Music is mostly AI generated. Using suno AI
- Creator
- ducc
- Reviews
- -
- Added
- Mar 18, 2026
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Music is mostly AI generated. Using suno AI
The stained glass artworks in the game were generated by AI. For each level, we needed 3 different stained glass depictions of different animals. Our logo and some of our UI elements were also designed by AI.
We may use AI generated images for promotional material like events or gameplay updates. No in game art is AI generated. All in game art as well our core Steam artwork are handmade.
Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library
Some background texture resources contain AI-generated images.
The puzzle images pre-rendered AI art
Generative AI has been used during the development process, notably to create main title elements and some boss character artwork that appear in the current. No dynamic AI content is generated during gameplay. Everything was pre-rendered during development.
AI was used to make the Loadingscreens as well as the cover image of the game.
Most of the raw art/sound/music materials were produced and commercially licensed by Generative AI online service providers. Based on raw materials, Lantao studio manually modified, adapted, animated, remixed and/or recreated the final production assets used in this game.
All images and textures, as well as achievement icons in this game, are generated by AI.
logo and store image creation by ai assisted tools
I made the black forest the background by AI
All artwork is hand-drawn. AI-based upscaling/filtering was used to enhance resolution and details on some assets.
Steam Art assets include an AI generated image.
AI has been used to create the initial images for character faces and cut-scenes, but were heavily modified afterwards by the developer.
The puzzle images pre-rendered AI art
AI Driven Text to Speech Generation Some Images are created by AI
The images of relic items in the game are generated by AI.
Silks of Mind only uses AI-generated images for promotional artwork and a small percentage of in-game assets.
the background was by artificial intelligence
Generative AI is used to render concept art for this game. Some textures or materials in future development may be generated using AI. I am a one-man team and use AI to help me visualize the design of the game.
Our game does not use generative artificial intelligence to generate content for the game, either pre-rendered or live-generated. However, due to budget constraints, we have utilized AI technology to generate voice lines for some of the NPCs in the game. Additionally, for the intro cutscene, we have incorporated AI-generated images. It's important to note that while AI has been used for specific aspects such as voice lines and cutscene imagery, no AI elements have been integrated into the gameplay mechanics themselves.
Due to insufficient manpower, AI is temporarily being used to create images for the store page. The images will be updated periodically.
Some sound files (radio), music and small pictures.
SI is used to generate character voices in dialogues.
I only got javascript code support. I got help with general game performance and code optimization. In no way was the whole or a large part of the game made by artificial intelligence. I just got help at some points where I got stuck and used it to speed up my work. All games have been tested many times by real players. We definitely do not publish games without testing them and seeing their errors.
Yes, I use artificial intelligence. But it just helps to create images. Then I change them and adjust them after the process is complete. So yes, my game uses artificial intelligence.
We use some character portraits and simple UI elements.
Scavenger T.O.M utilizes AI-based environment generation technology to explore and reconstruct the radiation-ravaged surface in real-time. In hazardous areas where players cannot venture directly, AI acts as T.O.M’s eyes and analytical core, dynamically processing the environment based on movement paths. The Diffusion model-based AI system goes beyond simple image generation, creating explorable spaces at the object level and seamlessly integrating them into the game environment to enhance interactivity. Through this technology, Scavenger T.O.M provides a unique survival environment that evolves with the player's exploration. Step into the AI-generated wasteland and craft your own survival strategy.
We used the neural network for some images
Menu background is generated by AI
Cover and banners in the store page.
During the early development of Astro Felix, limited AI generated visuals were used specifically for select Steam artwork and a few temporary in-game placeholders. These assets were used solely to support of prototyping and vision shaping. Our goal is to replace all placeholder material with original art as development progresses.
AI art is used for the capsule and for some in-game backgrounds such as the background at the general store and blacksmith.
We used artificial intelligence as a tool for our artists. We created the visuals of our game with artificial intelligence tools, and our artists edited and finalized these visuals. We want to give you a unique experience by combining the convenience of technology with our art.
Some images and some voice-over in the game are made with generative AI
AI-assisted tools were used for background adjustments in the store page images.
1) AI's background music 2) AI's text descriptions
The game's intro video and ingame backgrounds were first created with 3D renders and then styled using Stable Diffusion. However, no images were created from scratch with ai. The resulting visuals were then cleaned up and refined using PixageFX and a pixel art editor. Additionally, a large portion of the character voiceovers were done using 'murf.ai' except 'Mike Jack'.
Some visual concept references in this game were created using AI tools during the early design phase. All final game assets were manually created, customized, and refined by our development team. No AI-generated content is used directly in the final product.
Steam store page capsules
This game utilizes AI technology to generate some of the background and store images. These AI-generated assets were carefully selected to enhance the overall aesthetic of the game. All AI-based content was created in compliance with legal requirements to prevent copyright infringements.
A minimum amount of AI-coded content to design levels and additional materials for the game.
Artificial intelligence used in promotional artwork, store page design, and soundtrack.
We utilized AI tools to generate internal references for composition and framing. These outputs were then used as a base to manually create handcrafted pixel art assets, ensuring all final in-game visuals follow our custom palettes and artistic standards.
This game use generative artificial intelligence to pre-rendered art for the game, This includes the game itself, the storepage, and any Steam community assets or marketing materials.
The two pieces of music and three mini visuals used in the game were created using artificial intelligence. All other visuals were hand-drawn, and all music was composed by musicians.
Some elements of the images were textured using AI.
- Text-related: Translation of store descriptions for non-Japanese stores
Generative AI was used in the production of photorealistic game object images and some sound effects.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Knight Fall In-game content audio | Music is mostly AI generated. Using suno AI | ducc | - | Mar 18, 2026 | |
Revert In-game content art | The stained glass artworks in the game were generated by AI. For each level, we needed 3 different stained glass depictions of different animals. Our logo and some of our UI elements were also designed by AI. | Higher Up Games | - | Mar 18, 2026 | |
Zombiehood In-game content art | We may use AI generated images for promotional material like events or gameplay updates.
No in game art is AI generated. All in game art as well our core Steam artwork are handmade. | Weak Spots | 124 | Mar 18, 2026 | |
Falco Totem Destroyer Store/marketing art | Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library | Gamesforgames | 10 | Mar 18, 2026 | |
SoulTrigger In-game content art | Some background texture resources contain AI-generated images. | YHDATABASE | 15 | Mar 18, 2026 | |
Color Splash: Fairies In-game content art | The puzzle images pre-rendered AI art | Quantum Quiver Games | - | Mar 18, 2026 | |
Echoes of Egypt In-game content art | Generative AI has been used during the development process, notably to create main title elements and some boss character artwork that appear in the current. No dynamic AI content is generated during gameplay. Everything was pre-rendered during development. | MetroplexWeb.com | - | Mar 18, 2026 | |
It Takes Many Store/marketing art | AI was used to make the Loadingscreens as well as the cover image of the game. | Yunashi | - | Mar 18, 2026 | |
Escape Everlit In-game content artaudio | Most of the raw art/sound/music materials were produced and commercially licensed by Generative AI online service providers. Based on raw materials, Lantao studio manually modified, adapted, animated, remixed and/or recreated the final production assets used in this game. | lantao studio | 21 | Mar 18, 2026 | |
Suika Watermelon Fruits In-game content art | All images and textures, as well as achievement icons in this game, are generated by AI. | randomspin | - | Mar 18, 2026 | |
Enter the Nemesis: Blood Portal Store/marketing art | logo and store image creation by ai assisted tools | Pelilato | - | Mar 18, 2026 | |
Samurai Elemental Unclear art | I made the black forest the background by AI | Gabriel Chaves Alencar | - | Mar 18, 2026 | |
The Necromancer's Pact In-game content art | All artwork is hand-drawn. AI-based upscaling/filtering was used to enhance resolution and details on some assets. | Adins Games | 32 | Mar 18, 2026 | |
Arkhaanis One Store/marketing art | Steam Art assets include an AI generated image. | DuGringo | 23 | Mar 18, 2026 | |
Adventure Of Baldero I&II In-game content art | AI has been used to create the initial images for character faces and cut-scenes, but were heavily modified afterwards by the developer. | Dejan You | - | Mar 18, 2026 | |
Color Splash: Monkeys In-game content art | The puzzle images pre-rendered AI art | Quantum Quiver Games | - | Mar 18, 2026 | |
Vincent In-game content artaudio | AI Driven Text to Speech Generation
Some Images are created by AI | Painted BobCat | - | Mar 18, 2026 | |
Fight after Dark In-game content art | The images of relic items in the game are generated by AI. | WUWU | - | Mar 18, 2026 | |
Silks of Mind In-game content art | Silks of Mind only uses AI-generated images for promotional artwork and a small percentage of in-game assets. | Adrián Razola | - | Mar 18, 2026 | |
Guerra de Insetos TW PREMIUM In-game content art | the background was by artificial intelligence | Gabriel Chaves Alencar | - | Mar 18, 2026 | |
Pounce and the Twin Trees In-game content art | Generative AI is used to render concept art for this game. Some textures or materials in future development may be generated using AI. I am a one-man team and use AI to help me visualize the design of the game. | Aaron Gibson | - | Mar 18, 2026 | |
Shadows of Destruction In-game content audioart | Our game does not use generative artificial intelligence to generate content for the game, either pre-rendered or live-generated. However, due to budget constraints, we have utilized AI technology to generate voice lines for some of the NPCs in the game. Additionally, for the intro cutscene, we have incorporated AI-generated images. It's important to note that while AI has been used for specific aspects such as voice lines and cutscene imagery, no AI elements have been integrated into the gameplay mechanics themselves. | SheikyGames | - | Mar 18, 2026 | |
The Elementum Store/marketing art | Due to insufficient manpower, AI is temporarily being used to create images for the store page. The images will be updated periodically. | Baturalp ÖZMEN | - | Mar 18, 2026 | |
Blunted in The Malen Unclear audioart | Some sound files (radio), music and small pictures. | Outgate Studios | - | Mar 18, 2026 | |
Hoodies Squad: Alcoholypse In-game content audio | SI is used to generate character voices in dialogues. | Simplicity Games | - | Mar 18, 2026 | |
Everything: All in 1 Dev only code | I only got javascript code support. I got help with general game performance and code optimization. In no way was the whole or a large part of the game made by artificial intelligence. I just got help at some points where I got stuck and used it to speed up my work. All games have been tested many times by real players. We definitely do not publish games without testing them and seeing their errors. | ismail özel | - | Mar 18, 2026 | |
TileTurn In-game content art | Yes, I use artificial intelligence. But it just helps to create images. Then I change them and adjust them after the process is complete. So yes, my game uses artificial intelligence. | Petal Sakura | - | Mar 18, 2026 | |
The Carnival Of Company In-game content art | We use some character portraits and simple UI elements. | Craftbridge | - | Mar 18, 2026 | |
Scavenger T.O.M Live AI art | Scavenger T.O.M utilizes AI-based environment generation technology to explore and reconstruct the radiation-ravaged surface in real-time. In hazardous areas where players cannot venture directly, AI acts as T.O.M’s eyes and analytical core, dynamically processing the environment based on movement paths.
The Diffusion model-based AI system goes beyond simple image generation, creating explorable spaces at the object level and seamlessly integrating them into the game environment to enhance interactivity.
Through this technology, Scavenger T.O.M provides a unique survival environment that evolves with the player's exploration. Step into the AI-generated wasteland and craft your own survival strategy. | ReLU Games, Inc. | - | Mar 18, 2026 | |
Blacklist Mafia Unclear art | We used the neural network for some images | VICTORIA Games | 62 | Mar 18, 2026 | |
Lowrider Hopping In-game content art | Menu background is generated by AI | I_T | - | Mar 18, 2026 | |
Deadly Parkour Store/marketing art | Cover and banners in the store page. | Onduck Games | - | Mar 18, 2026 | |
Astro Felix In-game content art | During the early development of Astro Felix, limited AI generated visuals were used specifically for select Steam artwork and a few temporary in-game placeholders. These assets were used solely to support of prototyping and vision shaping.
Our goal is to replace all placeholder material with original art as development progresses. | SanForge Studio | - | Mar 18, 2026 | |
Game Changer: Zenith In-game content art | AI art is used for the capsule and for some in-game backgrounds such as the background at the general store and blacksmith. | Philip Wolfe | - | Mar 18, 2026 | |
Swing Into Zero-G In-game content art | We used artificial intelligence as a tool for our artists. We created the visuals of our game with artificial intelligence tools, and our artists edited and finalized these visuals. We want to give you a unique experience by combining the convenience of technology with our art. | Divinus Games | 79 | Mar 18, 2026 | |
Rusted Sea In-game content artaudio | Some images and some voice-over in the game are made with generative AI | Meerkatapult Games | - | Mar 18, 2026 | |
Red's Ascent Store/marketing art | AI-assisted tools were used for background adjustments in the store page images. | Özgür Çallı | - | Mar 18, 2026 | |
Ninja Resurrection: A tale of Kuro In-game content audiotext | 1) AI's background music
2) AI's text descriptions | Daniil Liubimov | 13 | Mar 18, 2026 | |
Midnight Fury In-game content artaudio | The game's intro video and ingame backgrounds were first created with 3D renders and then styled using Stable Diffusion. However, no images were created from scratch with ai. The resulting visuals were then cleaned up and refined using PixageFX and a pixel art editor. Additionally, a large portion of the character voiceovers were done using 'murf.ai' except 'Mike Jack'. | LizardWish | 23 | Mar 18, 2026 | |
ROSE Dev only art | Some visual concept references in this game were created using AI tools during the early design phase. All final game assets were manually created, customized, and refined by our development team. No AI-generated content is used directly in the final product. | Rise Studio | - | Mar 18, 2026 | |
One Way Road: Firehunt Store/marketing art | Steam store page capsules | Shabunov Leonid | 119 | Mar 18, 2026 | |
Sqube Escape Store/marketing art | This game utilizes AI technology to generate some of the background and store images. These AI-generated assets were carefully selected to enhance the overall aesthetic of the game. All AI-based content was created in compliance with legal requirements to prevent copyright infringements. | RH POSITIVE | - | Mar 18, 2026 | |
Jump Queen In-game content codeart | A minimum amount of AI-coded content to design levels and additional materials for the game. | StartMyGame | - | Mar 18, 2026 | |
Brazilian Fight: Capoeira In-game content artaudio | Artificial intelligence used in promotional artwork, store page design, and soundtrack. | The Mystery Box | - | Mar 18, 2026 | |
Cosmos: Stella Returns In-game content art | We utilized AI tools to generate internal references for composition and framing. These outputs were then used as a base to manually create handcrafted pixel art assets, ensuring all final in-game visuals follow our custom palettes and artistic standards. | SEEP | 28 | Mar 18, 2026 | |
Sex Goddess Punishment In-game content art | This game use generative artificial intelligence to pre-rendered art for the game, This includes the game itself, the storepage, and any Steam community assets or marketing materials. | HMS Game | - | Mar 18, 2026 | |
Luctus In-game content audioart | The two pieces of music and three mini visuals used in the game were created using artificial intelligence. All other visuals were hand-drawn, and all music was composed by musicians. | Mriya Game Studio | 62 | Mar 18, 2026 | |
Shadows Labyrinth In-game content art | Some elements of the images were textured using AI. | Kratos Games | - | Mar 18, 2026 | |
RUSHING BEAT X: Return Of Brawl Brothers In-game content text | - Text-related: Translation of store descriptions for non-Japanese stores | CITY CONNECTION | 69 | Mar 18, 2026 | |
Flower in Us In-game content artaudio | Generative AI was used in the production of photorealistic game object images and some sound effects. | Chalkseagull | 386 | Mar 18, 2026 |