial intelligence (AI).
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The game art and music are generated by artificial intelligence AI trained and tuned by the author.
This game includes some pre-generated content created with the assistance of generative AI tools. All such content has been curated, edited, and finalized by the development team. The game does not include any live, player-interactive, or runtime AI-generated content.
We use AI in a very limited way to generate rough starting meshes for 3D models. Those initial models act only as a starting point - similar to a placeholder. From there, all the work is done by us: Models are manually refined, rebuilt, optimized and integrated by the development team. All environments, level design, lighting, materials, and world building are hand-crafted. All gameplay systems, programming, mechanics, and logic are human-written. All story, narrative design, pacing and world lore are human-created. All art direction, maps, layouts, and creative decisions are human-driven. The purpose of this is simple: to remove an entry barrier so this game can exist. We are a small, self-funded team of two developers learning Unreal Engine hands-on, building everything piece by piece. Using AI in this limited way allows us to start from a basic form instead of a blank screen - but the final result is the product of human effort, learning, iteration, and creative intent. We know this can be a sensitive topic, especially for artists and voice actors, and those concerns are completely valid. We truly appreciate everyone who chooses to be a part of this journey.
-Some basic textures and sprites were generated by AI during development. -AI technology was used as a supporting tool in the creation of some illustrations.
We used AI tools to assist with the translation of the store page and in-game text. All translated content has been reviewed and refined by the developer to maintain quality and accuracy.
This game uses AI-generated art assets.
部分美术资源使用AI生成, 部分音效资源使用AI生成。
Very limited use of AI for minor assets and music support
AI technologies were used in the creation of some in-game models. All assets were manually refined and technically optimized.
AI was used only for limited assistance, such as refining some logos, helping with music production, and translating texts into other languages. All core game content — including ships, designs, graphics, 3D models, sound effects, and more — is handcrafted. Overall, the game was created using traditional development methods.
- Voice acting modulated from human speakers - Localization and Text proofreading
[AI Content Disclosure]This game utilizes generative AI tools to assist in the creation of visual assets (backgrounds, characters), background music, and parts of the narrative script.All AI-generated content has been manually reviewed, edited, and refined by the human developer to ensure it aligns with the game's "Japanese Gothic" aesthetic and story. We define this collaborative process between human creativity and AI as "Vibe Coding."
Throughout the development of my game, I have (ironically) leveraged AI-based tools to assist myself with the code and made visual placeholders. The game was translated by AI. Many parts of the code were written by an AI and some problems were debugged with it's help. Thank You for your understanding :D
Some images in this game are generated using AI.
As a two-person independent team with no dedicated art department or budget, we have utilized generative AI to create all visual assets within the game. This includes: Environment & Backgrounds: All village landscapes, interiors, and atmospheric backdrops depicting 1920s Anatolia. Character Portraits: All visual representations of the villagers and historical figures. UI & Icons: The majority of the user interface elements, icons, and parchment-style menus. Concept Art: All marketing materials and store page assets. We have carefully curated, edited, and integrated these AI-generated visuals to ensure they align with our specific historical narrative and charcoal-style aesthetic. Our use of this technology was the only way to bring our vision of this National Struggle story to life with the limited resources of a two-man studio.
See the description for an extended discussion about the tools used to produce this game. AI use in this game includes Claude and Claude Code for assisting with implementing complex systems and bug fixing. The codex's image-examination assets are pre-rendered during development: in-game screenshots are composited via ChatGPT and then some are stylistically processed by a model running locally on my laptop. I experimented a bit with Adobe Podcast to make recordings on my not-very-good mic sound a little better but I wasn't so impressed with the results so I don't think much of this made it in. Most sound effects were found in online libraries but in some cases they were generated using ElevenLabs and other sound generation models when suitable alternatives could not be found. Some 3D models and textures were created using Meshy. Text was checked for spelling and grammar with Grammarly and Claude.
AI-assisted content was used during development and was manually reviewed and curated by the development team.
Please note that the audiovisual materials in this game (character illustrations, backgrounds, CG, BGM, voice acting) and some clips in the promotional video are AI-assisted creations. Here, I sincerely ask for your forgiveness and understanding. However, please rest assured that in this work, AI serves merely as a production tool, not as the creator of the work itself. This means that everything—from the initial concept and the collection of stylistic references, to repeated refinements in aspects such as character outfits, scene atmospheres, and continuous adjustments to the emotional delivery of voice acting—was independently handled by me. AI was only responsible for the final production phase. I also dislike fast-food-like workflows. For me, AI is a powerful production tool that compensates for my shortcomings, but the soul of the work always originates from human creativity. In any case, thank you for your attention and understanding. If you have any questions, feel free to message me anytime~
I used AI for spelling, organizing the story and my thoughts as well as helping fix errors in my code and to figure out how to do stuff I didn't know as well as some of the store descriptions as I am not the best at spelling.
Ashengaurd uses a mix of RTP, commissioned Pixel art, and some AI-generated images that have been altered to fit my needs. The AI art is intended as a "placeholder" and will be phased out as the development continues.
AI was used to generate images.
Pre-Generated Content】: The majority of assets in this game were created using generative AI technologies: Artwork: Character sprites, backgrounds, and CG illustrations were generated using NovelAI, with manual selection and retouching by the developer. Music: Background music (BGM) and sound effects were generated using Suno V5. Voice Acting: All character voices were synthesized using the MiniMax speech model. Writing & Coding: Script polishing and coding assistance were provided by Gemini. The developer retains full control over all AI-generated content and has ensured that no illegal or infringing material is included. 【Live-Generated Content】: No / None.
using AI to create some graphics and voiceovers
The visual assets were manually composited and detailed using Photoshop. Algorithmic tools were utilized only to generate initial base textures and references, which were then significantly transformed and overpainted to match the game's specific style.
Generative AI was used during development to help create some pre-rendered audio, store/marketing visuals, and concept art. All such content is curated by the developer, and the game does not generate AI content at runtime. Some store page text was also drafted with AI assistance and edited by the developer.
AI was used to generate voice acting for the game.
All audio and music assets used in the game are either original, licensed, or created specifically for the project. Any AI-assisted content has been significantly edited, processed, and combined with original elements to ensure uniqueness and originality. No AI-generated assets are used directly without human modification. All content is reviewed to ensure it does not infringe on copyrighted material.
In this game, we have utilized an AIGC-assisted approach to generate game assets such as map tiles, pixel animation spritesheets, and cutscene CGs.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
We use artificial intelligence to create visual content for images in our game, on our store page, in marketing materials, and/or community materials. This may include individual graphic objects or character enhancements in promotional materials.
This game has AI generated music.
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.
We utilize AI tools to assist in our development process. Any content generated with AI is then carefully refined and polished by our design team to ensure it aligns perfectly with the game's unique art style and overall vision.
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.
Game had NO AI used for any dialogue, art assets, and more. AI was used to produce code, but the 48,000 words are all written by a human.
There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues.
Some of the textures, music, and sound effects used in this application are derived from original materials generated by generative AI, followed by manual adjustment/modification and integration.
Artificial intelligence was used to localize the store page and in-game text.
Some sequence frame animations, UI, images, and other art assets are generated using AI, accounting for about 30% of the game's content.
I use AI to debug my existing code so I don't need to spend time looking at documentation. I also use AI to generate some of the art but not all of it.
Font and Translations
The English description on this Steam store page was translated using AI. The game itself does not contain any AI-generated content.
AI was used exclusively to generate the people’s photos; all other content was created manually.
Background art
Every character, story, and animation in this game is handcrafted. AI was only used, albeit reluctantly, to help create some background music — the only magic not coming from the author’s quill.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
末法的海螺聲 In-game content art | Background images and UI icons are generated using AI. | Zeroth Arche | - | Mar 18, 2026 | |
游戏降临:我的系统异常(海外测试版) In-game content artaudio | 为了能够高效地产出作品,我们在:
在角色草图设计环节使用了生成式人工智能辅助;
在场景背景UI设计上使用了生成式人工智能辅助;
在游戏音乐音效上使用了生成式人工智能辅助。
如果您极度仇视人工智能应用,我们感到非常抱歉。
在资金与时间足够的情况下,我们将愿意加入更多人工的内容。
感谢你的观看与支持! | 青岛绛临网络科技有限公司 | - | Mar 18, 2026 | |
연무 In-game content art | We use pre-generated AI assets for background images. However, we do not use any raw AI-generated content directly. All AI-generated images are strictly used only as a base and are manually retouched and polished by human artists | HollowGuys | - | Mar 18, 2026 | |
你好,你配吗? Store/marketing art | Some store assets and partial UI assets in this game have been visually enhanced using artificial intelligence (AI). | MYSTERY CROWN | - | Mar 18, 2026 | |
I am a bad guy in school bullying In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK20007 | - | Mar 18, 2026 | |
龙扬传1:白与黑 In-game content artaudio | The game art and music are generated by artificial intelligence AI trained and tuned by the author. | 龙扬 | - | Mar 18, 2026 | |
Olivia's World: Crystal Keep In-game content artaudiocodetext | This game includes some pre-generated content created with the assistance of generative AI tools. All such content has been curated, edited, and finalized by the development team. The game does not include any live, player-interactive, or runtime AI-generated content. | Chasing Magic Studios | - | Mar 18, 2026 | |
Unending Watch - Dead Man's Fingers In-game content art | We use AI in a very limited way to generate rough starting meshes for 3D models. Those initial models act only as a starting point - similar to a placeholder. From there, all the work is done by us: Models are manually refined, rebuilt, optimized and integrated by the development team. All environments, level design, lighting, materials, and world building are hand-crafted. All gameplay systems, programming, mechanics, and logic are human-written. All story, narrative design, pacing and world lore are human-created. All art direction, maps, layouts, and creative decisions are human-driven.
The purpose of this is simple: to remove an entry barrier so this game can exist.
We are a small, self-funded team of two developers learning Unreal Engine hands-on, building everything piece by piece. Using AI in this limited way allows us to start from a basic form instead of a blank screen - but the final result is the product of human effort, learning, iteration, and creative intent.
We know this can be a sensitive topic, especially for artists and voice actors, and those concerns are completely valid.
We truly appreciate everyone who chooses to be a part of this journey. | After Dark Gaming LLC | - | Mar 18, 2026 | |
Candy Girl!! Dreams Forever In-game content art | -Some basic textures and sprites were generated by AI during development.
-AI technology was used as a supporting tool in the creation of some illustrations. | Lucas Vacari Gomes | - | Mar 18, 2026 | |
CYAN PROJECT:今日、人魚を拐う事にした In-game content text | We used AI tools to assist with the translation of the store page and in-game text. All translated content has been reviewed and refined by the developer to maintain quality and accuracy. | HOME or AWAY | - | Mar 18, 2026 | |
Art and Artifice In-game content art | This game uses AI-generated art assets. | tuseroni | - | Mar 18, 2026 | |
玄灵尘缘录 In-game content artaudio | 部分美术资源使用AI生成,
部分音效资源使用AI生成。 | 反派游戏 | - | Mar 18, 2026 | |
In Vino Veritas In-game content artaudio | Very limited use of AI for minor assets and music support | Lesson Not Learned Games | - | Mar 18, 2026 | |
Tiny Misery In-game content art | AI technologies were used in the creation of some in-game models. All assets were manually refined and technically optimized. | Tropical Games | - | Mar 18, 2026 | |
UltraGalactic In-game content artaudiotext | AI was used only for limited assistance, such as refining some logos, helping with music production, and translating texts into other languages.
All core game content — including ships, designs, graphics, 3D models, sound effects, and more — is handcrafted. Overall, the game was created using traditional development methods. | Seven Dragons Studios | - | Mar 18, 2026 | |
Cube Grinder Factory In-game content audiotext | - Voice acting modulated from human speakers
- Localization and Text proofreading | Knidaria Games | - | Mar 18, 2026 | |
KAGARIBI In-game content artaudiotext | [AI Content Disclosure]This game utilizes generative AI tools to assist in the creation of visual assets (backgrounds, characters), background music, and parts of the narrative script.All AI-generated content has been manually reviewed, edited, and refined by the human developer to ensure it aligns with the game's "Japanese Gothic" aesthetic and story. We define this collaborative process between human creativity and AI as "Vibe Coding." | NewForeverSTUDIO | - | Mar 18, 2026 | |
RAM Clicker In-game content artcodetext | Throughout the development of my game, I have (ironically) leveraged AI-based tools to assist myself with the code and made visual placeholders. The game was translated by AI. Many parts of the code were written by an AI and some problems were debugged with it's help.
Thank You for your understanding :D | DesignationX | - | Mar 18, 2026 | |
明末:干柴烈火 In-game content art | Some images in this game are generated using AI. | Drilling Wood For Fire | - | Mar 18, 2026 | |
Frostveil: The Last Winter In-game content art | As a two-person independent team with no dedicated art department or budget, we have utilized generative AI to create all visual assets within the game. This includes:
Environment & Backgrounds: All village landscapes, interiors, and atmospheric backdrops depicting 1920s Anatolia.
Character Portraits: All visual representations of the villagers and historical figures.
UI & Icons: The majority of the user interface elements, icons, and parchment-style menus.
Concept Art: All marketing materials and store page assets.
We have carefully curated, edited, and integrated these AI-generated visuals to ensure they align with our specific historical narrative and charcoal-style aesthetic. Our use of this technology was the only way to bring our vision of this National Struggle story to life with the limited resources of a two-man studio. | Alabarda Gaming | - | Mar 18, 2026 | |
Memories Loaming In-game content artaudiotextcode | See the description for an extended discussion about the tools used to produce this game.
AI use in this game includes Claude and Claude Code for assisting with implementing complex systems and bug fixing. The codex's image-examination assets are pre-rendered during development: in-game screenshots are composited via ChatGPT and then some are stylistically processed by a model running locally on my laptop. I experimented a bit with Adobe Podcast to make recordings on my not-very-good mic sound a little better but I wasn't so impressed with the results so I don't think much of this made it in. Most sound effects were found in online libraries but in some cases they were generated using ElevenLabs and other sound generation models when suitable alternatives could not be found. Some 3D models and textures were created using Meshy. Text was checked for spelling and grammar with Grammarly and Claude. | Snowy Plover Games | - | Mar 18, 2026 | |
《比特尔特岛:与她们共度的日常》 Dev only | AI-assisted content was used during development and was manually reviewed and curated by the development team. | 比特尔特制作组 | - | Mar 18, 2026 | |
Paradoxical双界诗 Paradoxical Twin Worlds Saga In-game content artaudio | Please note that the audiovisual materials in this game (character illustrations, backgrounds, CG, BGM, voice acting) and some clips in the promotional video are AI-assisted creations.
Here, I sincerely ask for your forgiveness and understanding. However, please rest assured that in this work, AI serves merely as a production tool, not as the creator of the work itself.
This means that everything—from the initial concept and the collection of stylistic references, to repeated refinements in aspects such as character outfits, scene atmospheres, and continuous adjustments to the emotional delivery of voice acting—was independently handled by me. AI was only responsible for the final production phase.
I also dislike fast-food-like workflows. For me, AI is a powerful production tool that compensates for my shortcomings, but the soul of the work always originates from human creativity.
In any case, thank you for your attention and understanding. If you have any questions, feel free to message me anytime~ | 蓕朩蓕骉 | - | Mar 18, 2026 | |
Nick's Text Adventure In-game content textcode | I used AI for spelling, organizing the story and my thoughts as well as helping fix errors in my code and to figure out how to do stuff I didn't know as well as some of the store descriptions as I am not the best at spelling. | GXPlay | - | Mar 18, 2026 | |
AshenGaurd In-game content art | Ashengaurd uses a mix of RTP, commissioned Pixel art, and some AI-generated images that have been altered to fit my needs. The AI art is intended as a "placeholder" and will be phased out as the development continues. | ForsakenGear Studios | - | Mar 18, 2026 | |
Masackra Unclear art | AI was used to generate images. | Diam Kaz Production | - | Mar 18, 2026 | |
Your Daily Life In-game content artaudiotextcode | Pre-Generated Content】:
The majority of assets in this game were created using generative AI technologies:
Artwork: Character sprites, backgrounds, and CG illustrations were generated using NovelAI, with manual selection and retouching by the developer.
Music: Background music (BGM) and sound effects were generated using Suno V5.
Voice Acting: All character voices were synthesized using the MiniMax speech model.
Writing & Coding: Script polishing and coding assistance were provided by Gemini. The developer retains full control over all AI-generated content and has ensured that no illegal or infringing material is included.
【Live-Generated Content】:
No / None. | 4M Studios | - | Mar 18, 2026 | |
Cults of the Endtimes In-game content artaudio | using AI to create some graphics and voiceovers | Wasserfall | - | Mar 18, 2026 | |
Shaking Hands In-game content art | The visual assets were manually composited and detailed using Photoshop. Algorithmic tools were utilized only to generate initial base textures and references, which were then significantly transformed and overpainted to match the game's specific style. | Space Potato Studios | - | Mar 18, 2026 | |
The Rebellion In-game content audioarttext | Generative AI was used during development to help create some pre-rendered audio, store/marketing visuals, and concept art. All such content is curated by the developer, and the game does not generate AI content at runtime. Some store page text was also drafted with AI assistance and edited by the developer. | Cagatay Urfali | - | Mar 18, 2026 | |
Escapism: The doll house In-game content audio | AI was used to generate voice acting for the game. | Motazin | - | Mar 18, 2026 | |
Rahasya general | All audio and music assets used in the game are either original, licensed, or created specifically for the project. Any AI-assisted content has been significantly edited, processed, and combined with original elements to ensure uniqueness and originality. No AI-generated assets are used directly without human modification. All content is reviewed to ensure it does not infringe on copyrighted material. | SuperHorizon Studios | - | Mar 18, 2026 | |
孤独勇者之旅 In-game content art | In this game, we have utilized an AIGC-assisted approach to generate game assets such as map tiles, pixel animation spritesheets, and cutscene CGs. | mayfly & grain | - | Mar 18, 2026 | |
The pleasure of immorality In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0006a | - | Mar 18, 2026 | |
Icebound Secrets 2: Soul Hunter Store/marketing art | We use artificial intelligence to create visual content for images in our game, on our store page, in marketing materials, and/or community materials. This may include individual graphic objects or character enhancements in promotional materials. | Crooto Software LTD. | - | Mar 18, 2026 | |
MYCO In-game content audio | This game has AI generated music. | LilyPadDev | - | 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 | |
天津1924 Dev only | We utilize AI tools to assist in our development process. Any content generated with AI is then carefully refined and polished by our design team to ensure it aligns perfectly with the game's unique art style and overall vision. | 倍儿哏儿工作室 | - | 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 | |
Be Not Afraid: Threads Of Light Dev only codetext | Game had NO AI used for any dialogue, art assets, and more. AI was used to produce code, but the 48,000 words are all written by a human. | IHAM Media | - | Mar 18, 2026 | |
Darkrise: War of the Undead In-game content artaudio | There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues. | Wynand Smit | - | Mar 18, 2026 | |
DuatWayfarer In-game content artaudio | Some of the textures, music, and sound effects used in this application are derived from original materials generated by generative AI, followed by manual adjustment/modification and integration. | BlueWind | - | Mar 18, 2026 | |
Valenium In-game content text | Artificial intelligence was used to localize the store page and in-game text. | Need3RD | - | Mar 18, 2026 | |
The Xu Jing Chronicle: Illusory Dream In-game content art | Some sequence frame animations, UI, images, and other art assets are generated using AI, accounting for about 30% of the game's content. | Dicheng Cultural Media | - | Mar 18, 2026 | |
Target Menace : The Awakening In-game content artcode | I use AI to debug my existing code so I don't need to spend time looking at documentation. I also use AI to generate some of the art but not all of it. | thebitbinarygames | - | Mar 18, 2026 | |
Slay The Berserker In-game content text | Font and Translations | Advance Garde | - | Mar 18, 2026 | |
After-State:WoLong\灵界奇谈:卧龙 In-game content text | The English description on this Steam store page was translated using AI. The game itself does not contain any AI-generated content. | 猫龙游戏 | - | Mar 18, 2026 | |
The Archive Store/marketing art | AI was used exclusively to generate the people’s photos; all other content was created manually. | WILD Studios | - | Mar 18, 2026 | |
Error: Girlfriend Not Found Unclear | Background art | Byte Me Studios | 12 | Mar 18, 2026 | |
Fyrardien In-game content audio | Every character, story, and animation in this game is handcrafted. AI was only used, albeit reluctantly, to help create some background music — the only magic not coming from the author’s quill. | The Tale Oven | - | Mar 18, 2026 |