SI is used to generate character voices in dialogues.
- Creator
- Simplicity Games
- Reviews
- -
- Added
- Mar 18, 2026
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SI is used to generate character voices in dialogues.
AI-generated art objects
We use some character portraits and simple UI elements.
RoadHouse Manager was mostly made by a single human on a quest to make the ultimate roguelite set in a roadhouse! Quitting his job at Activision Blizzard and undertaking this quest took years of 60 hour work weeks equaling many 1000s of hours of labour, lots of brain-effort, tons of money, roadhouse research, and many rare Earth resources; eventually going way over budget, forging this entertainment out of raw willpower melded with passion-sauce. Eventually to complete his universe-given quest, this dev delved into the dark side of forbidden technologies of 2026, including devil-spawned AI-tooling, the vile monster of which was used, to make some ear-stuff and eye-stuff in lieu of hiring other humans that could not be afforded at this time, to fill in content gaps with the best possible tools available at the time of production. Go-go human race, hurray!
No AI is used in the game. Only used in illustrations outside of the game.
IA is used for the background of the main menu
Cover and banners in the store page.
I've used AI to generate some 2D textures and background images.
Individual character portraits in the game are generated using AI and then refined by artists before use.
As a self funded, mostly solo indie dev Ai Art has been used during development for prototyping and concept art as well as promotional/marketing materials. All art in game before and during early access should be considered a WIP and not final. It is my goal that sales during EA can fund hiring artists to update/replace this content.
Due to the fact that card games require a large amount of illustrations and illustrations, and I do not have the ability or financial resources to implement them, many AI generated images are used in the game. If you mind, please do not make a purchase. But if you are willing to trust me, then I can assure you that all AI generated images in the game have been manually reviewed and processed, and will not produce obvious strange or abrupt feelings. As for the source of AI models and copyright issues of training data, I only purchased relevant material packages from Epic Mall and did not participate in generation and training.
Some artwork in Deal of the Dead Final Cut was created with the assistance of OpenArt AI software.
The steam capsule with the soldier, mage and mobster Is ai generated. There Is no ai content inside the game.
Two photos on the store page had the background generated by A.I. - Library Capsule (600 x 900 px) - Page background (1438 x 810 px)
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.
An AI-assisted voice-over was included in the game's Early trailer. Most of the questions in the game were generated by artificial intelligence and translated into 8 different languages.
AI-generated and modified imagery for backgrounds and gameplay elements
The program code was partly generated by GitHub Copilot.
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.
Part of the art assets were generated using AI tools to create initial concept sketches, which were then manually adjusted and revised by artists. The final work combines AI-generated foundational designs with human artistic revisions. The translation process for languages other than Chinese utilized AI & human revision.
ChatGPT was used to localize in game and Store Page text.
We received support from artificial intelligence in developing some visuals in the game.
AI used in play test images of cards and audio of final victory song
Steam store page capsules
Some in-game content, such as simulated chat spam and cutscene art in WISH (as befits the narrative) was created with the assistance of AI powered tools.
Some of the store artwork (Steam capsules) are designed with assistance of generative AI. The game itself - includding the music, levels, code and all artwork - is "hand made" without any of this AI stuff.
Angel Guardian was developed with the help of AI tools across our creative pipeline — including story development, dialogue, enemy balancing, difficulty tuning, concept art exploration, animation prototyping, music iteration, and voice experimentation. AI acted as a creative accelerator, allowing us to rapidly test ideas, refine systems, and expand the scope of our world. All content was directed, curated, and finalized by our human development team.
Capsule image Ingame Texts Ingame Images
Visual art
- Text-related: Translation of store descriptions for non-Japanese stores
GenAI is used to create 2D character design concepts as reference images for 3D modeling. It is also used for some UI icons, a limited number of 3D asset models, and translation of in-game character dialogue.
The achievement icon in the game store is generated using AI
Some AI tools were used as part of the creative process to assist with brainstorming, polishing text, and improving efficiency in content creation. However, all final assets, visuals, and materials are manually reviewed, edited, and finalized by the development team to ensure original quality and consistency with the game’s vision. No, the game does not use AI to generate content or code in real time during gameplay. All gameplay logic, assets, and mechanics are fully pre-defined and designed by the development team. AI is used only for traditional gameplay elements such as enemy behavior, pathfinding, and combat decision-making. These systems are entirely pre-programmed and do not involve generative AI. The goal is to provide challenging, reactive encounters that feel dynamic and engaging for the player.
Some of the characters' phrases that they say during gameplay.
AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management.
Generative AI tools were used during the development of Academy: Become a Hero to create and refine several game assets. The disclosure of its use is as follows: 2D Art and User Interface: All 2D illustrations, UI elements, icons, and menus (including upgrade screens, stage selection, and customization menus) were generated using AI tools and subsequently edited and refined for final integration. 3D Modeling: The main character (Troid) and its skeletal meshes were created using Meshy. We hold a valid commercial license for all content generated and used in the project. Localization: Game localization and translations into all supported languages were performed with the assistance of AI large language models to ensure global accessibility. Audio and Voiceovers: For the introductory cinematic, AI was utilized to modulate and process the developer's original voice recordings to create distinct and characterized voices for the different characters. All AI-generated content has been manually reviewed, corrected, and finalized by the developer to ensure artistic consistency and technical quality.
All images, text, music, code, and other important parts of the game are created manually. We have used AI for some of the translation, as well as for creating some textures (for example - wall posters). The usage is minimal, and you probably won't notice it. This is done to speed up the development process. In the future, we may replace these assets if we deem it necessary.
Artificial intelligence was used both for multilingual translation and for creating the DLC illustrations.
Generative AI was used to partially create the background images on the marketing assets.. The game itself is hand-crafted, hand-drawn, and animated by a human hand!
Part of graphics generated by AI.
The game is a research project into how the use of AI would affect game production, so AI has been used for images, voiceovers, code, dialogue and other areas as much as possible. Just to see what sort of results it provides.
It has translations to the english that I got from I.A. and some of the animations during the gameplay as well.
Portraits were generated by AI
We are experimentally using generated AI as a reference for some background materials or for textures.
We generated drafts for the game's and company logos, part of the capsules art, the voice in the trailer and the store texts. Then we adapted them to our liking.
游戏中部分美术素材由AI生成
AI was used to generate old version of steam page banner, and now it's as main image on most of community news.
AI is not used in game. However it was used for the capsule images.
AI-generated story invention AI generated audios AI-generated translation AI generated videos AI generated images This game use AI Art. Special Thanks to the following Creators of... KLING AI (Videos) Wonder AI (2D Graphics) Runway AI (Trailer Voice) Chat-GPT / OpenAI (Translation) DALL-E (2D Graphics) Replica AI (Voice) Meshy.ai (3D Models)
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hoodies Squad: Alcoholypse In-game content audio | SI is used to generate character voices in dialogues. | Simplicity Games | - | Mar 18, 2026 | |
TIME JOURNEY In-game content art | AI-generated art objects | Geekon | - | Mar 18, 2026 | |
The Carnival Of Company In-game content art | We use some character portraits and simple UI elements. | Craftbridge | - | Mar 18, 2026 | |
RoadHouse Manager In-game content artaudio | RoadHouse Manager was mostly made by a single human on a quest to make the ultimate roguelite set in a roadhouse! Quitting his job at Activision Blizzard and undertaking this quest took years of 60 hour work weeks equaling many 1000s of hours of labour, lots of brain-effort, tons of money, roadhouse research, and many rare Earth resources; eventually going way over budget, forging this entertainment out of raw willpower melded with passion-sauce. Eventually to complete his universe-given quest, this dev delved into the dark side of forbidden technologies of 2026, including devil-spawned AI-tooling, the vile monster of which was used, to make some ear-stuff and eye-stuff in lieu of hiring other humans that could not be afforded at this time, to fill in content gaps with the best possible tools available at the time of production. Go-go human race, hurray! | gameboardgames | - | Mar 18, 2026 | |
Rogue Gladius Survivors Store/marketing art | No AI is used in the game. Only used in illustrations outside of the game. | SE Mobile and Online Co.,Ltd. | - | Mar 18, 2026 | |
Almost Dungeon Store/marketing art | IA is used for the background of the main menu | Almost Studio | - | Mar 18, 2026 | |
Deadly Parkour Store/marketing art | Cover and banners in the store page. | Onduck Games | - | Mar 18, 2026 | |
Catnip Dreams In-game content art | I've used AI to generate some 2D textures and background images. | Floky | - | Mar 18, 2026 | |
悟道 In-game content art | Individual character portraits in the game are generated using AI and then refined by artists before use. | 亿万行星 | 18 | Mar 18, 2026 | |
Notoris 2: Warlords Store/marketing art | As a self funded, mostly solo indie dev Ai Art has been used during development for prototyping and concept art as well as promotional/marketing materials.
All art in game before and during early access should be considered a WIP and not final. It is my goal that sales during EA can fund hiring artists to update/replace this content. | Flying General Games LLC | - | Mar 18, 2026 | |
英雄史诗 In-game content art | Due to the fact that card games require a large amount of illustrations and illustrations, and I do not have the ability or financial resources to implement them, many AI generated images are used in the game. If you mind, please do not make a purchase.
But if you are willing to trust me, then I can assure you that all AI generated images in the game have been manually reviewed and processed, and will not produce obvious strange or abrupt feelings.
As for the source of AI models and copyright issues of training data, I only purchased relevant material packages from Epic Mall and did not participate in generation and training. | 类人猿Leiry | - | Mar 18, 2026 | |
Deal of the Dead Final Cut In-game content art | Some artwork in Deal of the Dead Final Cut was created with the assistance of OpenArt AI software. | Snarkle Studios | 26 | Mar 18, 2026 | |
Save the throne Store/marketing art | The steam capsule with the soldier, mage and mobster Is ai generated. There Is no ai content inside the game. | Alex Voxel | - | Mar 18, 2026 | |
AIRANBLADE Store/marketing art | Two photos on the store page had the background generated by A.I.
- Library Capsule (600 x 900 px)
- Page background (1438 x 810 px) | ANIMABOX | 11 | 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 | |
Knowledge Domination In-game content audiotext | An AI-assisted voice-over was included in the game's Early trailer. Most of the questions in the game were generated by artificial intelligence and translated into 8 different languages. | Frosy Games | 19 | Mar 18, 2026 | |
Galaxy Legion: Apotheosis In-game content art | AI-generated and modified imagery for backgrounds and gameplay elements | Eris Media | - | Mar 18, 2026 | |
Galaxy At War Dev only code | The program code was partly generated by GitHub Copilot. | Nicola Hahn | - | 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 | |
息风谷战略 In-game content arttext | Part of the art assets were generated using AI tools to create initial concept sketches, which were then manually adjusted and revised by artists. The final work combines AI-generated foundational designs with human artistic revisions.
The translation process for languages other than Chinese utilized AI & human revision. | Xia Start | 1.5k | Mar 18, 2026 | |
WARLANCER - Armored Survivor Store/marketing text | ChatGPT was used to localize in game and Store Page text. | cycursive games | - | Mar 18, 2026 | |
God Of Death In-game content art | We received support from artificial intelligence in developing some visuals in the game. | IRun | 11 | Mar 18, 2026 | |
Element Are We In-game content artaudio | AI used in play test images of cards and audio of final victory song | Gym Suite Studios | - | Mar 18, 2026 | |
One Way Road: Firehunt Store/marketing art | Steam store page capsules | Shabunov Leonid | 119 | Mar 18, 2026 | |
Stream or Die! In-game content textart | Some in-game content, such as simulated chat spam and cutscene art in WISH (as befits the narrative) was created with the assistance of AI powered tools. | Taming Dragons | - | Mar 18, 2026 | |
Gravity Force Store/marketing art | Some of the store artwork (Steam capsules) are designed with assistance of generative AI.
The game itself - includding the music, levels, code and all artwork - is "hand made" without any of this AI stuff. | Coffeeshock Studios | - | Mar 18, 2026 | |
Angel Guardian In-game content textartaudio | Angel Guardian was developed with the help of AI tools across our creative pipeline — including story development, dialogue, enemy balancing, difficulty tuning, concept art exploration, animation prototyping, music iteration, and voice experimentation.
AI acted as a creative accelerator, allowing us to rapidly test ideas, refine systems, and expand the scope of our world. All content was directed, curated, and finalized by our human development team. | Corgee inc | - | Mar 18, 2026 | |
Rebel! In-game content textart | Capsule image
Ingame Texts
Ingame Images | The Ministry of Propaganda | 19 | Mar 18, 2026 | |
Elven Rivers 6: Guardians of Hope Collector's Edition Unclear art | Visual art | BigCityLab | - | 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 | |
Exelio In-game content arttext | GenAI is used to create 2D character design concepts as reference images for 3D modeling.
It is also used for some UI icons, a limited number of 3D asset models, and translation of in-game character dialogue. | AI Frog Interactive, Inc. | 16 | Mar 18, 2026 | |
都市小面馆 In-game content art | The achievement icon in the game store is generated using AI | Terobi | 11 | Mar 18, 2026 | |
Versus In-game content text | Some AI tools were used as part of the creative process to assist with brainstorming, polishing text, and improving efficiency in content creation. However, all final assets, visuals, and materials are manually reviewed, edited, and finalized by the development team to ensure original quality and consistency with the game’s vision.
No, the game does not use AI to generate content or code in real time during gameplay. All gameplay logic, assets, and mechanics are fully pre-defined and designed by the development team.
AI is used only for traditional gameplay elements such as enemy behavior, pathfinding, and combat decision-making. These systems are entirely pre-programmed and do not involve generative AI. The goal is to provide challenging, reactive encounters that feel dynamic and engaging for the player. | Gabriel Lopez | - | Mar 18, 2026 | |
Adrenaline Rampage In-game content text | Some of the characters' phrases that they say during gameplay. | Midhard Games | 25 | Mar 18, 2026 | |
Wild Witch In-game content artcode | AI-generated art was developed based on original sketches and artwork created in our studio. We used a private LLM trained exclusively on our own original artwork to iterate and experiment with various visual concepts before finalizing our artistic direction. This process allowed us to efficiently explore creative possibilities while ensuring the final art assets remained true to our unique vision and aesthetic. AI was also assistive in code and project management. | Giantmaker Studio | - | Mar 18, 2026 | |
Academy: Become a Hero In-game content arttextaudio | Generative AI tools were used during the development of Academy: Become a Hero to create and refine several game assets. The disclosure of its use is as follows:
2D Art and User Interface: All 2D illustrations, UI elements, icons, and menus (including upgrade screens, stage selection, and customization menus) were generated using AI tools and subsequently edited and refined for final integration.
3D Modeling: The main character (Troid) and its skeletal meshes were created using Meshy. We hold a valid commercial license for all content generated and used in the project.
Localization: Game localization and translations into all supported languages were performed with the assistance of AI large language models to ensure global accessibility.
Audio and Voiceovers: For the introductory cinematic, AI was utilized to modulate and process the developer's original voice recordings to create distinct and characterized voices for the different characters.
All AI-generated content has been manually reviewed, corrected, and finalized by the developer to ensure artistic consistency and technical quality. | More Dev Games | - | Mar 18, 2026 | |
EON In-game content arttext | All images, text, music, code, and other important parts of the game are created manually.
We have used AI for some of the translation, as well as for creating some textures (for example - wall posters). The usage is minimal, and you probably won't notice it. This is done to speed up the development process. In the future, we may replace these assets if we deem it necessary. | Moonworks | - | Mar 18, 2026 | |
NeoCars In-game content textart | Artificial intelligence was used both for multilingual translation and for creating the DLC illustrations. | Valakey | 15 | Mar 18, 2026 | |
Starcade FACTIONS Store/marketing art | Generative AI was used to partially create the background images on the marketing assets.. The game itself is hand-crafted, hand-drawn, and animated by a human hand! | Starcade Arcade | 16 | Mar 18, 2026 | |
Planet Fights In-game content art | Part of graphics generated by AI. | SCLITIFY IT | 52 | Mar 18, 2026 | |
Echoes of Somewhere Series 1 In-game content artaudiotextcode | The game is a research project into how the use of AI would affect game production, so AI has been used for images, voiceovers, code, dialogue and other areas as much as possible. Just to see what sort of results it provides. | Dinosaurs Are Better | - | Mar 18, 2026 | |
Ettrian - The Elf Prince In-game content textart | It has translations to the english that I got from I.A. and some of the animations during the gameplay as well. | Metthink | - | Mar 18, 2026 | |
Lost with you In-game content art | Portraits were generated by AI | JJGames | - | Mar 18, 2026 | |
フィズとにじいろの星 In-game content art | We are experimentally using generated AI as a reference for some background materials or for textures. | にじいろドラゴン | 55 | Mar 18, 2026 | |
Sneaky Pirates In-game content artaudiotext | We generated drafts for the game's and company logos, part of the capsules art, the voice in the trailer and the store texts. Then we adapted them to our liking. | Knights of the Gray Matter | 14 | Mar 18, 2026 | |
传说之始 In-game content art | 游戏中部分美术素材由AI生成 | 水月suigetsu | 44 | Mar 18, 2026 | |
Elven City Simulator Store/marketing art | AI was used to generate old version of steam page banner, and now it's as main image on most of community news. | Igor Vasilenko | 17 | Mar 18, 2026 | |
Baby Snow Store/marketing art | AI is not used in game. However it was used for the capsule images. | D.G. Mason | - | Mar 18, 2026 | |
Amazing Space In-game content artaudiotext | AI-generated story invention
AI generated audios
AI-generated translation
AI generated videos
AI generated images
This game use AI Art. Special Thanks to the following Creators of...
KLING AI (Videos)
Wonder AI (2D Graphics)
Runway AI (Trailer Voice)
Chat-GPT / OpenAI (Translation)
DALL-E (2D Graphics)
Replica AI (Voice)
Meshy.ai (3D Models) | Playbosh Games Entertainment UG (haftungsbeschränkt) | - | Mar 18, 2026 |