游戏内部分图片使用AI生产后由人工修图转绘。
- Creator
- 暗极工坊
- Reviews
- 17
- Added
- Mar 18, 2026
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游戏内部分图片使用AI生产后由人工修图转绘。
Neural networks were used for voice over
This game uses generative AI tools in a limited way during development. Some visual assets, such as certain images and textures, were created or enhanced with the help of AI. AI was also used as support for parts of the localization process and for generating or refining some sound elements. All AI-assisted content is reviewed and edited by the developer to ensure it fits the game’s atmosphere and quality standards.
Images for the store page
Ai used for concept art and for some store page images
Argillite Tamers connects to self hosted open source models on our personal kubernetes cluster in GCP. Players use an LLM and generative image model to create a Monster's likeness, stats, and moves.
AI has been used for prototyping scripts in early stages of the demo, which are no longer in the final game. The entire localization has been done by hired native translators. There is not a single image generated with AI in the latest build of the game, every images have been commissioned.
This game features open dialog, where players can talk freely with NPCs. The dialog for NPCs is prewritten in book-length stories per character - a language model is used to interpolate between these prewritten statements, and to smoothly and grammatically map prewritten text into the appropriate place in conversations.
All voices heard in the game are generated by ElevenLabs AI audio. ElevenLabs provides a platform for voice actors to earn revenue by sharing an AI model of their voice. All rights to use their voice are provided by the actor and have been attained for use in this game.
AI was used in the generation of assets.
Some part of the game can contains AI pre-generated images especially on the riddle selection screen.
Although the game's soundtrack was composed by artist Python Blue, some filler music was generated by AI to facilitate development work. The few dubbing voices present in the game were also generated by AI. The game was made almost single-handedly and on a shoestring budget, and the use of AI helped bring it to life and celebrate the series' 10th anniversary.
There are some ambient background textures that are generated with AI. And that is all.
The game includes an unholy amount of AI-generated content, including: - Textures - Images - Music - Audio effects - Voice lines - Facial and body animations - Code Game allows player to use voice as a main input tool. To achieve great quality of speech to text, a base version of openai's whisper model is used. The content seen in the game is not live-generated. The player's input is embedded into a vector through a small model with 278M parameters. Model: paraphrase-multilingual-mpnet-base-v2 (Used primarily for wide support of languages) Then, the game uses Faiss to match the player's input to known, predefined inputs. Each of those describes a reaction and change in the state of the game. Icon was made with local diffusion model.
We used AI for some detail optimization in our artwork, but we guarantee that the majority of the art assets are handcrafted. We will never use 100% AI-generated artwork for profit. Everything you see has been manually redrawn at least once.
Some sound effects and voices in the game were created using AI.
Using AI to generate assets for the Steam Store.
Some jumpscare effects and item visuals make limited use of AI-assisted generation, followed by manual editing. All content is curated, integrated, and polished by the development team.
We used AI-assisted tools to enhance poster art and user interface elements, starting from custom designs created in Photoshop or purchased. AI was used to refine the material look, adding depth, texture, and polish to existing artwork—helping elevate the game's presentation while staying true to its original style. Every asset was directed and crafted by hand, with AI used as a supportive tool for enhancement, not generation from scratch.
Communication with the ghost is carried out using artificial intelligence. Generative artificial intelligence is partly used for creation of the game key-art on the Store Page.
The character voices used in the game were generated by artificial intelligence.
Game contains pre-made AI-generated art assets like 3D Models, textures, images, pictures. Science fiction building, vehicles, characters, equipment, items.
Some of the images were generated by Midjourney, but were later adapted manually by the game developer; all the background musics were generated by Suno AI.
For the development of The Broken Mirror (Xuru Engine Edition), we have integrated advanced generative AI workflows to enhance the atmospheric Noir experience. Environment & Visual Arts: Environmental assets and backgrounds have been conceptualized and generated using AI, then manually refined and stylized in high-contrast black and white to achieve a unique 'graphic novel' aesthetic. Audio Experience: Soundtrack and atmospheric sound effects were developed with AI assistance to create a deep, immersive psychological thriller mood. Human Oversight: All AI-assisted content has been curated, edited, and directed by our lead developer. The core narrative, character arcs, complex puzzle design, and final assembly are 100% original human creations, ensuring a cohesive and high-quality artistic vision.
The game uses a small amount of AI-generated textures, materials as assets.
The game is entirely made by one person. Not having talent in all areas, I used AI to create graphics, sounds and music.
For the Demo we have used Midjourney for some of our concept and promotional images. Some item icons and specialized textures are made with DALE as a supporting tool
Services claiming copyright protection/indemnification: None. I do not use any third-party copyright filtering, detection, or indemnification service; the optional local assistant is offline and restricted to in-game data only.
The game leverages AI as a tool to assist in sketching and creating certain prop illustrations.
The game's home cover and "Illusoria" logo are AI-modified.
I only used AI to create the game's cover.
AI has been used in this game for voice generation.
artificial intelligence is used for characters and backgrounds
Scene backgrounds, partially used for main characters reference and brainstorming.
The game's beautiful girl images, riddle answer images, and musics are generated by AI.
Backgrounds are created using AI.
Generative AI was used to create some Steam Store and Steam Library images.
The AI generates responses to the player's interrogations.
Most face textures of human models were created using AI.
We use AI on early stages of content development to create concept arts. All final content presented in the game is created by by humans.
Photos of some of the characters in the game have been made into Generative AI.
The creative concepts for our game promotional imagery were developed with the assistance of advanced AI tools.
It just traduce the voice to text so the NPC takes actions acording the text received. Also Voice and Assets where generated by AI (not during gameplay)
AI is used only to generate novel images(backgrounds)
Some images in the game are generated using AI, and AI is also used as the game host for text descriptions.
Thumbnail of Mary | Official Teaser 2 Some UI illustrations of the game. And some talk texts
AI pictures are used for: Game icon, game splash, editor splash. Voices are also A.I. That is all
All characters in the game speak the Interslavic language. Interslavic is an artificial language spoken by very few people. This makes it challenging to find voice actors who have good equipment, speak Interslavic, and fit specific characters. Therefore, some characters in the game have been voiced using AI.
AI has been used to generate the basic cover art and then altered to fit the game aesthetics.
The art for the main menu is inspired by art created by AI, and finalized by hand to fit the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
三九 In-game content art | 游戏内部分图片使用AI生产后由人工修图转绘。 | 暗极工坊 | 17 | Mar 18, 2026 | |
Hardstrike: The Fall In-game content audio | Neural networks were used for voice over | Team Sahoe | - | Mar 18, 2026 | |
Game Of The Chosen In-game content arttextaudio | This game uses generative AI tools in a limited way during development. Some visual assets, such as certain images and textures, were created or enhanced with the help of AI. AI was also used as support for parts of the localization process and for generating or refining some sound elements.
All AI-assisted content is reviewed and edited by the developer to ensure it fits the game’s atmosphere and quality standards. | Thor Game Studios | - | Mar 18, 2026 | |
Top Alert Store/marketing art | Images for the store page | StudioETC | - | Mar 18, 2026 | |
Nightmare Crew In-game content art | Ai used for concept art and for some store page images | Lucas Brouwers | - | Mar 18, 2026 | |
Argillite Tamers Live AI textart | Argillite Tamers connects to self hosted open source models on our personal kubernetes cluster in GCP. Players use an LLM and generative image model to create a Monster's likeness, stats, and moves. | Shoebox Studios | - | Mar 18, 2026 | |
Welcome to Doll Town text | AI has been used for prototyping scripts in early stages of the demo, which are no longer in the final game.
The entire localization has been done by hired native translators.
There is not a single image generated with AI in the latest build of the game, every images have been commissioned. | Bad Wish Games | 306 | Mar 18, 2026 | |
Mens Rea Live AI text | This game features open dialog, where players can talk freely with NPCs. The dialog for NPCs is prewritten in book-length stories per character - a language model is used to interpolate between these prewritten statements, and to smoothly and grammatically map prewritten text into the appropriate place in conversations. | Mens Rea Developer | - | Mar 18, 2026 | |
Distant Trails In-game content audio | All voices heard in the game are generated by ElevenLabs AI audio.
ElevenLabs provides a platform for voice actors to earn revenue by sharing an AI model of their voice. All rights to use their voice are provided by the actor and have been attained for use in this game. | Two Acres Inc | - | Mar 18, 2026 | |
Horror Free In-game content art | AI was used in the generation of assets. | Suplife Games | 14 | Mar 18, 2026 | |
Logic Grid Puzzle In-game content art | Some part of the game can contains AI pre-generated images especially on the riddle selection screen. | RapidAnt | - | Mar 18, 2026 | |
Zly.ii: The Hacked Station In-game content audio | Although the game's soundtrack was composed by artist Python Blue, some filler music was generated by AI to facilitate development work. The few dubbing voices present in the game were also generated by AI. The game was made almost single-handedly and on a shoestring budget, and the use of AI helped bring it to life and celebrate the series' 10th anniversary. | Simon Says: Play! | - | Mar 18, 2026 | |
Oldest Golden Treasure In-game content art | There are some ambient background textures that are generated with AI. And that is all. | Vasil4N | - | Mar 18, 2026 | |
Interrogator 2 In-game content artaudiotextcode | The game includes an unholy amount of AI-generated content, including:
- Textures
- Images
- Music
- Audio effects
- Voice lines
- Facial and body animations
- Code
Game allows player to use voice as a main input tool. To achieve great quality of speech to text, a base version of openai's whisper model is used.
The content seen in the game is not live-generated. The player's input is embedded into a vector through a small model with 278M parameters.
Model:
paraphrase-multilingual-mpnet-base-v2
(Used primarily for wide support of languages)
Then, the game uses Faiss to match the player's input to known, predefined inputs. Each of those describes a reaction and change in the state of the game.
Icon was made with local diffusion model. | Jarema Radom | - | Mar 18, 2026 | |
《道格拉斯警督的日记》《Inspector Douglas's Diary》 In-game content art | We used AI for some detail optimization in our artwork, but we guarantee that the majority of the art assets are handcrafted.
We will never use 100% AI-generated artwork for profit. Everything you see has been manually redrawn at least once. | 日食网络 solar eclipse studio | - | Mar 18, 2026 | |
Eclipse of Shadows In-game content audio | Some sound effects and voices in the game were created using AI. | Ukkim | - | Mar 18, 2026 | |
Good Boy Simulator Store/marketing art | Using AI to generate assets for the Steam Store. | Flywheel Games | - | Mar 18, 2026 | |
Cult of the Child Eater In-game content art | Some jumpscare effects and item visuals make limited use of AI-assisted generation, followed by manual editing. All content is curated, integrated, and polished by the development team. | Uncle George Games | 28 | Mar 18, 2026 | |
Rpg Forever - Serens Quest In-game content art | We used AI-assisted tools to enhance poster art and user interface elements, starting from custom designs created in Photoshop or purchased. AI was used to refine the material look, adding depth, texture, and polish to existing artwork—helping elevate the game's presentation while staying true to its original style. Every asset was directed and crafted by hand, with AI used as a supportive tool for enhancement, not generation from scratch. | BmpGames | - | Mar 18, 2026 | |
Bureau of Contacts: Mansion Live AI text | Communication with the ghost is carried out using artificial intelligence.
Generative artificial intelligence is partly used for creation of the game key-art on the Store Page. | MIROWIN | 89 | Mar 18, 2026 | |
DIDDY In-game content audio | The character voices used in the game were generated by artificial intelligence. | - | - | Mar 18, 2026 | |
AI Peace Protocol In-game content art | Game contains pre-made AI-generated art assets like 3D Models, textures, images, pictures. Science fiction building, vehicles, characters, equipment, items. | Star Natrolith Games | - | Mar 18, 2026 | |
The Great Report Era In-game content artaudio | Some of the images were generated by Midjourney, but were later adapted manually by the game developer; all the background musics were generated by Suno AI. | Cocooxn | - | Mar 18, 2026 | |
Gloomy Clues: The Broken Mirror In-game content artaudio | For the development of The Broken Mirror (Xuru Engine Edition), we have integrated advanced generative AI workflows to enhance the atmospheric Noir experience.
Environment & Visual Arts: Environmental assets and backgrounds have been conceptualized and generated using AI, then manually refined and stylized in high-contrast black and white to achieve a unique 'graphic novel' aesthetic.
Audio Experience: Soundtrack and atmospheric sound effects were developed with AI assistance to create a deep, immersive psychological thriller mood.
Human Oversight: All AI-assisted content has been curated, edited, and directed by our lead developer. The core narrative, character arcs, complex puzzle design, and final assembly are 100% original human creations, ensuring a cohesive and high-quality artistic vision. | Pixel Paradise ® | - | Mar 18, 2026 | |
Abnormal1999:The Compass and the Sand In-game content art | The game uses a small amount of AI-generated textures, materials as assets. | QZQ Studio | 77 | Mar 18, 2026 | |
Ramhart In-game content artaudio | The game is entirely made by one person. Not having talent in all areas, I used AI to create graphics, sounds and music. | KGK Games | 11 | Mar 18, 2026 | |
The Royal Office of Magick Affairs In-game content art | For the Demo we have used Midjourney for some of our concept and promotional images.
Some item icons and specialized textures are made with DALE as a supporting tool | Allvis STHLM | - | Mar 18, 2026 | |
Pilgrim: Descent Protocol general | Services claiming copyright protection/indemnification: None. I do not use any third-party copyright filtering, detection, or indemnification service; the optional local assistant is offline and restricted to in-game data only. | Elushis | - | Mar 18, 2026 | |
My Own Murder art | The game leverages AI as a tool to assist in sketching and creating certain prop illustrations. | Unseen Interactive | - | Mar 18, 2026 | |
KillerNight Store/marketing art | The game's home cover and "Illusoria" logo are AI-modified. | Illusoria | - | Mar 18, 2026 | |
Night Lotus Store/marketing art | I only used AI to create the game's cover. | DVL Vostok Games | - | Mar 18, 2026 | |
Meal In-game content audio | AI has been used in this game for voice generation. | Unyielding Pixel Games | - | Mar 18, 2026 | |
Одиночество Скуфа In-game content art | artificial intelligence is used for characters and backgrounds | STuNT | 27 | Mar 18, 2026 | |
Dana Cipher : Dead Man's Hand Dev only art | Scene backgrounds, partially used for main characters reference and brainstorming. | Seven Sails Games | - | Mar 18, 2026 | |
Beauty Riddle In-game content artaudio | The game's beautiful girl images, riddle answer images, and musics are generated by AI. | 2D_猫 | - | Mar 18, 2026 | |
Love and Fear In-game content art | Backgrounds are created using AI. | Mango x2 | - | Mar 18, 2026 | |
Brain Freeze Store/marketing art | Generative AI was used to create some Steam Store and Steam Library images. | ggidk | - | Mar 18, 2026 | |
AI Schoolgirls Murder Mystery Live AI text | The AI generates responses to the player's interrogations. | Cogoo | - | Mar 18, 2026 | |
The Faceless Killer In-game content art | Most face textures of human models were created using AI. | Punga | - | Mar 18, 2026 | |
Mystery Manor: hidden objects Dev only art | We use AI on early stages of content development to create concept arts. All final content presented in the game is created by by humans. | Game Insight UAB | 80 | Mar 18, 2026 | |
FAKEBOOK Store/marketing art | Photos of some of the characters in the game have been made into Generative AI. | banjihagames | 592 | Mar 18, 2026 | |
Horror Simulator VR Store/marketing art | The creative concepts for our game promotional imagery were developed with the assistance of advanced AI tools. | Suplife Games | - | Mar 18, 2026 | |
After Midnight Live AI audioart | It just traduce the voice to text so the NPC takes actions acording the text received. Also Voice and Assets where generated by AI (not during gameplay) | Digital Forge | - | Mar 18, 2026 | |
Neither dead nor alive In-game content art | AI is used only to generate novel images(backgrounds) | KK Studio | - | Mar 18, 2026 | |
Story Crafter Live AI textart | Some images in the game are generated using AI, and AI is also used as the game host for text descriptions. | Story Carfter Studio Inc. | - | Mar 18, 2026 | |
Mary Unclear arttext | Thumbnail of Mary | Official Teaser 2
Some UI illustrations of the game.
And some talk texts | Pinster Games | - | Mar 18, 2026 | |
The way you died In-game content artaudio | AI pictures are used for: Game icon, game splash, editor splash.
Voices are also A.I.
That is all | Cosy Entertainment | - | Mar 18, 2026 | |
[Bober Bros] It's Just A Prank In-game content audio | All characters in the game speak the Interslavic language. Interslavic is an artificial language spoken by very few people. This makes it challenging to find voice actors who have good equipment, speak Interslavic, and fit specific characters. Therefore, some characters in the game have been voiced using AI. | BOBER BROS | 378 | Mar 18, 2026 | |
DOMUS ABSCONDITA Store/marketing art | AI has been used to generate the basic cover art and then altered to fit the game aesthetics. | Elmeryn Studios | - | Mar 18, 2026 | |
Bad Omens: 8th Apartment Store/marketing art | The art for the main menu is inspired by art created by AI, and finalized by hand to fit the game. | Neon Flamingo Games | 60 | Mar 18, 2026 |